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wingnutt270

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Everything posted by wingnutt270

  1. Apoligies, this is more of a MCC related question than Zeus, but I figured this was the best place for it. I'm using Zeus along with MCC4 to create some re-playable SP content but Im running into a bit of an issue. After entering preview mode and making my mission and changes within Zeus, then saving via MCC (export sqm data, replace sqm data in mission file) everything works BUT.. the units/events are not starting from where they were originally placed, instead they are starting from wherever they were when I saved the sqm data, which is obviously not ideal. I've watched some Youtube videos and done some reading (to learn what I know to this point) but Im not seeing any mention of this problem or how to address it. So I'm guessing I'm doing something wrong. Any ideas?
  2. Ever since flashpoint, and carrying into every incarnation of ARMA including this one, AI has been and probably always will be completely inadequate at driving in combat situations. Having an AI driver in a tank battle in a city or the woods... just get out and blow the tank up yourself... They do not exhibit any understanding of how to maneuver a vehicle efficiently.. especially in constricted areas and ESPECIALLY in combat situations. They will never be as good as the player at controlling a vehicle, period. Yes, you can give commands. but their responses are jerky and delayed and I for one get very sick of "STOP, FORWARD, LEFT LEFT LEFT FORWARD.. etc etc" Why not just make it so the player can directly control the vehicle from the gunner position.. BUT there must be player controlled AI occupying the driver's position in the vehicle.. AI driving has been a point of complaint since the very beginning and has never been close to fixed.
  3. wingnutt270

    Help me understand something..

    I've been familiar with the series since operation flashpoint came out, and have played on and off ever since. So I bought Arma 3 off of steam. Open the editor, decide to scatter a few weapons around on the ground so I can tinker. Go to use one of said weapons.. and get a window saying I have to purchase a DLC to use this weapon.. So let me get this straight, items will show up in the editor, but to actually use them, I need to spend more money? Is there no way I can turn OFF this "feature" so that the editor will only show items I actually have access to?
  4. wingnutt270

    Help me understand something..

    Drop? I cant even pick them up, I just get the popup, click OK and they stay where they lay.. No biggie, moved on to better things.
  5. wingnutt270

    Help me understand something..

    This was what I was kinda thinking last night, I paid for the game, and I'm basically getting ads as though it were a demo or something, seems a bit low brow to flood a purchased game with adds. I get that its a good way to make a player aware that there is additional content available, but making to where you cant turn the ads off is a bit much. How would you like it if you bought a new car, that has On-Star.. and you don't want to use On-Star.. but since you didn't buy that add-on every time you start your car an On-Star commercial plays over your speakers... Yea I wouldn't like it either.
  6. wingnutt270

    Help me understand something..

    Well thank you all for the help, Ill take a closer look at the editor when I get home, but yea as long as I can disseminate between what I can and can not actually use while using the editor, I should be fine. Another quick question, what are some of the "must have" mods out there? I got the ragdoll one already, but frankly there are SO MANY optionsI'm a bit overwhelmed. 99% if my play involves mission a build myself and me and a few buddies play. Thanks again.
  7. wingnutt270

    Altis map misaligned/off

    I think this is the root of my artillery issue.. I set an enemy tank next to a building in the editor.. go in-game IN GAME the tank is next to the building, exactly where I placed it, yay... pull up the map.. it shows the enemy tank... but its nowhere near the building.. its 150M away in the middle of a field according to the map.. Call in artillery on said tank.. click on where the map shows the tank (middle of field).. Arty hits right next to the tank (within reasonable distance) right next to the building.. Call in artillery on the LOCATION on the map where the tank is, I.E. next to the building.. artillery lands way off in the field, nowhere close. So basically If I refer to the map. building markers, landmarks, anything like that... and call in fire support based on the map it doesn't land where I selected.. I tried this multiple locations and with the same result.. the map's coordinates do not seem to jive with the actual terrain..
  8. wingnutt270

    Altis map misaligned/off

    This is not the case, re-read my original post. "IN GAME the tank is next to the building, exactly where I placed it, yay..."
  9. Designate an area, they will put every round in the same spot, just not anywhere near where you told them too. Is this on purpose or can they just not shoot? I can understand them being off, that's realistic, BUT there are no correction commands.. Would be nice if you could have the commands such as "increase range 100 and fire" Skill level seems to have no bearing on their accuracy either.
  10. I remember this issue from ARMA2, glad to see its alive and well. Was testing a hit and run type mission only to get stuck trying to get my AI teammates to egress the area.. I had 4 subordinate units, with around 15 pissed off enemy coming up a hill to us. No matter what I told them.. return to formation, move to.. GET UP .. they just stayed put, and all eventually died. I had to command them individually since once you put them on a team you cannot give "move to" commands :d: I notice its like they WANT to do what Im saying for a split second, but my commands get overridden.. watching a soldier 50 or so meters away, hes not getting fired upon, yet, but he is prone and in "danger" mode. I till him to GET UP and return to formation, he stands, takes a step or two towards me, then turns around and gets back down and lays there. IF.. IF they do actually start moving in the direction i tell them to... it goes something like this.. Get up... move 5 feet.. stand still... lay down.... turn around.. get up... move a few feet.. stop.. stand still... lay down... repeat... Over and over until they are finally caught and killed. Is there any way to make them just GO.. ignore their "perceived" threat and just do what the heck I say? their logic doesn't seem understand that staying down and not moving is not a good idea when the enemy already knows where you are and is coming right at you in vastly superior numbers. I remember there was a similar bug that I *THINK* was addressed in A2... where AI would refuse to board a vehicle if they perceived a threat... you could successfully get your squad to a chopper to evac only to have them refuse to board and linger around the board till killed.
  11. wingnutt270

    AI ignoring commands when in combat...

    Just had yet a wonderfully disastrous clusterfuck thanks to this unfixed bug. Im 100 M out in front of my retards, I had them stay put so I could see whats up An enemy truck crests the hill in front of me, full of troops I open fire (machinegunner) and command my men to ATTACK the truck... they are only a short distance back just over a small rise. WELL HERE THEY FUCKING COME!!! AT HALF THE SPEED OF SMELL! Im waiting waiting waiting.. check the map... sure enough, they are crawling, walking basckwards "IM COVERING" COVERING WHAT!? THERE ISN'T A GODDAMN THING OVER THERE!? I tell them RELAX, STAND UP, CEASE FIRE!! nothing, just the typical 12 year running circle jerk of inept behavior... they are covering perhaps 5 meters every 20 seconds or so.. the entire THREAT is 100 M in front of me, 200M in front of them NOTHING NOT A GOD DAMN THING is back where they are... yet here they are looking backward, crawling, "COVERING" each other from NOTHING. No command would override this dumb shit retarded behavior, not that I have the fucking time to sit here an monkey fuck the command menue.. Im the one ACTUALLY IN COMBAT.. This is bullshit, its been bullshit for over a decade and it needs to be addressed, Im sick of this shit. $60 in the fucking toilet... again.
  12. wingnutt270

    AI ignoring commands when in combat...

    That seems to work BRIEFLY.. like if I tell them its safe and to stand then to return to formation.. They will stand... maybe take a few steps to me, then stop... then get back down.. ITs like they get the command, but it is quickly overridden by their "programming"
  13. wingnutt270

    AI ignoring commands when in combat...

    You are failing to comprehend the problem Im not talking about a "danger close" scenario.. EXAMPLE: You spot an enemy convoy 1.5K away, you and 4 AI. 3 trucks 10 enemy in each.. 30+ enemy at 1000M you fire MP rocket and disable the lead vehicle.. enemy troops begin to dismount and fire. You and your men open fire while the enemy is disoriented.. Ok, enemy is starting to figure shit out, they are still by the vehicles 1K away but some have began to fire sporadically at you. For whatever reason (it doesn't matter for the sake of the example) You decide to drop back over the hill out of the line of fire, perhaps to pick a better spot, perhaps to tend to a wounded... whatever.. doesn't matter. Nearest enemy contact is still 1000 meters away, your not by any means "pinned down" or anything remotely close to it. Ok, Fall back... NOPE.. Your men will not move, and they never will.. they will stay right the hell where they are until the very pissed off remainder of the convoy you attacked slowly works its way to them, and then kills the shit out of them, all of them. THAT is the problem...
  14. wingnutt270

    AI ignoring commands when in combat...

    ITs still really fun, its just VERY aggravating when your half an hour into a otherwise REALLY fun mission only to have the entire thing derailed by uncooperative AI. I would rather they refuse to advance because of a threat, then have them refused to flee because of it. I don't care how brave you are, if you have a massive enemy formation coming at you and have your position pinpointed, and your commanding officer says "FALL BACK!" You will.. happily so
  15. wingnutt270

    AI ignoring commands when in combat...

    They won't hold fire if an enemy that has fired on them anyway is still in their sight.
  16. wingnutt270

    AI ignoring commands when in combat...

    Fatigue? Interesting, didn't think of that. Mine seem to act less like they have fatigue, and more like they are blind and suffer short term memory loss. I can totally understand and appreciate them having a sense of survival and wanting to hunker down if taking fire.. but when its time to bug out... gotta go son.
  17. Actually it is a "crazy thought" to think your going to hop on a server and get somebody to drive you around all day while you shoot things... Besides, yes there is more to it than single player... but we are discussing a single player aspect/feature.. You'd think I need a degree for this kind of thinking.
  18. To Clarify, for the "ARCADE MODE" "GO PLAY BATTLEFIELD" crowd, who lack reading comprehension of the original post. Im not suggesting the tanks maneuverability be altered, enhanced or changed in any way. When an AI under your command is in the tank, in the drivers position, you can opt to manually control the movement directly.. JUST LIKE if you were issuing commands to the driver as we have to now.. except less jerky, delayed and imprecise the only change would be that the tank would be able to maneuver in such a way as it does when somebody with a functioning brain stem is driving.. In real life, with an actual thinking driver.. if you command the driver to move the tank up next to a building.. how knows what you mean... he knows you don't mean ram the building, or drive past it then reverse into it, or do a circle then drive to it, he knows what you mean. The AI we have, has no conceptual understanding of what our commands mean... bless their hearts... they try.. but in a combat situation when your trying to maneuver and fire in a city, their abilities are not even remotely sufficient.
  19. Pitiful non-argument Make a point, "go play battlefield" is a played out and pathetic response. The AI driving has always been a major problem with this game, when somebody suggests a fix/solution for it, or at least a work around to enjoy the game despite it. Unless you have a constructive point or counter-point to add, why don't you just keep your mouth shut and let the mature people discuss the topic instead of trying to derail it. ---------- Post added at 15:50 ---------- Previous post was at 15:47 ---------- fair enough, for how many more years? another decade perhaps?.. what If I want to play before Im 40? Seriously though... if you have it.. play Operation Flashpoint.. set up a tank battle where you are the gunner and have AI driving.. Do the same in ARMA 3 thats 12 years of evolution.. how much progress has it made?
  20. It has not been fixed IN 12 YEARS Since flashpoint the AI driving has been a primary complaint and through all the updates and improvements, its COMBAT viability is still horrible at best. How much longer would you like to wait? ---------- Post added at 15:14 ---------- Previous post was at 15:13 ---------- Non-solution... Go hop on a MP server and see how many players you can find who are willing to be your chauffeur. Even assuming you can find somebody who is willing to sit in a seat and do nothing but drive wherever you tell them to... is that a solution? tanks only viable in Multiplayer? not effective in single-player? campaign?
  21. Being able to have the tank maneuver as though it were occupied by an actual competent driver would make it "like an arcade game" Please give justification for this statement.
  22. Driver view from a tank is not conducive to this.
  23. I have Arma 3 installed on my 27" IMAC The game runs like an absolute dream, but I have one annoying issue.. I cannot select individual units.. the F keys do not function in the game. For example F11 and F12 control volume, they will not select units.. So basically I can select everybody(~) , or nobody, and as such the game is unplayable. I cannot find where I can re-map the "select unit #" to different keys either. I know I'm not the only person running the game on a MAC so somebody must know a trick! Thanks for the help!
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