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silentghoust

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Everything posted by silentghoust

  1. silentghoust

    Jet DLC?

    So hyped, my only tiny gripe is no Navy DLC. But it's a small sacrifice for getting a awesome stuff on the way.
  2. silentghoust

    UN-COM

    So for shielding, have you considered making a "shield model" aka just a firegeo sphere that is it's own model? It would allow for collisions but not projectiles, meaning you could potentially make force field style addons to ships with a little bit of scripting. Also for the night vision, with the dual use item mechanic BI added, you could just give the helmets night vision built in. Also a general update that fixes a lot of bugs since Apex would be nice!
  3. silentghoust

    Reflective vests????/

    Welp, next up PT belt mod. :lol:
  4. silentghoust

    Zeus problems on server (NEED HELP)

    Check your description.ext, Eden has it's own GUI that does a lot of it, and I found they can conflict with each other. At one point it deleted it entirely.
  5. silentghoust

    Bi, were are the sweatshirts?

    Yes! I would be willing to pay NFL merch levels of money for a nice high quality CTRG hoodie!
  6. silentghoust

    Bi, were are the sweatshirts?

    I think people misunderstood my post, what I met is actual merchandise >.<
  7. silentghoust

    Achilles

    No idea why I posted that >.<
  8. silentghoust

    Advanced Rappelling

    Question, I noticed that due to lag. or a sudden movement with the helicopter can cause it to explode when deploying troops. Why the pilot making a mistake isn't my issue. I have found that players in public servers, although unintentional. Jump the gun a bit early and can cause unnecessary deaths. Is there any chance we could see a master safety switch for the pilot, so he can decide when players can repel?
  9. silentghoust

    East Wind and Project DESTINI (The Core)

    My first thoughts of the East Wind device was that it was simply a result of making nukes obsolete. It's happening even now, as interceptor systems are becoming more efficient. It also helps that the idea of not being able to "occupy" something for a decade is not appealing to a military.
  10. silentghoust

    Water, Water & Water

    We had a Zues session few days ago. Were a Tempest Device was lost in between some islands of Tanoa and we had to retrieve it. It became a fire fight between dive teams, and we had to defend it as they sent a chopper to air lift it out. It was actually pretty fun, the sea puts a dynamic on cover and such.
  11. silentghoust

    Zombies & Demons 5.0

    Greetings, I noticed the latest updates have removed the Zombies from the Zues spawning list. Any chance for a Hotfix?
  12. silentghoust

    Official Zeus servers from Bohemia Interactive

    I think the Zues missions for the official BI servers need a update. Zues and Game Moderator positions have their settings in a weird configuration even when both are "godmode" enabled. Zues cannot spawn intel objects, AA tanks, CTRG(apex) soldiers/groups, small bases/buildings, ect. Game moderator. Cannot remote control, rotate/move units after placement. But can place Apex units, bases/buildings, AA tanks, ect. Also a integration with the new Apex revive system would be nice. Possibly put on a param as well.
  13. Really surprised know one has came out with dynamic animations for arresting some one. If they can do it with say carrrying a wounded why not a guy with his hands tied behind him?
  14. silentghoust

    Seems the IA's spot distance can see behind terrain, hills.

    Example of AI spotting in Tanoa I think your mistaking their estimations for exact coordinates. The AI has always had a predicting element to it, were it determines a possible location by your last seen speed, direction, ect. As you can tell with this video, the AI even shoots ahead of the guy in estimation that he is running at the same speed.
  15. silentghoust

    Revive Feedback

    This is done in basic mode, no matter what damage you take you will always go incapacitated first.
  16. silentghoust

    Replicating the vanilla BI Master Zues missions.

    Yea, that worked. Apparently a res pawn point will automatically be put down if there is no zues player. Which was the other issue I had. Thank you!
  17. So I'm creating my own unique zues mission. However, I'm having a few issues. 1. I can't figure out how Bi makes it so players have to "spawn" in by having Zues place a marker. 2. Respawns from zues in general seem disabled without adding the GM module on. Update: After experimenting I have gotten the respawn to work the way I want. However I'm still running into the fact that players still start out with the initial characters rather then simply being forced to wait for zues to place a spawn down. Update 2: I attempted to simply "kill" the unit soon as the mission starts. However this causes a error were the mission won't load at all in MP. Update 3: After further investigation into the orginal zues mission. I noticed they have a marker called rand1_1. I can't seem to find anything within the mission that links to it. But so far my testing has shown it has something to do with the removing and require spawn of players joining zues. After further testing it seems to not relate to that.
  18. So I noticed the Trident module works for the initial few seconds of the mission. But any further hostilities will not be covered by it. I.E if CSAT and NATO are buddies, killing CSAT as NATO causes every AI to see you as a traitor. Does anybody have a recommendation to fix this or at least bandage it tell Bi could possible fix it? Update: I found this BIS_fnc_tridentHandleDamage function in the wiki. Anybody have a handy script that could allow me to apply it to every unit even when they spawn in via zues?
  19. silentghoust

    Real Tanoa? Maybe

    Out of curiosity. Is there a full map of the entire horizon islands? A good reference my promote some of the community to finish the rest of the map :P.
  20. silentghoust

    Russian mechanized squad behavior

    Would there be a easy way to simply detect when a unit is in combat and to have it trigger the commander dismount?
  21. So in my current understanding of Russian orginization and tactics. A motorized squad of troops include the driver and gunner as part of the 9 man team. The squad leader sits in the commander seat and will dismount with the rest of the squad. Leaving only the driver and the gunner. Right now, this doesn't really happen in the vanilla default mechanized groups. As it follows the more western style of mechanized troops, were the vehicle has it's full crew with the squad lead being part of troop compartment. So my question is. Is there any easy way to replicate or make the AI dismount the commander when entering combat? Does any AI mod currently do this?
  22. silentghoust

    Vehicle in Vehicle Transport Feedback

    I did some theory testing. I found you really can't fit a lot in there. Even if you gutted the interior for maximum cargo space. Most you can squeeze in is ATV's. With a bit of extra modeling you might be able to justify some of the fast attack vehicles. HOWEVER, out of context of seeing some use. I think several of those variants would make great VVT/Infantry hybrid transports. It would be pretty nice to have a few ATV's inside why still being able to transport a full complement of troops. Overall though, aside from brainstorming. I would be interested on news of this as well.
  23. silentghoust

    Arma 3 targeting review - revision 2

    For the most part, I think those are mainly feature mechanics rather then technical limitation. The guns on helicopter do have dispersion, just at longer ranges. I'm sure they could mount a laser designator on every helicopter, but that would start eliminating other assets for usefulness. It's pretty saturated enough with the Darter being king of marking targets. Simulation of lock on/radar system could be improved in more simple ways, without going super complex IMO. For example, you can add option to make it so they only lock on laser designations, or give very limited information on what your locking onto at long distances. I think simply having options to tweak how the lock on system works in general would be awesome.
  24. silentghoust

    AI Driving - Feedback topic

    Interesting, I could of swear I seen some improvement since some odd months ago. Maybe it's just the hype in my head with all this AI improvement. Look forward to the future!
  25. silentghoust

    AI Driving - Feedback topic

    So I just tested the latest release with the drive improvements. First of all great job! it's a great improvement. My current test involved commanding a tank platoon to see the full extent of the AI ability and I found a few things. The AI finally just stop... which is great, it keeps formations more ridged and they seem better at pacing and convoys are definitely showing improvement. Tank platoon commanding still isn't quiet Operation arrowhead quality yet. The tanks still don't match the command tanks speed, or attempt to stay at it's speed. If you order a slow roll they zoom past you. The tank groups formation numbers are messed up. The the tanks seem to swap positions when you first spawn them in. Tanks do much better changing formation on the fly, but it still seems like they have issues with positions being criss crossed that causes collisions Having the tanks properly face the lead tanks orientation at all times would be a huge plus, but not needed.
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