• ARMA Series (I, II, III) - v. Waiting For 3DEN Edition
    5,000 replies, posted
Still would like to know a time so I know if I can make it. And the other relevant stuff to joining in.
[QUOTE=Doctor Zedacon;49611871]Still would like to know a time so I know if I can make it. And the other relevant stuff to joining in.[/QUOTE] Apparently they're playing now
[QUOTE=grobov13;49611320]Sooooooo, now that one "Volunteers" squad is full - will people have their roles reassigned from volunteers to something? (unless it's a cannon fodder squad :v:)[/QUOTE] Volunteers are a Sahrani militia that will be pushing to the HQ the same time as the VDV. Depending on what their respective command elements want, they can arrange a meetup point to join the VDV or just link up randomly.
[URL]http://dev.arma3.com/post/sitrep-00140[/URL] [media]https://twitter.com/klamacz/status/690559681912279040[/media] [quote] Using script commands disableAI and enableAI, you can now toggle two additional sections: "AUTOCOMBAT" and "COVER". The former controls the autonomous switching to combat behavior when the entity detects danger. Having this disabled lets you be the one who commands their behavior, but that also means you become responsible for those poor souls. The second section toggles the AI's usage of cover positions around them in the environment. [/quote] Holy SHIIIIIIIIIT I never thought I'd be alive to see this. Now I can finally do a proper "Fucking shut up and run to that position without going into cover every second" feature for my mod. With this, guiding units under fire might actually work in zeus now.
AAF Ork waves soon.
HUMAN WAVES SOON
[QUOTE=kaukassus;49612329][URL]http://dev.arma3.com/post/sitrep-00140[/URL] [media]https://twitter.com/klamacz/status/690559681912279040[/media] Holy SHIIIIIIIIIT I never thought I'd be alive to see this. Now I can finally do a proper "Fucking shut up and run to that position without going into cover every second" feature for my mod. With this, guiding units under fire might actually work in zeus now.[/QUOTE] Also FIA are enabled for all 3 sides now, which isn't really everyones deal because Vanilla content but hey it's pretty nice if you want some NATO and AAF vs FIA action.
[QUOTE=kaukassus;49612329][URL]http://dev.arma3.com/post/sitrep-00140[/URL] [media]https://twitter.com/klamacz/status/690559681912279040[/media] Holy SHIIIIIIIIIT I never thought I'd be alive to see this. Now I can finally do a proper "Fucking shut up and run to that position without going into cover every second" feature for my mod. With this, guiding units under fire might actually work in zeus now.[/QUOTE] i recently added this to the template scripts [url]https://github.com/fparma/fparma-coop-template/blob/master/FP_Template.VR/base/scripts/ares/ai.sqf#L58[/url] it sort of works, units will force move to the wp even under fire. in some odd cases one or two units would just run in the opposite direction. it's alot better than just right clicking for waypoint when the group is in combat at least. but these commands will help a lot. could see some really interesting AI mods with this [media]https://youtu.be/R5x_nHJL_C0[/media]
Hey, all that shit I installed seems to be working. Mostly. Just don't ask me to open a door incrementally. Or to understand what I'm doing with the radio, or if it actually even works.
[QUOTE=Cuel;49612750]i recently added this to the template scripts [url]https://github.com/fparma/fparma-coop-template/blob/master/FP_Template.VR/base/scripts/ares/ai.sqf#L58[/url] it sort of works, units will force move to the wp even under fire. in some odd cases one or two units would just run in the opposite direction. it's alot better than just right clicking for waypoint when the group is in combat at least. but these commands will help a lot. could see some really interesting AI mods with this [media]https://youtu.be/R5x_nHJL_C0[/media][/QUOTE] I found that disabling TARGET and FSM did the trick quite well with getting ai that would retreat even in a firefight. The problem was that it seemed to be unreliable on dedicated servers. [editline]26th January 2016[/editline] [QUOTE=Doctor Zedacon;49612906]Hey, all that shit I installed seems to be working. Mostly. Just don't ask me to open a door incrementally. Or to understand what I'm doing with the radio, or if it actually even works.[/QUOTE] Working your radio is kind of important to staying together though, so you should try and get that figured out. It might just be worth joining one of the evening ops going on usually every day. I'm sure someone will be around to help you out.
Does this mean that we can finally have proper hit and run employed?
[video=youtube;VOV1aMwR6lI]https://www.youtube.com/watch?v=VOV1aMwR6lI&feature=youtu.be[/video]
a bit too close
That Comfy was one of the best we've played. 11/10 so many kills I lost count.
We will never forget all the Micsi's lost in Afghanistan. RIP
[QUOTE=Tinter;49612982]Working your radio is kind of important to staying together though, so you should try and get that figured out. It might just be worth joining one of the evening ops going on usually every day. I'm sure someone will be around to help you out.[/QUOTE]I'm fairly sure it works, but without being able to test with someone I can't be certain. As for using it, I've actually pretty sure I can work it but it'll take actually being able to test it to make sure I've got everything right.
That was long enough, with enough content to be it's own OP. Also can be continued
[img]http://i.imgur.com/R1oq2Yh.jpg[/img] arte
fucking amazing comfy mission [t]http://images.akamai.steamusercontent.com/ugc/360654057306417481/D0DED589509C6FBA1993026032A6CDF70473E53C/[/t] afghanistan brand vidya ptsd is absolutely go as soon as the CUP update releases we need to reskin the SLA/Takistani Army (same uniform base) into Afghankas and use the SLA gear for maximum afghan ops
Glad it was enjoyable.
I really want to make a magical ww1 TvT Imagine you're a battlemage, armed with just a revolver and your magical prowess, leading a zerg rush of sweaty conscripts armed with shitty bolt-actions O dear Sqf gods, this i pray
That hanging guy scared the crap out of me cause he ran right out into my face and when I unloaded into him he jumped right into the ceiling
[QUOTE=kaukassus;49612329][URL]http://dev.arma3.com/post/sitrep-00140[/URL] [media]https://twitter.com/klamacz/status/690559681912279040[/media] Holy SHIIIIIIIIIT I never thought I'd be alive to see this. Now I can finally do a proper "Fucking shut up and run to that position without going into cover every second" feature for my mod. With this, guiding units under fire might actually work in zeus now.[/QUOTE] This has me incredibly excited. The "fight to the death" mechanic of vanilla AI is incredibly irritating. Think about yourself, as a player, what you do when your buddies around you start getting bumped and you start taking casualties. You don't exactly hang around long enough to take more casualties, and you certainly don't continue bounding forward into the enemy who has just shot you. At least with this, we'll be able to do more complex and sensible things with the AI. AI forces getting overrun? Get them to pull back to a fallback or depth position - no point hanging around in the same place where they're getting shot to bits. Or hell, bait the players into other forces arcs - maybe have a forward recce section that spots the players, bumps them, and rather than getting stuck into a protracted firefight they instead pull back and lure their enemy into the arcs of fixed MGs and minefields. This could be a real game-changer, and I'm very excited for it. Actual competent, thinking AI will be possible now.
Did anyone record that entire CD?
[QUOTE=CMB Unit 01;49613543]This has me incredibly excited. The "fight to the death" mechanic of vanilla AI is incredibly irritating. Think about yourself, as a player, what you do when your buddies around you start getting bumped and you start taking casualties. You don't exactly hang around long enough to take more casualties, and you certainly don't continue bounding forward into the enemy who has just shot you. At least with this, we'll be able to do more complex and sensible things with the AI. AI forces getting overrun? Get them to pull back to a fallback or depth position - no point hanging around in the same place where they're getting shot to bits. Or hell, bait the players into other forces arcs - maybe have a forward recce section that spots the players, bumps them, and rather than getting stuck into a protracted firefight they instead pull back and lure their enemy into the arcs of fixed MGs and minefields. This could be a real game-changer, and I'm very excited for it. Actual competent, thinking AI will be possible now.[/QUOTE] There's no actual word if they disengage from combat. As far as I know, AUTOCOMBAT prevents them from automatically switching back to combat and COVER just disables cover finding routines. I'd hope it's possible, but I haven't seen any confirmation.
"COVER" - disables usage of cover positions by the AI "AUTOCOMBAT" - disables autonomous switching to COMBAT when in danger [editline]27th January 2016[/editline] all other enable/disableAI works right on the spot, don't see why this would not you can test in dev anyway [editline]27th January 2016[/editline] [quote] [B]Combat[/B] - This behaviour mode will result in a much higher combat performance than Aware. Infantry groups will always move using bounding maneuvers, and will normally keep crouched or prone unless moving. They will make some use of available cover, choosing to spend some time crawling when in cover. They seem to occasionally send out one unit ahead of the group as a scout. No vehicles will use headlights at night. If enemy units are known to be in the area, infantry groups will move is a more cautious manner. As of Arma 3 v1.36 AI seem to take about a full minute to get across roads. [/quote] [url]https://community.bistudio.com/wiki/Arma_2:_FSM_Danger_Causes[/url]
[quote=Van Darkholme]DCScream (7) Scream heard (a non-head hit produces scream, useful to detect a silenced weapon attacks)[/quote] Oh damn, I did not know this but I always suspected something like that was the case.
[QUOTE=Tinter;49612982]Working your radio is kind of important to staying together though, so you should try and get that figured out. It might just be worth joining one of the evening ops going on usually every day. I'm sure someone will be around to help you out.[/QUOTE] He's US. He can't join during the evening because our evening is 6 hours after yours and evening ops don't seem to still be going on by then.
[QUOTE=TornadoAP;49614755]He's US. He can't join during the evening because our evening is 6 hours after yours and evening ops don't seem to still be going on by then.[/QUOTE] Gotta add that clock on your PC for FPARMA standard time, being GMT.
[QUOTE=Thomo_UK;49614861]Gotta add that clock on your PC for FPARMA standard time, being GMT.[/QUOTE] It's more that if you have school or work or something else, you're fucked.
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