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joostsidy

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Everything posted by joostsidy

  1. I'm using the BIS functions in SP. During the mission they work for all playable units, however they are not visible (none are) in the debriefing screen: ["task_outpost", "SUCCEEDED", true] call BIS_fnc_taskSetState; "end1" call BIS_fnc_endMission; Help?
  2. joostsidy

    AI Discussion (dev branch)

    Would like to add my strong support to the request for fast moving infantry under fire. Missions where you cooperate with AI infantry result often in failure when for instance flanking AI infantry starts to move very slow when receiving only light fire. If it doesn't lead to failure of the objective, the waiting is often boring and immersion breaking, because the AI should know beforehand that their part relies on speed and now the incompetents are pinnned down by very light resistance. Aspects related to this behaviour, maybe: - infantry should follow the behaviour of the leader more, this helps at least if the leader is a human. - infantry should follow formation less strict in certain situations, it slows down squads moving on difficult terrain (where it's hard to keep formation -> fences etc), even when not under fire. - the distance of a waypoint could influence the moving behaviour, a long distance would result in less danger dance - setting the speedMode could infuence the moving behaviour, speedMode fast would lead to 'no prone' and less stops in engagements - the skill setting could influence the moving behaviour by paying more attention to commands and less to knows about In the previous comments I sometimes got the feeling that a 'fast move under fire' rules would be hacking the ai and/or ignoring the psychological aspects of being under fire. I disagree with this. Running under fire can both reflect highly trained soldiers and undisciplined soldiers on the attack or retreat. Making this behaviour part of the game would make for a much more diverse and realistic game play. I would like to set the developers on 'COMBAT', set their courage on max and set a waypoint on the deep OFP-code if necessary.
  3. joostsidy

    Audio Tweaking (dev branch)

    @goth: The shorter explosion sounds sound very good. you really know your sounds and explain it well. You demonstrate convincingly that improvements to the sound can reflect the physical processes behind the sound better. Your suggested improvements sound both more authentic and more awesome to me. In my opinion, ignoring these 'rules' can lead to a feeling 'over-processed' sounds. The lesson from this: Less is more? :-)
  4. joostsidy

    Audio Tweaking (dev branch)

    Unfortunately stapler sounds are normal for now in dev and stable branch, just read some of the previous pages to get more insight. BIS is aware of many problems and working on it so we have to be patient. In the end (months?) sound will probably be improved overall.
  5. joostsidy

    Audio Tweaking (dev branch)

    Most scripts use the 'lineIntersects' (or similar) statement, using it to draw a line to the sky, if it hits a ceiling you're indoors :-)
  6. joostsidy

    Audio Tweaking (dev branch)

    I agree with this very much. - Even though some of the sound quality is subjective, it's safe to say some the basic gun sounds are not good and don't sound like firearms at all at the moment - Some of the sounds are broken with dynamic effects missing or hardly noticable - The overall balancing is off The result of this is that the current soundscape doesn't sound good and is detrimental to the gameplay in a functional way. With update 1.40 I was shocked at the overall decrease in sound quality. I made a post on the feedback tracker but devs as well as a lot of players didn't give it much notice which surprised me. I even didn't want to play the game for a few days because some of the changed sounds were so weird to say the least. I understand that improving the sound is a huge step and takes time. However the current soundsystem is so 'experimental' that I feel it doesn't belong in the full game I play, it belongs in the dev-branch. I hope the current situation is the result of circumstances and maybe some misjudgement by BIS and not a deliberate planned strategy. I'm not in favor of the one-step-back two-step-forwards taking place over many months in the full game release. ---------- Post added at 16:47 ---------- Previous post was at 16:25 ---------- For instance the Vermin SMG sounds like an electric stapler to me now, but is it because because of the basic sample? or wrong dynamic effects? In the current situation it is hard to judge and give good feedback. So my main wish is to release big things like these later in a more polished form so we can give more accurate feedback. This also would help in decreasing some of the 'panicy' reactions about the sound system (of which I'm guilty as well :-)
  7. joostsidy

    Sniping in Arma 3

    No offence, but I was a little bit annoyed by your post. It is titled 'Sniping in Arma3', so I clicked on it expecting an interesting discussion about sniping in general in Arma3, maybe tied in to the new DLC. However, it was just you looking for someone to tell you to press 'C' to deploy a bipod. It kind of annoying to see these simple questions in a forum which can be answered by looking in the game itself or by a Google search. "you can't ask them all on the forums": now I'm afraid that you will be back when the expansion comes out asking more button-press questions. :-), please promise me you won't ;-) EDIT: don't let this discourage you to contribute to the forums of course, don't want to chase people away :-)
  8. joostsidy

    Sniping in Arma 3

    Persius, Arma3 has dozens of button options, you can't ask them all on the forums. Why didn't you just open up the configuration menu and looked for 'deploy bipod'? If you hadn't looked there yet, I recommend you do! There probably are lots of functions that you don't even know existed. Happy sniping! ;-)
  9. joostsidy

    MX Rifle = CMMG MK47 Mutant Rechambered to 6.5?

    Illuminati, leave Lady Gaga and the MX rifle alone!
  10. joostsidy

    Looking for mod makers

    High quality people usually have enough work already, why should they join you? Not trying to disrespect but why would a serious person with serious skills contact you, a random person on the internet bringing amazing content etc. Do you think people with serious skills are sitting at home doing nothing, waiting for someone to approach? Do you think they were working on crap content, but will switch to you for 'amazing content'? My advice to you is to present your 'business case'. What do want to build, why, when, how.. What do you have already in people and assets, what do you personally bring to the table, etc.? I see these types of messages regularly and I doubt very much that they work, so I thought I should give you some advice, if I'm mistaken I'll gladly apologize.
  11. I noticed that some mods and scripts offer 'suppressive fire' abilities. I decided to script my own version but I can't get an AI to fire on a specific location. The usual BIS commands don't work well enough: setDir, setFormDir, doWatch, lookAt etc. The most important problem is aiming along the vertical axis: if my suppression soldier is standing on a hill laying down fire on enemies in the valley, he shoots way above their heads, because he's shooting straight on, relative to the height of the hill he's standing on. Is there a solution for this?
  12. That's what you get Total, by presenting numbers, but sneakingly leaving out some items: not counting mags, sidearm, plates etc. ;-P (no harm intended) I will add to that: as far as I'm concerned, Arma soldier represents a soldier on a combat mission, not a soldier returning from holiday. The soldier that has lack of sleep, tiredness from guard duties or patrols, lack of good food, stress etc. I'm not impressed with people suggesting that can leave their computer, put on their running shoes, put on a backpack with some bricks and run on a level paved road without danger and comparing that to soldiers running in combat zone.
  13. Many players are underestimating how cumbersome even average gear is in RL. I found this quote while searching for equipment weight of US infantry: '[weight] Depends on the job and mission. Most of the time rucks aren't carried anymore. Take a simple combat patrol, walking. Over your regular uniform you got your knee and elbow pads. you got your helmet. You got your IBA with plates. The plates alone are damn near 30 pounds. Then you got all the pouches and stuff you add to that. Ammo, at least 210 rounds in 7 magazines for an M4. You got grenades, papers, medical packs, water in your camel back, camera, knife, flashlight, extra ammo if your a machine gunner. The list could go on. I don't even know the exact weight, never really worried about jumping on a scale over there. It's a lot and it's hard as hell to move. Especially climbing over things and getting in and out of trucks. Add in 100+ degree heat and your having a bad day. Source(s): been there, done that.' The equipment weight seems to range from 20 - 70 kg, average about 40 kg.
  14. joostsidy

    CAS (Bombing run) bug?

    Even when you lase the target, the CAS sometimes has difficult / finds it impossible to line up an attack path to deploy its weapons. This might be worse if the CAS is being shot at, but I'm not sure. Not really a bug, more like weak flying AI. I hope it will be improved at one time. If the CAS NEVER engages your target you might want to move the CAS and target to another position and check you are using the right weapons and actions that go with, so lase the target if you select laser guided bombs.
  15. Some snippets from my spawn helo reinforcements script that you might find useful: // Spawn helo ("I_Heli_Transport_02_F";) // ------------------------------------- _vehicle = [(getPos (_wpList select 0)), 0, _heloType, INDEPENDENT] call bis_fnc_spawnvehicle; _helo = (_vehicle select 0); _helo sideChat 'This is Mohawk 1, reinforcements are on the way!'; ---------- Post added at 09:58 ---------- Previous post was at 09:56 ---------- This piece of script I use in A LOT of scripts, it cycles through waypoints defined in the _wpList array _wpList = [i_helo1_wp1, i_helo1_wp2]; The waypoints are gamelogic objects that put on the map in the editor and drag around until I'm happy with the path // 1. Move to target along waypoints // --------------------------------- _helo setBehaviour "CARELESS"; _count = 1; while {_count < (count _wpList)} do { _helo move (getPos (_wpList select _count)); waitUntil {_helo distance (_wpList select _count) < _wpRadius}; _count = _count + 1; }; ---------- Post added at 09:59 ---------- Previous post was at 09:58 ---------- Spawn an infantry group and move it in the helicopter! // infantry 5 _endPos = getPos (_wpList select ((count _wpList)-1)); _group = [_endPos, INDEPENDENT, (configfile >> "CfgGroups" >> "Indep" >> "IND_F" >> "Infantry" >> "HAF_InfSquad")] call BIS_fnc_spawnGroup; {_x moveInCargo _helo} forEach (units _group); i_inf5 = _group; ---------- Post added at 10:00 ---------- Previous post was at 09:59 ---------- Disembarking the cargo: waitUntil {unitReady _helo}; _helo animateDoor ['CargoRamp_Open',1]; _helo land 'GET OUT'; _group = i_inf5; {unAssignVehicle _x} forEach (units _group); ---------- Post added at 10:04 ---------- Previous post was at 10:00 ---------- These were just some snippets, but you can combine them or alter them to create dynamic insertions/extractions and patrols. I hope you find them useful
  16. I'm very happy with my Saitek X55 Rhino HOTAS and Saitek Pro Flight rudder pedals. I think it costs around 300 together. The X55 looks really cool as well.
  17. joostsidy

    The New Sounds are Pretty Good.

    I disagree, I feel that the gun-sounds are a lot worse than before! I'm the kind of player who, before mission creation in the editor, just runs around a bit in the editor firing the weapons because they look and sound so cool, but the new sounds shocked me! They do not sound right at all. To me, many weapons: - have lessened their sharp report - sound too 'dry'(?) - the smg's 'bark' in burst mode has decreased - auto fire sounds more 'blurred', with the old sounds you could hear the individual shots better (for instance the old co-ax mg's sounded really impressive) The new sounds sound to me a little bit like drum-computer sounds. I decided to sleep a night over it, maybe it's a matter of getting used to it, but I still don't like them. I am curious about a couple of things: - what are the reasons that people feel these sounds are better? - are there other people who feels that the sounds are worse? - I'm now downloading a sound mod (JSRS2) to get the old sounds back, other suggestions will be appreciated. - slightly of topic, I wanted to put my post in a new thread, but I don't seem to have permission to start one. The forum rules were vague about it, do I have to post a couple of times to become a 'regular member' and get permission?
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