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altis

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Everything posted by altis

  1. altis

    You have won a trophy?

    So im messing around in the editor and finish previewing one of my missions and from memory closed the mission back to the editor or closed the editor back to the main menu when this scary ass pogo the clown voice says 'You have won a trophy' which kinda scared the shit out of me lol, i never heard that before, i never really bothered with the achievements area but had a look and could see nothing referring to todays date. Anyone else heard of it or knows what it means, if its some Steam thing then thats a pretty disturbing voice or maybe i just need to take a break from this game :confused: :D
  2. altis

    You have won a trophy?

    Ahh cheers for that, I just Googled it now, I thought I was going mad :D
  3. altis

    You have won a trophy?

    Yes I do?
  4. maybe read the first post that lists all the features of what it does do?
  5. Great stuff, the difference when pressing scroll lock to toggle on/off is jarring, default Arma looks absolutely terrible in comparison.
  6. Love this script, great update, thank you guys!
  7. Thanks again Grubes, I really appreciate this effort and detail, I've found many things I could improve on even at base level :D
  8. altis

    AI-group member bots gets stuck

    I think everyone has missed the OPs point, maybe he posted in the wrong thread but I think he means while you are in any mission and not necessarily his own to edit with AI subordinates and every now and then one will get stuck on an object, I see it often, they get stuck and either freeze or walk around in a tight circle, I think it happens on stable and dev... Like him I've tried everything and usually end up just shooting him if the mission is throw away. Very frustrating when it happens... Especially if a mission is going well and this sort of thing breaks it.
  9. altis

    New terrain reveal - Tanoa

    A notch or 2 :D - as you say it can be done via scripts and FSM but i can only grab scripts from where i can and 'mess' with them to suit a mission, its always nice when the game can provide :) Do you mean Zeus, i cant remember zue_ai in A2.
  10. altis

    New terrain reveal - Tanoa

    Maybe you mis-understood, what i mean is placing manned (AI) helos to act as transport when required or called upon, not AI running around using any vehicle available on the map although id actually like to see that in action just out of morbid curiosity also as mission makers theres an option to lock vehicles, if this does not work on AI then its surely easy to script as you mention, works both ways :) thinking on similar lines its like the AI having ability to call on artllery/air support etc, but i get theres a lot more involved when more thought applied but to have a type of AI central command that is able to manage these details such as the way Hetman and Alive attempt it to be will always be a wet dream. Anyway the concern is only for the new island(s) terrain and certain (dynamic) mission types where depending on the make up of the islands how AI might be able to traverse them and not missions where events are more planned and linear so to speak, maybe much ado about nothing... and nothing set in stone. ok.. lol :D
  11. altis

    New terrain reveal - Tanoa

    Yes i understand its on the mission maker, thats mostly all i ever do in this game.. good points, also regarding amphibious vehicles and at least mechanized units seem to understand when to unload/load in combat but it would be nice to have some autonomy so for example placing manned helos sitting at base will act as transport when required, i guess its hard picturing them managing this as at times they struggle on one land mass :) anyway i guess we will wait and see what we have in terms of islands.
  12. altis

    New terrain reveal - Tanoa

    to capture it? The point is if AI are unable to cross on their own then it potentially renders a lot of mission types useless including missions created with Alive, cti and similar styles that require AI to be somewhat independent in there movement which is not the case with water, or anything for that matter, give them a 3km waypoint and they will run past all those shiny new trucks all the way to the waypoint, it would be great if they had some concept of transport and how to
  13. Default AI happily use there grenade launchers at me, this on Dev.
  14. altis

    New terrain reveal - Tanoa

    Yes from memory, last time I attempted a craft landing type mission in A3 AI would disembark out the back and to the sides and walk around in the water with weapons raised, it was at least up to their necks.. I notice the boat would always seem to reverse a bit once it reached it's waypoint as if adjusting or something. Ill admit that maybe I'm just doing it wrong but it's very fidgety trying to get the waypoints right so the driver stops on the shore line and not over it where he cannot complete the waypoint because craft is beached and therefore they never get out or having it to far out and they end up taking an eternity trying to get to shore, I think they would sometimes get stuck and just keep walking around in circles in the water, have to test again.
  15. altis

    New terrain reveal - Tanoa

    I just tried by placing an AI on Skalisty and giving him a waypoint to Chernarus, he ran to what i think was the closest point and stood there as if to say 'no way buddy' :D - i did also place an empty assault boat on the coastline and gave him a getin closest waypoint and a getout waypoint to the mainland and he did it first attempt which surprised me as usually its a ton of trial and error to get the waypoints right to enable them to do this correctly, but thats an assault boat with a single unit, try a group and they unload into the water and they get a bit disorientated, id hate to see the chaos with any form of landing craft. In order to get it right i wouldnt even mind some option of just teleporting them out of the craft and on to land, and just skip the whole getout/unload process in its current form, it may not look pretty but watching them walk around in circles under water is disheartening also, anyway it will be interesting to see what the terrain actually consists of and if anything might be added to improve this area.
  16. altis

    New terrain reveal - Tanoa

    Skalisty island on Chernaraus for example, AI has no concept of crossing the water if a way point requires that, it would be great if AI were to receive some type of knowledge update on transport and how to utilize it.
  17. altis

    Visible sidearms in holster, is it true?

    Default A3 units have side arm holstered, you can finally see this visually Looks fkn great :)
  18. altis

    New terrain reveal - Tanoa

    This is my biggest concern also, will the AI be able to move from island to island when required without having to use mods and script work arounds, this especially for large dynamic missions as you mention including Alive but also just in general.
  19. The constant grunt and groan sound when injured is annoying, in the sense that it's too repetitive, even after I heal myself, I would prefer some visual representation rather than listening to the same sound file loop for infinity, something like keeping the red blood effect when hit or variation of it on screen until healed properly.
  20. Ive only started noticing AI ragdoll where killed units will roll down a hill (as if they were dead :D) in a pretty believable looking way, and im not getting that 'jump' they used to do before dying, it does happen every now and then, maybe they are healing or doing some other animation when it happens, kinda random, but starting to look really good in this area, nice work!
  21. altis

    JSRS3: DragonFyre

    Great release man, this gives so much more depth to the battlefield, love the vehicle sounds and weapons are sounding sweet!
  22. altis

    Warlords

    Nice, Very cool updates, For the custom faction parameters is the requirement the same as Alive's requirements, or what I'm asking is if a custom faction works in Alive it will work in Warlords?
  23. Hey no problem man, no need for patience, my initial mention was simply it would be nice to have, but im really not in the least worried if it doesnt happen at all, take ya time ya'll :)
  24. I was referring to the uniforms, and only requesting variations, not completely remove.. it would enable more options for mission making without them being US specific, not sure why you would disagree with that but no problem as there are lots of other options available, Regardless it's a great pack and understand the creators desire.. No harm in asking though.
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