

soulis6
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Everything posted by soulis6
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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
Is there a way to revive unconscious units via a script? There was a way in agm, but I don't see that in this, probably just not looking in the right place. -
This sounds like the old 'My generation is so much better than the new generation' line, a.k.a. the Golden Age fallacy. No, 'looter' types is not a thing, the reason people (not just young people) only buy things on Steam sales is because it makes no sense as a consumer not to anymore, for multiple reasons; mostly due to the supply of games rapidly surpassing demand. Most people I know have so many unplayed games in their steam backlog, that there's no incentive or reason to purchase most until they're on deep discounts at a later time. The truth is we just have too many games out right now for people to consume, and as a result most developers put their game up on these sales to try and make enough to make any sort of profit at all.
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Possibly, but what makes those more suited to a military sandbox compared to pacific islands? Just because there hasn't been any recent US forces fighting there? I'm not saying i'm right or anything, it's all subjective, I just don't think they need to limit themselves to imitating real world recent conflicts, rather than imagining where near future conflicts might take place. That it gives players somewhere a little bit different is a good thing too I think.
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Seeing how much pacific island warfare and conflict there's been in the last 100 years, i'm pretty bewildered by people who say that this setting doesn't fit with a military game. Looks great to me, looking forward to more reveals about new content and features (3d editor!!)
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Didn't that say previously that they're working on a full 3d Editor (i.e. Zeus + 2d Editor combined) for the expansion? To me this is the biggest thing i'm looking forward to in it. :D
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While I disagree about the lack of content in the vanilla game, I can understand wanting to have an expansion that builds on top of what's already there rather than replaces it. I don't necessarily think this will happen with the new expansion, but I can understand where it's coming from. I think they'll be able to use a lot of the smaller models that are already in the game fine, anything smaller than a building, and maybe be able to retexture some models for things that don't quite fit, in addition to new buildings and whatnot. That way we will hopefully see some cool new stuff. At the very least there should be some new vehicles and weapons that will fit in nicely with the rest of the game, surely that's not a bad thing? The problem with these kinds of threads though is that everyone has a different expectation for what 'should be' in the base game, or how much there is needed before it stops having a lack of content. There's no baseline for how much content should be in the game, because no one else is doing anything like this, so we have nothing to compare it to. Also the dinosaur comments are pretty funny and very off base. It's really not even that popular a mod, i can guarantee you most people who play the game have no idea it exists, it's just gained a decent amount of exposure on the forums here because it's weird and different.
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MCC Sandbox 3 - Dynamic mission creating tool for ArmA 3
soulis6 replied to shay_gman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I don't think that's totally accurate. Zeus IS accessible in the editor, you can add all the units you've put in your saved mission into Zeus through normal means once you've loaded it in the 2d editor, I was just suggesting a faster way that offers a bit more flexibility and features. That's a problem with sandbox games like this, who decides what a 'basic feature' is? Everyone has a different definition. I would hardly call a fully realized 3d editor a 'basic feature', since their are few enough games out there that have any editor at all, and far far less that are as complex as Arma is. Either way, it's coming with the next expansion, merging Zeus and the normal 2d Editor. You want it now, which is understandable, but things take time. :) -
ACE3 - A collaborative merger between AGM, CSE, and ACE
soulis6 replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Yeah, but what sucks (for now) is for people like me who used AGM with the 'Prevent instant death' on all the time, to force unconscious on players instead of them dying, no matter what, so that we could use this as a revive system. I'm sure it will be fixed up at some point, but it's a bummer for now. -
MCC Sandbox 3 - Dynamic mission creating tool for ArmA 3
soulis6 replied to shay_gman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I'm not sure I understand? What i was referring to (Ares mod, here's the link), and writing a small script, are solutions to the problem you're talking about, units not being accessible after saving out to the SQM and loading it later. -
MCC Sandbox 3 - Dynamic mission creating tool for ArmA 3
soulis6 replied to shay_gman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
thefinn, there's a few ways around that, that I know of. You can either use the (awesome) Ares mod, which adds a lot of very useful utility modules to Zeus, such as adding preset units to Zeus. Or if don't mind writing a small script, manually loop through everything and add it to the curator (zeus) every few seconds/at start of mission. -
ACE3 - A collaborative merger between AGM, CSE, and ACE
soulis6 replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Is this a real thing that i dont know about or am I just thick and this is sarcasm? -
ACE3 - A collaborative merger between AGM, CSE, and ACE
soulis6 replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
That sniper video was very helpful actually thanks (although I will grumble and say I don't understand why the AtragMX interface is so convoluted and unfriendly :P ), but now i'm trying to figure out how to properly use the mils scopes when you don't have an AtragMX + Vector and time to line up the shot, Like if you're just marksman in the middle of a firefight. Anyone have any tips? Is it supposed to be as simple as 1.0 on the elevation scope mil equals 100 meters on flat ground? I can't seem to get the hang of figuring out the right Meters + Elevation rough, quick, middle-of-combat math you'd use for that. -
ACE3 - A collaborative merger between AGM, CSE, and ACE
soulis6 replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
This may have been asked before, but I wanted to try giving the new millscopes a shot, can anyone tell me how to actually use them? Are there any good tutorials or videos that show how to actually range a target with them? I don't really care about long range sniping with wind and angles and all that, more just in-combat marksman shooting. if I can't explain it to my players easily or they find it too annoying I'll have to have them all delete the pbos, but that's a pain, so wanted to at least try and understand. -
Personally I use 2x acceleration during all of my groups missions. I never figured that everything was meant to be 1:1 analagous with real life time or scale, and it gives a nicer sense of time passing throughout the mission.
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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
Sure but is there any reason it's not just an option in game or module? I just don't get the value of it, are there really that many people who like (fake) realistic names as opposed to what everyone already knows? -
ACE3 - A collaborative merger between AGM, CSE, and ACE
soulis6 replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I think he's more saying he doesn't see the sense of them being in the mod at all, which I agree with. Who does it benefit and how? You can remove the PBOs, but it's unwieldy with lots of players, there's always 1-2 who don't do it right or forget to after updating. -
ACE3 - A collaborative merger between AGM, CSE, and ACE
soulis6 replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I agree with this, although for a different reason. I run a game with 5-7 other players who have all been playing Arma 3 almost since release, and with the 'realistic names' from AGM on, I had to interrupt their comms about 3-4 times per game to respond to a "what the the hell is X? I'm just looking for Y" questions. Just had them delete the PBO after a couple games of that. Consistency is an important thing IMO, the same reason everyone doesn't switch over from 'qwerty' keyboards to 'dovorak' or something that might be a little bit more efficient, but not worth the price of learning it all over again. But Alwarren is also correct, in that these are all meant to be at least semi-fictional weapons and vehicles, and trying to force realistic names onto them doesn't seem to make a lot of sense to me. -
ACE3 - A collaborative merger between AGM, CSE, and ACE
soulis6 replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
It's probably something that should be posted on the github, but if I can make once suggestion it would be more feedback where you can't do X because of Y. They would probably stop a huge host of questions and complaints in the future by people who just don't understand how the mechanics work. I know I already ran into a few of these and had to look them up on the wiki, which is obviously not great during the middle of a game. Some examples I can think of: -If you try and fire with the javelin without locking, it would be great to have some subtle text about needing a target lock. And if you try and lock a target without being zoomed in and in thermal mode, have some text telling them that. Doesn't need to be really big or flashy, maybe just some fade in text upon failure to fire. -A 'disabled' state icon for actions that are common but only in some situations, for example taking captives or putting your hands up. It could be just darkened and greyed out, and if you try and select it, it could tell you why you can't do it. This already happens in some situations (trying to drag something that's too heavy), but it's not consistent with other actions. Edit: i'm also finding that, as someone else reported, any AI units that are unconscious are made invulnerable, regardless of what happens to them. I'm not sure if I had it set to avoid player death while unconscious, i'll have to check later. Also does anyone have any help with using the "Basic Revive" system that seems to be an option with the medical module? Can't figure out how to get it setup or working. -
ACE3 - A collaborative merger between AGM, CSE, and ACE
soulis6 replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Is there a special way to make the 'basic revive' system work? I can't seem to find much info about it on the wiki nor get it working in game. -
ACE3 - A collaborative merger between AGM, CSE, and ACE
soulis6 replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Oh i guess i misunderstood, I thought that Advanced ballistics was responsible for the mill scopes. Well that's a shame, I thought all the things that were non-essential PBOs in AGM were going to be module options in ACE. -
ACE3 - A collaborative merger between AGM, CSE, and ACE
soulis6 replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Haha, just asked the same thing BadLucky, look up :P Most things seem to be working great, liking the new interaction menu for the most part, and the new shell fragmentation is awesome. Also attaching stuff to vehicles, badass. A few other questions though if anyone knows: -I can't seem to disable realistic names for vehicles/weapons, anyone know where this setting is? -Setting advanced ballistics to 'NO' doesn't seem to have any effect, anyone try this already? My group will definitely not be able to handle the mill scopes and all that. -There doesn't seem to be an option to arrest/setcaptive a unit, in the interaction menu, only through the module, is that intentional? Only way i was able to get it to work was on civs, and there didn't seem to be a release option. -I also saw an option in the prerelease build to put your hands up, like a set-captive on yourself, was this removed? -
ACE3 - A collaborative merger between AGM, CSE, and ACE
soulis6 replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Has anyone had any luck locking on to things using Ace? I can't seem to lock onto vehicles with the Titan launcher. Also for some reason my keybindings didn't set all the way, keys 1-6 were unassigned with the rest of the them being as normal weapon switching like agm. -
ACE3 - A collaborative merger between AGM, CSE, and ACE
soulis6 replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Badass. Great stuff, thanks for all your hard work! I have a quick question if anyone knows; if i'm running a server or hosting a game, and I want to force hearing or mill scopes or realistic names or whatever on/off, can i force all players to do that? I know it's in the settings, but it would be wonderful to be able to set that for the mission/server, and not to have to mess with PBOs, because 6+ people running AGM and trying to have everyone delete several pbos every update was pretty rough. -
This is super cool, would love to see some more objects like this. I will definitely be trying this out in our Zeus game when I have a chance. Thanks for sharing!
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From what i've seen it's not really the behavior when ending combat or stopping engagement after the enemy is dead that's a problem, is trying to get the AI squads to do things during combat that is the issue. I mainly use Zeus (coop games where i'm controlling both AI friendly to the players, along with enemy ones), and i've had a lot of problems getting squads to react in ways that would make sense to the situation. Some examples I've seen: -Trying to get the AI enemy units to retreat. probably the one i've seen the most, they just won't retreat most of the time if they can still see any enemy units. At best they will slowly make their way to the waypoint while stopping every 10 feet to take cover and take some shots, usually at an APC or something they can't reasonably fight against, or overwhelming numbers, etc. -Attempting to have one unit stop and not move from it's position in cover. Seen this one sooooo many times. Just the other day the players see mines and some AT infantry around the corner down the road, and despite all my best efforts, and the waypoint i have set down, as soon as their AI controlled friendly APC sees some enemy, it zooms straight down the road at them, into mines and AT fire, dead in seconds. Or trying to stop infantry that are supposed to be guarding someone stopping from running out of cover away from their target when a fight breaks out. -Telling a squad to move to a better tactical position. Just trying to order a squad to move to a different side of a town or tell them to into heavier cover and stay down instead of sticking out in light/no cover and dying, always a problem in my experience. I'm not saying I know what the solution is, just that there's got to be a good way to handle this, some way to force a squad to move as if their life depends on it, which it usually does in those situations.
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