

soulis6
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Everything posted by soulis6
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The problem is one of feedback though; when you can't tell if your long range shot is off by a mile, a few inches, or hitting some invisible collision wall in front of your gun, that's a problem. Seeing the little plumes of dust from shots is very important visual feedback, to let you know that, yes the game is working as expected, you're shots aren't just disappearing into the ether. Although I don't' think it's a problem with Blastcore. I've noticed that even on the unmodded game my bullet impacts would sometimes not show up, especially on multiplayer games.
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Yeah this may have been my problem too, I think even infantry were firing on it, even though it was almost 2000m in the air. I would love some way to make it stay in position circling around, not diving down to 100m and trying to strafe the enemy on it's own. Is there any way to force this?
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I've been having this problem as well during MP. Spawned a few Greyhawks with Zeus, and as soon as they got anywhere near the enemy, they ignored all 'do not fire' and 'height: very high' commands, and just started dive bombing the enemy on their own. I dont think this used to be a problem, but yeah, wasn't too great, had to spend a long while cleaning up and trying to fix problems with the mission this caused.
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ACE3 - A collaborative merger between AGM, CSE, and ACE
soulis6 replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Yeah that's what i've been doing for now, but I would really like to actually have medics, and have their healing actions be quicker, while also have everyone to be able to use Epipen. Otherwise in a squad of 5, if the only medic gets downed it's possible that's the end of the mission right there, and our group just isn't that hardcore. I really like the rest of the basic medical features. Related question, does the medkit (from the vanilla game) do anything anymore? I thought I saw someone say it makes you faster at bandaging, but now i can't find that post anywhere. -
ACE3 - A collaborative merger between AGM, CSE, and ACE
soulis6 replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I would like to second this, would love if this was possible. It says in the wiki that medics (the default setting) perform medical actions faster than non-medics, but I haven't found this to be true. All I can see that it does is only allow medics to use epipen, which I would really like to be able to turn off. -
GET/SET Loadout (saves and loads pretty much everything)
soulis6 replied to aeroson's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Too bad it's not supported anymore, seemed like a really great script! I tried to see if it would work anyways, but unfortuantely it looks like it's running into a problem with loading the players loadout. Does anyone know of any comparable scripts or mods that we could use to load inventories? Or have an updated version of this that works with the current arma version? -
Unit SFX - Body fall sounds & hit screams
soulis6 replied to Gudsawn's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Yeah, all vanilla units, nothing special there. -
Unit SFX - Body fall sounds & hit screams
soulis6 replied to Gudsawn's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Good stuff, thanks for sharing! Definitely adds a lot to hear screams in the middle of gunfights, always felt weird to me everyone just gets shot or dies silently. A couple suggestions: -crewmen in vehicles probably shouldn't scream when the vehicle blows up; it sounds a little silly right now when there's a medium sized vehicle battle, not to mention you shouldn't be able to hear them inside the vehicle before it explodes anyways. -it might be nice to have some randomization of units screaming on hit/death, as in maybe not always happening 100%, more like 50/50? That way you still hear them but it's not as predictable, a little less mechanical. -sort of related to the last, is it tied right now in a way to what side a unit is on, or if they're on the player's team? I noticed that my friendly AI would scream 100% of the time, but the enemy would either almost never scream, maybe 1/10 (or maybe they're just much much quieter?). To test I put down two groups of inf, one blufor and one opfor in Zeus, about 50m away from each other, and was able to hear every one of the bluefor soldiers cry out when shot, but I think only a one or two opfor. -
iniDBI - Save and Load data to the server or your local computer without databases!
soulis6 replied to code34's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I would also love to find a good/simple example of this. I tried the OOD persistant data world, but couldn't get that working for me at all. Any advice? -
OO PDW - oriented object Persistent Data World
soulis6 replied to code34's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I would also like to know if anyone has actually had success with this, is there a good example of just saving some players equipment, and then loading it? I read through all the documentation but still couldn't get this to work. -
ACE3 - A collaborative merger between AGM, CSE, and ACE
soulis6 replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I have a question only sort of related to ACE, wondering if anyone can help me though. If I have a collection of mods on Playwith Six, and wanted to bundle up a custom version of ACE with some of the PBOs removed, to replace it in our collection, how would I go about doing that? Mostly the repacking of the mod with different PBOs, and getting that into pw6. If this should go in another thread i'll gladly move it, just figured this is somewhat relevant here. -
ACE3 - A collaborative merger between AGM, CSE, and ACE
soulis6 replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thanks to all for your hard work on ACE, you guys are awesome. Looking forward to every new version. That said, our group had some big problems trying to play this last night with 4-5 people on coop, especially with the Titan/Javelin launchers. Mostly just wanted to make sure other people are aware of these, so they can steer clear for the moment, to avoid breaking their missions part way through like what happened to us :P Issues: 2 of our players were unable to fire them, no matter what, even while fully zoomed in, thermal on, solid tone lock. After trying and failing to fire, they found that they couldn't fire any weapons, and had to quit and rejoin the server to fix this. I also had the missiles doing no damage to some vehicles, or on certain fire modes (top down or straight). Couldn't see a pattern, seemed random, but at one point I hit a Sochor (csat arty) tank with about 4 missiles, with no effect on the vehicle. It also seemed to break Zeus remote control, attempting to zoom in and fire with the Titan/Javelin. The AI I was controlling jerked away from my control and started running without my being able to control him. Lastly, I noticed that AI firing these seemed to fire them even faster than vanilla, and definitely much faster than should be able to, I don't think they take the lock on time into account, just put it up to the sights and fire. -
Oh no, i'm sorry, I was talking about Dragonfyre lite, my mistake. Is that the same status? Should I not use that and just wait for the new updates?
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Sorry, i'm not very clear on the MP status, is it usable right now as of the current (older) version on Playwith Six? I've been using it Coop MP with some friends, and it's seemed ok, is there a problem or potential issue I should be wary of?
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ACE3 - A collaborative merger between AGM, CSE, and ACE
soulis6 replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I'm still having a problem with this, it's not for me, but just for anyone joining my game, ACE event menu doesn't show up. We aren't running too many other mods, mostly the very popular ones, MCC, Blastcore, jSRS etc. No one else is having this problem? I see the extended eventhandlers addon in my CBA folder, but it's just a pbo, wouldn't that mean i already have it? I'm not sure whatelse I can do with that, it's not in the optional folder or anything. -
Ai loadout in zeus arsenal - eternal problem and solution?
soulis6 replied to Mopsmaster's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks a bunch for this too, it's probably the best solution to this i've seen so far. Will give it a try for sure. Is there no way to create a new unit type easily that could be spawned via Zeus? Like instead of overriding a unit class just creating a new one that has the desired loadout? It sounds simple but i'm sure it's not, haha. Hopefully with the new expansion and eventual full 3d editor, we can get some more support for this kind of thing. -
ARMA 3 Addon Request Thread
soulis6 replied to max power's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Has any sort of stealth AI ever been attempted or in progress? Something where the AI reacts to players sneaking around better than just 'instant detection > whole squad shooting' within one split second of glimpsing a soldier's left foot in the dark? I remember someone suggested in another thread a system where the AI of individual soldiers would have a 'suspicion meter' that would fill up when they saw or heard enemy players, at a rate depending on a variety of factors (how much of the soldier they saw, distance, light level, alertness level and maybe even the sneaking soldier's type of clothing/uniform), and when it reached the top they would contact the rest of their squad and go into battle mode, or maybe go to investigate (definitely the hardest part), depending on their previous battle-alertness state. I would love to see something like this, I can imagine it not being easy at all though. Would be amazing though if done well, especially for Zeus run missions. At the moment I have to basically hack it, setting all sneaking players to 'setcaptive' and then un-setting them as soon as I think they would have been spotted or someone has fired, etc. Otherwise the AI is way too good at spotting the 1/20th of one of them through a bush and instant shooting them in the head, even in situations where they would definitely not react that fast or with such hostility. -
@Ares - Modules expanding Zeus functionality - Release Thread
soulis6 replied to antonstruyk's topic in ARMA 3 - ADDONS & MODS: COMPLETE
hahah this bugs me so damn much, but I didn't think anyone else ever noticed or cared about it. One of the silliest things about running missions with Zeus. -
ACE3 - A collaborative merger between AGM, CSE, and ACE
soulis6 replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Ohhhh ok thanks! I already mentioned this in the thread before, but there's so much stuff like this in ACE right now, i hope we can see some UI changes for that kind of thing in the future. No reason the option to surrender shouldn't be select-able and give you a reason why you can't do it, or a disabled button with icon overlay, or some sort of hint, instead of just disappearing. -
Shoter's Animation Script
soulis6 replied to shoter0's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Whoops, didn't see this till now. Sure thing. If you already have the current version of the Ares mod and Shoters setup, then it's pretty easy: In your init.sqf, make sure you have: call compile preprocessFileLineNumbers "ShoterAnimation\init.sqf"; somewhere near the top, then anywhere after: if (isClass (configFile >> "CfgPatches" >> "Ares")) then { ["CustomAnimations", "Animation: Talk", {[(nearestObject [_this select 0, "Man"]), "talk"] execVM "ShoterAnimation\ShoterAnimation.sqf"}] call Ares_fnc_RegisterCustomModule; ["CustomAnimations", "Animation: Sit", {[(nearestObject [_this select 0, "Man"]), "sit"] execVM "ShoterAnimation\ShoterAnimation.sqf"}] call Ares_fnc_RegisterCustomModule; //repeat for all wanted animations, replacing the "talk"/"sit" param with whatever animation you want to play }; The only problem is currently there's no way to exit the animation that I know of, except for having the AI get into a combat state. Shoter said he'd be taking a look at that at some point and possibly adding it, but i'm not sure if this project is still active or not. EDIT: was able to get the animation to stop by calling ShoterAnimation_fnc_EndAnimation but then the problem is that you can't play any other animations on that unit. Will have to look at it again later. -
ACE3 - A collaborative merger between AGM, CSE, and ACE
soulis6 replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I asked this long ago but never saw anything about it; what happened to the 'hands up' option that existed in the ACE preview, that allowed units to put their hands up and surrender as an action menu ability? Did it get intentionally removed? Will it be coming back? -
I'm in the same boat, I host a collection of mods shared with my players on PlayWithSix, but i have no idea how to edit the mod in my collection (or make a new one?) to be a modified version of blastcore. If there's a relatively simple way to do it, that would be grand, otherwise it's really not going to fly with having people delete their own PBOs.
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ACE3 - A collaborative merger between AGM, CSE, and ACE
soulis6 replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I will try that, although i'm not sure why it would work for me but not for the players. Never had this problem with AGM or anything before, and I'm not sure i will be able to get my players to do this with every new version of CBA, but will give it a shot. Is this a temporary thing, or will ACE and CBA always work this way? Because if so, I'm probably going to have to try and find the offending addon and remove it, -
ACE3 - A collaborative merger between AGM, CSE, and ACE
soulis6 replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Is the issue with CBA and the ACE interaction menu still occurring? I tried hosting a game tonight but no one other than me (the host) could access the ace action menu. Everyone was up to date on the latest version of ACE and CBA. -
ACE3 - A collaborative merger between AGM, CSE, and ACE
soulis6 replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
awesome, thanks