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joostsidy

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Everything posted by joostsidy

  1. joostsidy

    Global Mobilization - To higher price to pay

    This is why you should not believe anything on the internet at face value (I am sorry, I work as a Library education specialist 😉 As far as I know BI committed to support CDLC teams here and there. To me that signals that we are guaranteed it's not complete crap, worth money to some people and is in some cases even super-cool (in which case I am going to buy it). I disagree with his statement that their artwork (style) is superior to Arma 3. I based mine on watching the trailer for the CDLC a couple of times and reading up on some reviews. Still an impressive work by these first CDLC creators though.
  2. joostsidy

    Global Mobilization - To higher price to pay

    Who said that? Based on the setup of the CDLC programme, I think it is more realistic to expect CDLC to be on average better than mods but perhaps slightly below official DLC in quantity/ quality. On average, so there's room for unexpected diamonds.. 🙂
  3. joostsidy

    Maximum number of AI and/or players

    Battalion sized mission on Altis is probably not good mission design, way too many units on relatively small area. You run into problems that BLUFOR and OPFOR have to use the same toilets. WIFI will be slow, who is doing the dishes etc.
  4. joostsidy

    Maximum number of AI and/or players

    You could say Technically ... ̶t̶h̶e̶o̶r̶e̶t̶i̶c̶a̶l̶l̶y̶.... practically, it can handle an UNLIMITED amount if using spawn/despawn. 😉 I thought there was a unit max per group, but some research suggests there is not: In 2014 @das attorney created a post where he said he placed a couple of thousand units in one group using a loop to see when the game crashes. So 288 groups x 4 sides * undefined amount of units is infinite until your computer freezes, which is probably after a couple of thousand.
  5. joostsidy

    Unused .50 cal ammo

    Sounds cool, but the SLAP ammo is not in the game at all at the moment right? It's not that it is available for one weapon but not for the other (I searched the asset wiki for this ammo type).
  6. joostsidy

    How to force AI to holster weapons?

    Hi Friend! turn off your mods. 🙂 In default Arma the rifle should not disappear.
  7. Hey you're moving the goal-posts! Before you said 'we could expect the same level of quality as other DLC content has.' I agree that it's fair to expect that it'll be better than what you can get for free (besides perhaps some exceptional exceptions). BI is indeed often late and vague in communications regarding new stuff, but part is that they burnt themselves in the past on releasing information too soon, basically making promises they couldn't keep. This created even bigger (longer?) crashing hype trains. BI's strategy is not perfect, but I can understand. That's why I'm kind of trying to spread the message of only releasing your feelings of hype when you can see the finished product. Because this has been the situation for years and I'm pretty sure it will be for years to come. I've been playing OFP / Arma for almost 20 years, but I would not buy Arma 4 pre-order for instance. Full disclosure: I'm also responding to your post to keep just ahead of you in number of posts.. 😉
  8. I think you made an expectation mistake with that line of thinking. BI said they would provide quality guidance, they did not say Creator DLC would exactly fit their own (sometimes very high) professional standard. Quality wise I would expect something in between the existing well made mods and BI's owns stuff. And let's not forget: Arma has always been a wysiwyg development. Arma development has known many struggles and even today it's easy to point out large quality differences in the official content reflecting struggles in the past. The hype train has crashed more than once, which is unnecessary if people would just be a little more patient and realistic. I use wait-and-see with the official content and even a bit more so with the creator. In the end I believe buying all official DLC was worth it, let's see how it goes with this.
  9. Not really a topic for in 'General' thread, please post in scripting topic next time to keep things tidy 🙂 Can the alpha be set serverside? The solution would be: when the server sets the text, it should be followed by a (conditional) setAlpha. Or a trigger that activates the local setAlpha.
  10. joostsidy

    ARMA 3 Addon Request Thread

    I think he mean non-fiction versions, with for instance real-life names for villages and no or other type of military infrastructure. It would be a lot of work for minor differences IMO.
  11. joostsidy

    ARMA3 for complete newbies

    Some new players, even though interested, don't have the interest to prepare. My advice is to just emphasize it is like a regular shooter, but it is more difficult: you can be killed with one shot. If they know how to lie down, it is enough.. 😆 Make them play standard classes that are familiar to them (from gaming in general) like medic, sniper, AT guy. Make the mission easy so have the opportunity themselves to find out that they're not hitting anything on full auto at 200m. While playing, you can give tips like aim higher or how to lock on with the launcher. Newer players can find the subtleties of Arma a bit boring, so I tempt my non-arma friends with anti-matial rifles, AT launchers, placing explosives etc, driving MG Hunters etc. You also might have to make the mission 'robust', with good respawn, spare vehicles etc. Because people will accidentally throw grenades at a helo instead of embarking and wreck cars on low stones walls etc. At least this is my experience 😆 My friends have warmed up to the experience and recently even agreed to play an IDAP Humanitarian Aid mission, in which none of us has any weapon 🙂
  12. joostsidy

    You've played to much Arma when:

    The other day I had a dream in OFP style. A little bit like switching between playing the game in the dream and actually being in the mission (in the dream), nothing special. When I woke up, I thought 'Why wasn't this dream in Arma 3?' It would have looked better and I would have more options..
  13. joostsidy

    Old school, but so old I might as well be ancient.

    Have a close look at all the editor functions, there are lots of modules and settings for spawn and other stuff. Entire game modes are modules! As an old schooler myself, my reflex is to start scripting immediately, where often it is not necessary. The 3den Enhanced editor mod helps with an expansion of the normal editor.
  14. joostsidy

    Old school, but so old I might as well be ancient.

    Welcome back, another OFP player here. You'll soon find out that there's probably more of OFP in Arma 3 than you would wish 😉 Nevertheless, Arma 3 is a great game. I kind of jumped from OFP to Arma 3 because the other Arma's had not made enough progression in design IMO. For me Arma 3 was worth getting into again, I knew it would be thousands of hours.. If you like the sandbox aspects of Arma, meaning a large variety of play, I can recommend getting basically all of the DLC's, there's so much interesting stuff in there.
  15. joostsidy

    We need Arma 3 on consoles

    - I don't think it is good business sense to convert A3 to console, because the game is relatively old. - Arma has a kind of continuous development thing going on. To service both pc and console you would get two dev-branches that require a lot of overhead. You could reach a new audience, but I'm not convinced the size of potential customer group is worth the investment risk. The starting premise of this thread was: shooters are often too 'simplistic' for console, Arma can bring in a more 'complex' alternative. The question makes sense, but maybe Arma is a bit overkill? I have had great times with serious tactical shooters like Rainbow Six Ravenshield. Maybe this type of game would fit better: it's not a highly moddable sandbox, but it's still a serious shooter with mission editing.
  16. joostsidy

    AI not shooting vehicles

    This is actually a case of the game becoming more sophisticated. AT guys won't fire heat guided weapons at cold vehicles. It's not perfect, but it gives some choices between tactical movement (hot) or hiding (cold) for vehicles. I don't think the AT guy will fire a titan manually at a cold vehicle, so some 'intelligence' is unfortunately missing for these units. In mission design you can take this into account by using patrolling vehicles or heating the vehicle with a script command to pretend they have stopped, but were recently driving/shooting to adjust the mission difficulty.
  17. joostsidy

    Jets DLC Suggestions

    add more birds, I'd like to see different birds when I'm flying my jet. I like Robins. Maybe parrots for Tanoa.
  18. joostsidy

    AI Driving - Feedback topic

    Maybe I'll give it a go. I have a personal rule that I only write one or two page scripts for this game. Going further often leads to a time-sinking rabbit hole with disappointment in the end. Learned the hard way 😆 So definitely not a dynamic convoy system for me with obstacle scanning etc. But I'm interested in let's say marking an (empty) route with a couple of triggers, feeding that into a script that makes a convoy drive *guaranteed* to its destination without any stops, swerving, turning back, bridge evasion etc. I often use partial dynamics in my mission. I would probably map out two or three of these routes, one of which will be chosen randomly or based on mission events for each time you play the mission.
  19. joostsidy

    AI Driving - Feedback topic

    Is it possible to use this approach with a system that detects road objects within a certain radius or box trigger(s). The road object positions (with a certain offset?) could be fed into setDriveOnPath creating a reliable convoy route?
  20. joostsidy

    What i expect from "Old Man"

    I can make this mission for you. How many buddies do you want? 😉 Imo, for an open world, persistence and making your own story is important. If things don't interact or influence it's not an open *world*, it will be more like an interactive mission launcher. One example that I use in my missions to give it a 'open world feel' is enemy helicopter reinforcements. In this mission type you get a number of destroy objectives/ locations. One or more of these locations is also preselected (not known to you) for enemy helo reinforcements so that as soon as you show up, a helo with infantry is dispatched to the location. If you hit the selected location(s) early it will give an emergent story of 'they are reacting immediately'. If you hit the selected location last it will seem 'they are fed up' with your agressions and finally are doing something about it. With multiple helicopters you can get this scenario multiple times or even multiple helo's sent to one location in which they will manage to basically reclaim the objective. Finally, the most important aspect: the helo's are not virtual, they are sitting somewhere at an airfield with the infantry guarding them. If you manage to discover them (by intel or recon) and destroy them at the airfield, you are free from their harassment for the rest of the mission. Personally I really like this type of emergent story bits and the persistence of assets, that you can interact with in at different times and in different ways. I hope an official open world scenario of Arma would have these things.
  21. joostsidy

    What i expect from "Old Man"

    Lexx speaks truth, I stepped in a boat on Altis and sailed east for three hours. I ended up in New Delhi..
  22. joostsidy

    What i expect from "Old Man"

    As a fan of those kind of games I can say it is actually in large part *because* of these tile based engines that they achieve open world feel. Whether it is Colonization, X-Com or Fallout, their tiles constrain multiple elements of meaning and interaction in individual tiles or limited areas of tiles. In that way the most essential game mechanics are represented in a concentrated form and at the same time huge maps can be used in the game, sometimes the size of continents. With realistic 3D game representation, there is a paradox that it seems to promise space and freedom of movement and action, whereas in reality it's actually limiting in many ways. In these types of games there are often many restrictions, for instance because the world representation is limited by computer power and number of assets and animations. There is no such thing as viewing distance in Colonization. For 'Old man' I'm also having some doubt if they are actually going to do it, I too believe that it is a kind of experiment / extra thing. And as always, people's wishlists start interfering immediately with their reasoning powers. Arma development has always been one of slow iteration. My strategy has always been, expect nothing, be pleasantly surprised with what you get. I don't have time to think about it anyway, because I'm too busy playing Arma.
  23. joostsidy

    What i expect from "Old Man"

    'curiosity thread' is an apt description.. 😆 There is no new official news.
  24. joostsidy

    What was your Gateway Arma?

    I visited Lemnos (Altis) to have a look at the real thing. I had similar feelings as you: it looks creepily familiar! Even things I thought about as unrealistic in Altis, such as the numerous car wrecks, old fashioned phone booths, or all those little beach places; they are there on the real Island. Main airport, Kavala, Ghost hotel: exellent work. After the church, turning right at the gas station in one of the towns really gets you to the docks! Now I'm cursed with weird overlapping memories 😆
  25. joostsidy

    AI won't respond to commands

    I had this problem as well in the past with my AI squad mates. Some suggestions: - Don't command everyone to move forward under fire while you stay behind - Make sure your squad mates are well paid, especially in specops missions - Make sure you have a beer with your squad mates once in while after a mission so you're not just the 'bossing everyone around all the time' guy
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