• ARMA Series (I, II, III) - v. Update Your Repo
    5,000 replies, posted
What the fuck did I miss?
Operation Commute To Work Hopefully mallow uploads a highlight reel
I told them to go to work but they picked up some pistols and started a rebellion what absolute mad men
Forgot to upload the video yesterday, part 2 is being uploaded now, I went out to a Polish cafe with friends and they kept buying big Polak shots...
Alpha FTL!!!!!!!!!!!!!!!!!!!!
[QUOTE=Dr.Fragg;48290735]Alpha FTL!!!!!!!!!!!!!!!!!!!![/QUOTE] There you go. Charlie Squad is now open for signup btw.
[QUOTE=Dominic0904;48290127]What the fuck did I miss?[/QUOTE] don't ask us we're still not even sure
So, I've been irritated by Arma's suicidal kill-all mentality for a while now. I've started working with FSMs to see if I can create some reactive behaviour from them in certain circumstances. One thing that really bothers me is that the AI will abandon positions you you place for them in the editor to fight you. I'm pretty certain the purpose of building them defensive positions was to help them! Anyways, I was able to successfully make an FSM that meant that an AI would fervently hold his position in one of those sandbagged bunkers until his nearest enemy would get within 100 metres of him, at which point he'd scarper to the position behind him. [t]http://i.imgur.com/BzuaTSr.png[/t] I'm glad I got this working, as it proves that it's possible to force the AI to be less stupid. I don't have a video of it working, but I can upload the FSM for people to try. Having said that: [t]http://i.imgur.com/l4SdmhS.png[/t] ...I'm working on a more advanced version, which should hopefully allow the user to enter an array of locations that they wish for the AI to fall back to. I don't think there's any sure-fire way of getting them to occupy positions dynamically without them standing out in the open instead. I guess I could add markers for each location in the fortification that the AI can occupy, but that doesn't seem user friendly. The main effort for this is to make the AI fall back if they're being encroached upon, or they're being shot to shit. Ideally, down the line, I'll be able to do a full AI overhaul, in a similar vein to how Genesis did the VCom AI mod, which IMO is the best AI mod we've had for Arma. He very kindly sent me some examples to work from about 3 or 4 months ago, so hopefully I can repay his help by coming up with something worthwhile.
Part 2 woo [video=youtube;SKz-cWp0rR0]https://www.youtube.com/watch?v=SKz-cWp0rR0[/video]
Cheeky inaccurate supply drop.
What would people think of doing a TvT campaign? Pretty much, it would be a campaign stretching over about two months or more consisting of TvT sessions held either before or after our main coops. You'd have to sign up to a team beforehand (although this is kinda eh for lower-level people), and each side would have one or two people leading it. The campaign would have the objective to take over the entire island (which is probably not a good idea, might adjust it to whoever has more "points" after a given amount of time), and important sites (like oil fields, factories, military bases and towns) would generate a certain amount of resources or points which they could use to purchase weapons, vehicles and various other things. Each side's leadership team would probably select a target to attack, or conduct an operation near, and then the missions would be played out in sequence. Intelligence gathering, spies, interrogations, and supply theft might come into it, and I believe that it might be possible to do special operations stuff like what we did in the last coop campaign. I'd find a way to make individual player choices matter, although I have yet to decide how to do this. I guess I could act as an overseer for the campaign, creating the missions and coordinating the whole thing. Factions/setting could be decided by players beforehand, and we could make custom assets, but it's likely that it won't be fullon conventional warfare as we only have 30 people, so it would most likely be 15 people per side. So, what do you guys think? I've put down a strawpoll, feel free to vote: [url]http://strawpoll.me/5026535[/url] Suggestions would be extremely welcome and questions more so I'm going to learn from the mistakes of the last campaign, don't worry
People tend to not show up which means one team will have fewer people than the other team and so on, but why not.
[url]http://steamcommunity.com/app/107410/discussions/0/541906989397586310/[/url] for those with performance issues
Ahem. [T]http://i.imgur.com/pSXBSWg.jpg[/T] A wild hog. Being wild.
Charlie AR please If no one takes Charlie Lead and we have a Charlie squad at the time still Ill try my hand at lead
Charlie Marksman
Charlie Medic
More progress from the Half-Life mod: [IMG]http://media.moddb.com/images/mods/1/27/26277/2015-07-25_00001.jpg[/IMG] [IMG]http://media.moddb.com/images/mods/1/27/26277/2015-07-23_00001.jpg[/IMG] [IMG]http://media.moddb.com/images/mods/1/27/26277/2015-07-24_00001.jpg[/IMG] [url]http://www.moddb.com/mods/the-uprising-arma-3/videos/arma-3-combine-apc-test[/url]
Charlie Charlie (anything but FTL or TL)
I hope they get better textures for that stuff, seems like a lot of arma mods put in placeholder textures and then forget to improve them.
charlie tl i wont miss it this time i swears
:snip: Charlie Rifleman [editline]25th July 2015[/editline] I'm pretty green though (look at me using these tacticool words) so I might need some explanation on how the radio works in the pre-mission.
charlie at
[QUOTE=Destroyox;48296428]:snip: Charlie Rifleman [editline]25th July 2015[/editline] I'm pretty green though (look at me using these tacticool words) so I might need some explanation on how the radio works in the pre-mission.[/QUOTE] Press caps lock, spill spaghetti
ctrl-p to open your radio interface. if you need to change frequency, select the number and type the new one in, hover over the buttons for the enter button and click hold capslock by default to speak on the radio if you're a role that has a long range, it's alt-p for the interface, and ctrl-tab to speak you can also use the num pad to change radio channels, but if you need to change it at all you'll probably just be using frequencies
[QUOTE=Mallow234;48293304]What would people think of doing a TvT campaign? Pretty much, it would be a campaign stretching over about two months or more consisting of TvT sessions held either before or after our main coops. You'd have to sign up to a team beforehand (although this is kinda eh for lower-level people), and each side would have one or two people leading it. The campaign would have the objective to take over the entire island (which is probably not a good idea, might adjust it to whoever has more "points" after a given amount of time), and important sites (like oil fields, factories, military bases and towns) would generate a certain amount of resources or points which they could use to purchase weapons, vehicles and various other things. Each side's leadership team would probably select a target to attack, or conduct an operation near, and then the missions would be played out in sequence. Intelligence gathering, spies, interrogations, and supply theft might come into it, and I believe that it might be possible to do special operations stuff like what we did in the last coop campaign. I'd find a way to make individual player choices matter, although I have yet to decide how to do this. I guess I could act as an overseer for the campaign, creating the missions and coordinating the whole thing. Factions/setting could be decided by players beforehand, and we could make custom assets, but it's likely that it won't be fullon conventional warfare as we only have 30 people, so it would most likely be 15 people per side. So, what do you guys think? I've put down a strawpoll, feel free to vote: [url]http://strawpoll.me/5026535[/url] Suggestions would be extremely welcome and questions more so I'm going to learn from the mistakes of the last campaign, don't worry[/QUOTE] The main reason I wouldn't like a TvT campaign is because I suck at TvT 90% of the time. No idea why but I'm just terrible usually. Another (non-personal) reason is the issue is if people don't show up as Bucketboy pointed out. Difference of 1-3 people isn't terrible but if it goes beyond that (which with us you never know) then it can be a bit unfair. You could solve that by moving people around, but I personally wouldn't want to switch teams just because players didn't show up.
I personally don't like TVT or PVP for that matter, unless that's the sole purpose of the game, like in planetside for example. My dislike for TVT is not just limited to Arma, but also Wargame, Starcraft, etc... It's probably because in these games, I'm so used to fighting AI.
We can atleast try a TvT sign up mission instead of a campaign and see how that goes.
Why not just do COTVT? Have NPCs on both sides do most of the leg work, while players take on tasks that really drive the situation in their favor.
Give me Charlie sql.
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