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Alonso.E

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About Alonso.E

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  1. Exactly, thank you. @DarkSideSixOfficial, @enex, @Gutsnav I respect your view of the game: you don't like having a suppression system, that's cool. But others like me see a reason for it and all I'm asking is, taking into account the engine is going to implement some bullet detection for the AI, if the same is going to be provided for modders to use on players. Before you jump on me saying that devs shouldn't spent time on something you dislike, please let me remind you I'm not requesting the feature (I would have opened a ticket otherwise), I'm just asking if the feature is going to be available so that we can minimise the unknowns on the mod we are working on. Regards.
  2. In Sitrep 00097 it reads: As mentioned in the livestream, the last work on AI Suppression (for Marksmen DLC), is about to be released on Dev-Branch. Now that AI can detect projectiles flying near them, and avoid crossing impact zones, they will also receive an accuracy penalty. When under fire, the AI's 'dynamic aiming error' is increased, making them less quick and accurate in their reaction. Will that also be available for players in the form of an event, for example, so we can attach a handler to it? Regards, Alonso.
  3. Alonso.E

    Chessmaster's Wounding System

    Hello chessmaster42, Thank you very much for your work here! Could you confirm that the following points in the readme are correct: unconscious units are able to move around and fire their primary weapon unconscious medics are able to use first aid on themselves (can be disabled in config) Wondering if an unconscious unit should just remain unconscious.
  4. Hello nkey, First of all, thank you for your great mod and for filling an important gap in Arma 3. Our clan and most of the Spanish clans I know of use it extensively. Because of the change in the TS API as of version 3.0.14, you have been forced to rebuild the TFR DLL and re-package them into the mod zip file for distribution. I can see that you clearly have specified in the website from which the mod can be downloaded that the version is v0.8.3 (03-13-2014), and also added a note saying it is compatible with TS 3.0.14. I understand that the mod code base has not changed and therefore the version number should not change, but it is clear that the date is meaningful to the contents of the package. Could I suggest the date be also appended to the mod zip file, so instead of 0.8.3.zip we have something like 0.8.3-2014-13-03.zip ? That would work as some kind of build number and would let people understand that is a different build. Being a software engineer myself with some years of professional development on my back (not in the game industry unfortunately) I know these little things in versioning a package can lead to a great deal of confusion sometimes. Anyway, hope it helps. Regards, Alonso. PD: tried to send this as a PM but was not allowed because I had never post in the forum :-(
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