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silentghoust

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Everything posted by silentghoust

  1. silentghoust

    Revive Feedback

    So I'm finding advance mode just a bit too intense. The new damage model makes you really squishy, which is for all good realistic. However, I found that the thing was more of a hindrance then a experience for the servers I played on. The harsh damage calculations mean that getting shot in a open area even if it's in the leg seems to trigger incapacitate. We found ourselves spending more time "reviving" players then actually fighting. Why I feel this is a great system for hardcore and new players alike. I find that if your the middle man, the options seem extreme or another. I personally would like to see advance simply be the vanilla damage model only with a chance of incapacitate. That way it's not a 100% chance to revive, but also not so sensitive that your team gets punished for taking a few rounds. Another solution I can see is simply having a variable users can mess with that allows for auto-recovery for certain conditions. To represent say a soldier who is hit in the arm but not truly incapacitated.
  2. silentghoust

    Grimes Simple Revive Script

    As Avid bird said, there is a lack of load/unload wounded scripts. If that one snippet of code could be intergrated into the vanilla revive. I would be stoked.
  3. silentghoust

    Tigris/cheetah tactics

    1. Covered by previous poster. I'll add that yes, 1000m+ is pretty hard to hit with auto-cannons even with targeting assistance. 2. nope, usually you won't need to be mobile when engaging air targets, just find a nice high perch to camp on. 3. Locking on to a target via right clicking will activate the auto range, Keep in it's still a estimate and manual is still the best way to judge it. 4. Nope, this is were the commander comes in handy though. Sometimes simply popping out and using some optics is more effiecnt. 5. Flares in Arma 3 from a mechanics point, litarlly simply stop the lock on whatever vehicle your shooting. So if you shoot to fast, chances are the burst of flares simply disabled all the locks. Now to good stuff: I done AA dedication for plenty of CTI servers, having to deal with ATGM spam and all that good stuff. Obviously I don't want to write a book, but here is a few tactics I learned. Don't be afraid to dismount and remount based on visual spotting. A dismounted tank won't get targeted by lock spam from air vehicles. It also keeps you some one stealth ed and might lure air even closer. Position yourself on the sides of hills not on top. Unless your confident you can hit the enemy first, it's better to have them fly over you and engage to avoid getting killed first. Be patient with your missiles. A well placed single missile burst is far more deadly then giving away your tank by spamming them. Why the most optimal shot placement is through trail and error. Shacktac sorta dated but still relative Manpad guide on the best angles to engage. In basic I find the less correction the AA missile has to do, the more likely it will hit it's target. Treat each engagement as you would a ambush, you want to lure air assets in as close as you can get before engaging. Your auto-cannons are excellent infantry/light vehicles killers, just remember though your not a tank. So after shooting up a squad a bit, consider re-positioning to avoid AT fire.
  4. silentghoust

    Beketov map, central Russia, 20x20 km

    Have you considered making two versions? It would be cool if you made a more war torn variant, add some cool trench lines and bases. Sure it's fictional but I love the no mans style of warfare this map brings.
  5. silentghoust

    No more demo backgrounds on the main menu?

    mmm, the backgrounds don't seem to work for me. Even when in full vanilla mode.
  6. So I like the new menu layout. But I'm kinda missing the old demo's of the menu. Such as Arma 3's overhead of units assaulting each other. Arrowheads sniper teams, ect. Is it still possible to use or implement them anymore?
  7. silentghoust

    Overlooked Attention To Detail

    I really think Bi deserves a award for Tanoa. It probably is the most alive looking map ever. Even if I know there is no civilians on the map, I feel like if I just go around that block or over the hill I can see daily life. I think Altis has a lot of character to it as well, although a bit more modular. NW of Altis reminds me a lot of my childhood in Northern Idaho during the summertime.
  8. Greetings, I'm looking for some one to script me up a logistic script that does the following things. General description: 2 Ammo trucks spawn at timed intervals with certain kit in them. They then make there way to a destination on the map, and once they reach the point. They despawn and their supplies gets orginized and distrubted to nearby crates in the base.Followed by a notification that the base has been resupplied. If the convoy takes damage or casulties a new task comes up that request assistance and gives the last location of the convoy. If the players locate the convoy they may repair, recover, or call in a total loss. Regardless after 30mins the convoy despawns and the cycle continues. Features should include the following. Convoy AI interaction Convoy should have custom kit, and be on "careless" for most of the trip. If the vehicles are disabled, or tires pop. Units dismount and the task is fired off. If players repair the vehicles, the units re-mount and continue on If vehicles are destroyed or crew is killed the task fires off. Upon arrival of site and despawn, kit is distributed to the proper crates on the base. Convoy can be adjusted for auto-despawn to assure that glitches and other things are preventing it from being completed. Player Interaction Players can radio in three options based on condition of convoy if convoy is disabled but no casualties. Players can opt to repair vehicles. If convoy AI are dead but vehicles are intact, players can opt to recover supplies by driving trucks themselves. If convoy is destroyed, players automatically declare total loss. No matter what decision Convoy will reset after a certain time. If convoy trucks are player driven, they despawn the trucks. Other conditions/optional Supplies is kept track of, if maxed out convoys don't happen. linked to Alive reinforcements, adding to the overall groups supplies. Helicopter variant for sling loading vehicles for supplies. edit: I'm willing to pay for this work.
  9. Trying to create a interesting scene with animation loops. However anything aside from the most basic animations using the ambient animation function. I tried this switchmove "cts_millerCamp_A"; and other variants to get it to work. With no luck. Matter of fact even with triggers I can't seem to make these animations work, any suggestions?
  10. I have a list of questions when regarding fire geometry. 1. Does the blocks themselves require thickness? Or is it all dependent on the material properties? 2. What is the best way to simulate slat aka cagearmor? 3. Do I need to connect any of the geometry together? Or can it just be a hodgepodge of blocks at different thickness/angles? 4. Is internal plating recommended? If so what is the best way to simulate it? 5. How does multiple fire geos effect a KE round? I.E it hits the hull then the armor crew compartments.
  11. Is there a way of doing this? I can't seem to find the option in the editor.
  12. silentghoust

    Missing KFDATA selection.

    Yea that worked, I been using a bypass for now and but this will probably make things a lot cleaner.
  13. So I'm modeling with Blender, and found that the Obj file exporting doesn't really like my faces, and keeps inverting them. I figured I would have better luck with 3ds format, but I keep getting this error. I delt with any Ngons on the model and it still gives me the error, to assure I haven't missed any I even created a cube and triangulated it. Even that won't import into O2 without this error. Any thoughts? If Obj is the only way, is there a tip to keep my faces from being all inverted? Update: I tried using the pd3 export as well, I simply get a error cannot load model. I can't even do this with a basic cube.
  14. silentghoust

    Possibility to have more sides?

    You can make a renegade by setting units rating to -2000. This is how for example, the bonus Apache mission in Arma 2 achieved it's free for all. However, I'm unaware of changing color besides some cheap ways that probably wouldn't get the true results you wanted. Such as exploiting ORBAT at a unit level.
  15. silentghoust

    "Assault Copter' The Mi-28 and Mi-24.

    Yea, and most of that is just status tweaking, which obviously is just something that will get done in CUP's team long big list of stuff to do. For the Russian 2035 mod, we will be porting the SuperHind in, after I graphically update it. Why not exactly a Russian project, the team feels it's a great future hind that will allow us to give our faction a bit of distance from CSAT. Which currently uses a lot of Russian equipment. I noticed that a lot of western use of Russian forces either just copies Western force organization, or simply uses the old Soviet models. By using both the future concepts and the current force organization of Russia. I hope that the end product would be a unique faction, that has it's own place in the 2035 Arma universe.
  16. silentghoust

    "Assault Copter' The Mi-28 and Mi-24.

    That is actually very useful information. So in this instance, would it be safe to say that One Hind would be specifically security, and the other as transport during a operation? Or would it be more common for a Recon to have just one Hind deploy? Also, I have lots of general questions about Russia current military structure. Mainly because their just seems to be very little information about the modern Russian forces, vs the old soviet style organization. May I PM you with a list of questions in the future? I don't want to de-rail this thread so I'll keep my helicopter discussion focused here.
  17. silentghoust

    What Do We Know About The Ai?

    The jungle increases your spot chance variables in such a way it makes AI harder to spot you then normal. They might spot you as a unknown in the distance, but less likely to engage you outright as a enemy. The AI predict were you might pop out next by your last position, speed of movement, and direction. If you throw a smoke for example and sprint around it, they will assume that you didn't just stop and expect you to end up on the other side. You can see this in vanilla when your squad calls out enemy and you see that map icon magically moving in a line at a exact speed.
  18. silentghoust

    "Assault Copter' The Mi-28 and Mi-24.

    Which leads me to the question, what is a typical modern Russian Recon squad? I know that it's pretty common in military for attack choppers to work in two's. Although for cases like Ukraine were they had a very limited number of Hinds it was typically one. How common is it for transports to go solo beyond special operations? Also, going back to just copying a gunship escort situation. In western terms exactly how is this go about? Obviously when deploying troops by helicopter you want to have some surprise in all of it, so how far would a gunship go out on patrol for the landing?
  19. silentghoust

    Are AA3 players tank shy?

    I actually enjoy driving a MBT around quiet often, both in PvP and PvE environments. I think most people get put off by armor due to the wider availability of ATGM weapon systems. If you plan your routes, learn to re position often, and be patient. You can have some fantastic tank on tank fights.
  20. silentghoust

    "Assault Copter' The Mi-28 and Mi-24.

    Flaring out when enter and exiting a potential MANPAD zone is pretty common in the U.S as well. You can find plenty of A-10 gun run footage of them doing this from Iraq and Afghanistan. I believe the difference really is for game play reasons, since flares don't really screw up heat signature they simply have a chance of causing the missile to lose target by a % of a chance.
  21. silentghoust

    "Assault Copter' The Mi-28 and Mi-24.

    Yea that would be my guess, I realized there is little to no information available about the current Modern Russia force. Would it be far fetch to say that two fully loaded hinds would have one land and deploy why the other acts as security. Then they trade out?
  22. silentghoust

    Could the future setting have been done better?

    Lets just say it's in my work pipeline. Just got other things I'm cranking out for mod groups at the moment. The concept I see for ION in 2035 is picking up abandon projects from other countries. Such as the SWORD project, and some other unique things.
  23. So I understood that BI released a lot of their older stuff for us to update to Arma 3 and such. I downloaded the Take on Helicopters datafile in anticipation I could update the superhind for one of our mods. From what I understood on the description in the wiki, the datafile contains basically everything that BI allows us to use. So after getting the super hind down to the basic p3d file, I tried to open it but to no avail. Like I sated in my previous tank topic, I'm pretty new to the whole modding set up for Arma 3. What I'm wanting to know is if this model is simply off limits or I'm just not doing it right. I tried both to open it in O2 and Blender using the Arma export tool package.
  24. I think Altis was simply to big for people to take in all at once. The map can look very stale if your just flying to one location to another. Unique areas like NW woods, Hotel complex, and other places are pretty well tucked away. I like Tanoa because it's the most diverse map I seen BI make so far. Everything in it looks so alive even when people are not present. I mean you can hear the air conditioning units running on the apartments. I loved Chern, but I would rather pay DLC if it met Bi updates it graphic wise. I don't know if people can edit it in the map editor but that would be one project I would gladly work on.
  25. silentghoust

    Tank questions for Arma 3

    Thank you for the reply, one more question. I currently have the treads seperate from my wheels, I noticed in Arma 3 the treads "buckle" when they go over stuff. Do I need to segment my treads for this reason then?
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