Or we leave them in ArmA2 and just wait for more content in ArmA 3. Though, I would not mind the old gear system without a zillion attachments.
- Queries
- Arma 3 Activity
- All Stories
- Search
- Advanced Search
Advanced Search
May 10 2016
I do think the AI makes better use of cover already then in A2. They are also more nasty with flanking, had a couple of occasions where the AI surprised me and found myself more ore less surrounded and pinned down (was pretty cool).
ryan instead of being an elitist snob you could have just posted a constructive answer that would actually helped me. Yes I am not scripting wonder like some of you, I am mainly interested in mission design and not scripting. The wiki part does not help me all that much, just the opposite. In the end it is BIS that have added a difficult unintuitive editor that requires you to be an IT specialist to get all your ideas working properly. Also does not help that things that work in SP does not work in MP. So exqueeze me for not being an elitst scripter, I have other talents.
Well in that case they should make that possible, cos now when you want to get a hint pop up appear (or something else for all players) to all players and thus use the condition ' local player' when a player steps in to the trigger it is not working, it activates when no player is present even though the trigger is grouped to the player team "present". I am far from an expert scripter, but for my logic a trigger should not activate in that condition.
Now I get hte complaint in some of my missions that not all players will see all the hints or hear all the music etc, when they activate a trigger (wih "this") as condition.
Edit to add: that this only happens when you add to the condition "local player"
With "this" in the condition it is fine.
I still can't open backpacks of dead AI unless I take it first. Overall the new gear system is a pain in the butt with all the separate attachments and separate magazines that you have to take manually. It also partially messes up gear respawn. It is a nice idea, but in practice not so.
Sounds nice of course, but not possible, you can not change a map, only put stuff on it.
I think the new AI radio sound have improved, much better now. Gj BIS.
You disqualified yourself by using caps. And big deal that it represents military of 20 years from now, it is about immersion. As you can see ArmA 3 still contains radio's and not a headset holographic video screen shining in your right eye to communicate. So ACRE(ish) sounds will still be realistic also in 2035.
I think a lot a of people can barely play ArmA as it is, so low settings is mandatory for a lot of people (not everyone has a money tree in their backyard). I never complain about optimization etcetera, but still, if I play any other game and look at detailed AI models they do not drop the fps (not talking about CPU resources for pathing etc), 2 ArmA units drops the fps already. In my ideal world the devs would have stayed with armA 2 visual quality and mainly focus on making that optimized and lighter to use before they make the already lagging world and AI even more detailed and laggy. It seems that there is an 'arms race' going on between all the game companies that makes them think that every game they release needs to be even more graphically awesome, and the customers that thus have to buy a new pc every other year just to play these games.
Grass and the detailed AI units drops the fps a lot.
Yeah this always happened in the Domi servers on ArmA 2, would really like to see that disabled for player units (it is used for trolling).
Yes this should be changed. It makes user saves pointless of you abort the mission, as it will load the next time from the 'abort' save point and not user save.
It is no biggie really, just use some grenadiers for AI. They are pretty nasty once they pinpoint your location.
The current key setup is giving me RSI + it is not smooth this way to constantly scroll through the stances with double key's. The mouse wheel seems the most logic place for it and will make stance switching a lot more smooth and fast and thats what you want when you are engaging enemies and have go from sitting/crouched from behind a rock to quickly go to stand to make a quick sprint to the next cover and go to low crouched again.
The snakes are bit mweh with their movement and there are indeed to many of them, every 30 meters you see a snake. I would like to see flying birds and placable flocks of birds in the editor, both seagulls and normal birds. In general the ambient wildlife needs more diversity, because it's mainly snakes and butterflies now.
Mission makers should add a repeating trigger with this:
{ if (!alive _x) then { deletevehicle _x } } foreach (nearestObjects [player, ["Man"], 200]);
So that all bodies will get deleted when ever the trigger fires. (set range to whatever you want).
I am not sure if the garbage module in the editor is working, never got it to work in A2 at least.
Same happening to me to in a mission where I have to blow up an empty chopper with a stachel. However I thought this was happening because of the damage radius of the explosion and the friendly AI received a little amount of damage through the blast, but maybe it is indeed the vehicle that is causing it.
Sounds better then the 'grass' idea that was proposed in an other ticket. The problem with the grass solution is that MP missions will then always need to have grass enabled, while the players with a lighter PC would really like to disable grass. This idea solves that and causes no extra stress on performance.
Sorry for the typo in the title, I can not edit it.
Try to let any AI car drive through Agia Marina, it's impossible. After 10 meters it already get stuck not knowing what to do or what path to follow. No obstacles needed!
Yep voted up!
Not only is it dangerous and takes a long time, but you also automatically stand up when it gets in that loading animation instead of crouched. Also it does not load any visible round, it is only an animation that loads an invisible round. When selecting a weapon in an ammo box you should keep your last used weapon active.
That is done intentional because you don't see any grass at a distance.
I like how it is now
They should change it with a spash screen that sais 'PEGI 18+'
Just wanted to add that the 'unresponsive AI' is worse then it was in ArmA 2. If they encounter hostiles and get all fancy with their new stances at buildings half the time doing a mission one or more will get stuck and causing the rest of the AI team unable to advance any further no matter what orders you give them. In ArmA 2 you had the 'pistol bug' where the AI is laying prone pointing his pistol into the ground, but this seems to have something to do with the stances when they are under fire (danger mode). I also tried killing the AI and let him re-spawn, but even after re-spawn they stay stuck at the same position. And it is so far always next to a building or other cover they are using.
Check the last part of this video to see the bugged out AI in action.
http://youtu.be/Id-CNn2jzuM?t=48m50s
The AI team units were doing their job properly in the mission and then at a certain point they just stop moving and wont do anything anymore, but just sitting at the same position. I also saw some of the AI with pistols drawn again, so it may be the old pistol bug from ArmA 2 after all. Also it seems to always happen when they are in danger mode.
Yep it's not there. I am temporarily using custom sounds for it which is actually better then the default 'ping'. No doubt more sounds will be added at a later update.
This may have been done intentionally, as ArmA2 had tanks and other vehicles doing triple salto's in the air when driving over a small pebble on the ground. Rather have no flipping vehicles then how it was in A2 :>
Same with H-barriers and other solid obstacles, you often can get through them that way.
The clipping through the roof/ceiling I only have seen AI do that so far because they lock on to you like a robot and keeps pointing his weapon at you when you enter that building. It can be reproduced by placing an opfor AI on the roof in stealth/danger mode and then make sure he has detected you and then walk in the building.
When will this finally be fucking fixed? It's reported in early fucking alpha stage.
Fucking delete this ticket if you are not planning on fixing it, it has been assigned for ages!
And I say fuck, cos it pisses me fucking off that I am waiting for this for over a year and it still doesn't fucking work.
Fuck!!
Time for an other bump.
This ticket was submitted during early alpha stage and was assigned during alpha... yet no change. Pls make this work again. I know there are zillion things you devs are working on, but this ticket is from 2013-03-16 (almost a year old!), I and others have been very patient for this feature to be working again, it would be nice if it finally gets resolved.
This might not be an important feature for a lot of people, but I and I know some other mission creators have been waiting for this feature since day 1 of the alpha.
I hope he listened, cos I am still waiting for it. The feature is present in the config viewer, but it works so different now that I can not get it to work nor other people of the community.
Any estimate on when this will be woking again? Or if it is working under an other configuration when the BIKI will be updated with at least some hint on how to set it up now and get it working? I have been waiting since Alpha stage for this feature to come back.
Ligthert, If you don't have anything constructive to say related to this ticket then don't say anything. A lot of people happen to like that feature.
Well I tried to get it working, but after hours I still haven't got it working. While if you look at the playvideo fuction (in the function viewer) it is almost the same scripted (besides the small size definition), yet playvideo still works the same as in arma2.
If there is a new way of getting the GPS working, maybe the devs can post the scrip snippet on how to do that in the BIKI?
Well good to know the function is still there at least. I hope they will 'activate' this function again soon, I miss it!
A little bump so that it is not forgotten. Would be swell if this function can be used right from the release-- as I use is for most custom missions. It adds something extra to missions.
Yeah the Playvideo function works fine. The GPSvideo is a no go unless there is new function for it that I don't know about.
Well how I wrote it here is how it worked for me in ArmA2. I will have an other look at it.
I tried that syntax as well, tried to run it through the init, through a trigger, made sure the units carry a GPS, but nothing.
The deactivation range should be reduced a lot too and mandatory prone stance for deactivating. 2 meter distance is unrealistic unless you have some special telescope robot arms.
Ultimate camouflage. Sometimes you can also walk inside stairs of buildings instead of going up the stairs.
The less huds on your screen the better. You can basically use the GPS to get the same thing if you want.
With the vault action you can currently walk through almost everything, well a lot of things anyway.
The trees and bushes are much more optimized then ArmA 2. I also have a bit lower fps when there is a bunch of vegetation around me in the alpha, but it is far better then the lagfest forests/trees in ArmA 2.
What vehicles are you talking about, the civil offroad vehicles, or the 'armored' ifrit. I don't have any trouble blowing up the ifrit/hunter with an AT launcher.
Totally overlooked that I forgot the 's', atleast I am not asking questions about fucking female soldiers. And it is not that I don't know something, just appears that I was half awake and forgot a letter. Don't kill me for it.
@SharkBaztard: Just because the devs are focussing now on stability that does not mean players should not speak out their idea's and wishes.
Couple of years ago when I made my first mission attempt in ArmA I was highly frustrated in making even the simplest things to work properly, huge amount of time searching on the forums and the BIKI, ton of trial and errors, cursing and swearing, and finally I got the hang of it a bit and it actually became fun to create missions.
Back then I said on the BIS forum exactly with the OP has written down here. That a lot of things are unnecessary difficult and time consuming to do in the editor and that it is very 'new user' unfriendly. Ok, took me a couple of years and finally got the hang of most things I want to add to missions, but that was purely me being persistent in learning it not that it was all easy to figure out. Not everyone has a talent in scripting, for a lot of people it is like learning to read Chinese, eventually you learn it, but it takes effort and time.
Now I see that the Devs already put some new modules in the editor that helps to make things a bit more easy for new users, but they could add a whole bunch more of them. Such as the OP wrote a good respawn module. Place a module and set it to a faction/side and then have the option to sync it to multiple markers so that there are random spawn points per side. And lots more of those modules could be added that would make life easier to the new mission makers.
There are a lot of creative people out there with plenty of good ideas, give them intuitive and user friendly tools to work with and more quality stuff will be released by the community + that the new mission makers will have a whole lot more fun doing it.
Of course manual scripting is unavoidable when you want to create a bit more fancy mission and thats fine, but there should be enough in the editor for new users to work with and to create a complete mission with with a bunch of features in the mission. After they get comfortable with that they will eventually move on to the manual scripting and all the fancy stuff you can create with that.
It would already be great if they would just stay inside the buildings if you set a waypoint to hold that position. You can place AI in buildings as much as you want, but if they are alerted they start running out of the building almost instantly. A new kind of waypoint order "hold building' that makes them stay in the building would help a lot.
Also of course agree with OP suggestion of clearing buildings. So maybe an other waypoint order like "clear building" should be added.
Cheers. This was an old alpha request that is pretty much mute now that the official release it coming in 24 days. :)
Well have fun with Wasteland and zombies then. Fine by me!
I understand your point, but the alpha phase is also about the editor. I only use a limited amount of possibilities now, because there is not much diversity in the objectives you can create. With an intel objective (and using the laptop for example) I will use different script code then I will use for a simple 'capture and hold' objective. The more objectives, the more divers scripting that will be used and the more glitches and bugs that will be ironed out or at least will be reported. Besides, it will bother nobody if a few small objects becomes available in the editor, it's win win.
For the ones that want to thumb this down, how about providing a reason for it. Be glad that people are creating missions already. With these placeholders mentioned above you will only get better missions and maybe even full campaigns. So thumb it down and shoot yourself in the foot.
Yes this is persistent. I sort of assumed that it is a feature as it is also the case in A2. My logic would think that the squadleader gives all orders directly to Nr2 and Nr2 will order the rest of the team. However if the squad/teamleader gives the command to use a medkit to Nr4 he will do as told. In that logic only Nr2 should be able to give that order to Nr4.
If it is possible without taking a big fps hit it would be cool. I am already glad that we have these great looking clouds. What I also would like to see is a slider in the weather menu where you can set the altitude of the clouds.
It is an armored vehicle with thick plating, of course you don't hear rain. It is not a Prius! :)
Not completely immume, but they do take multiple magazines before one of the AI finally hits you if you strafe.
You can give unlimited ammo to ai units and also disable reload weapon with a little script line.
I released a mission update on armaholic and people are reporting this problem indeed. Hope this will be solved as nobody can play missions if they use the Dev version of alpha.
The video example starts at: 11:00
Edit to add: that there is also no animation for deactivating the mines. There should be an animation for it similar to the first aid animation.
Mission makers can disable the vocal chatter, there is also an addon for it on armaholic.
May 9 2016
I once played CoD (yeah I did) (MW1 I believe) and the claymores there had infrared activation/detonation if you walk through the infrared light. No idea how realistic that is, but it did work great.
I agree, this new system may be more realistic, but in practice it is more annoying and time consuming having to pick and attach everything separately. Also grabbing a rifle of a dead body results in walking around without ammo, you need to add the mags separately too again, not so nice if you are in the middle of a firefight. Also in the gear menu I don't see half the stuff the unit is carrying, you have 2 grenades, but if you look in the gear, they aren't there, same with other things. Also with mission making you have to add a ton of separate things now per unit which currently is also causing issues after a respawn. I will learn to live with the new system though, eventually.
dude this is an alpha *famous quote!*
You used to be able to use the 'C' to stand up in ArmA 2, that is no longer possible.
Yes it should be removed, it overrides the last save.
The sound of moving boats in the water are way to loud if you stand on land. I was 200 meter inland and a rescueboat came by at 300 to 400 meter distance and it sounded like it was 50 meters. Please in crease the falloff.
Rogerx they are not silenced, but suppressed. Meaning that they will still make a lot of noise, but far less then without it.
@Valdyr:
I have made a stealth mission (silent justice) and can play it stealthy without problems. I can even take out AI patrols without alerting other AI in the area. It really depends on how the AI is setup in the missions cos stealth is doable. In my mission even the AI at close range is behaving pretty good.
It is a minor issue that would be a huge effort to fix (most likely), I rather have they stay focused on the general mechanics, performance and the AI. Things like this and also grass rendering at long distance and the likes are 'shinnies', not fundamental things that can be improved.
It is not a Steam exclusive game for nothing.
I can understand that people that create their own mesh models in ArmA will not like it, but they can also download it from armaholic to steal your content and use it as their own creations. Not really seeing why steamworkshop will make that different. If people want to steal they will.
For missionmakers the steamworkshop will probably be nice to release their missions on. Missions on armaholic also get un-pbo'd so again it will make no difference. If people want to use your work (without credits and permission) they will do it anyway. The only way to avoid that is to stop creating and releasing content.
This is a long time request already. Hope they will implement that, it's a time saver.
And @JakeB, the alt slider is a good thing.
I think the voting is not that useful anyway.. looking at the female soldier thread. Plus that people are down voting things that does not even concern them. I hope that the Devs will look past just the amount of votes it gets.
They need to add 50+ more modules in the editor. They should have redone the whole editor. You can't even customize gear on the go in the editor still. With all the new attachments and clothing it is a pain in the butt to customize everything manually constantly, it already was, but now even more.
And to be really really honest (don't shoot me), ArmA3 is a little bit like CoD_MW2, MW3, MW4, etc. Same game as ArmA2, but now with a bit better graphics, physics and new maps. On the back end there are no fundamental improvements, even the AI still get bugged out on missions like in ArmA2. So yes, I would have expected a better editor, a 3D editor and most basic scripting features already implemented in modules and easy selectable dropdown menu's.
On the more flat surfaces and with more mellow corners creating a convoy over a couple of Km distance is no problem. It´s the tight corners and narrow mountain paths with trees (side obstacles) on the side where they will get stuck.
I think that if a waypoint is given on the road from A to B the road should have the highest priority for the AI and always will try to find and follow the center of the road. Or maybe even have a special waypoint for vehicles named (how obvious) ´road´ that makes the AI change priority in pathing to exclusively follow the road. (if that at all is possible).
Also please note this feedback ticket where I talked about micro waypoints. Thus from waypoint A, A1, A2, A3, A4 to B. And vote for the ticket!
http://feedback.arma3.com/view.php?id=6683
I think it was a bad idea to reduce the sprint speed with the last update, there is hardly any difference now between running and sprint, diving sprint is even worse. I have to look in 3th person view to actually notice a difference now. And on land I tried it out with a light rifleman and a packed rifleman, no difference in speed.
I played it now later at night and the lighting is indeed much better. It is the time between 20:30 and 22:00 where the lighting does not do anything (including chemlights).
I see the exact same faint lighting as in the screenshots. For me the lights are just not shining very bright in a radius and faint. Loooking at a streetlight I can see a faint light on the ground and in a 5 meter radius (the light itself looks like a bright twinkling star in the sky), but it is not distinctive, (theoretically) I can not read a newspaper under an ArmA steetlight (just seeing some faint lighting and shapes) and in real life I can do that easily, because a real streetlight give of a strong light and definitely direct below the streetlight. It is the same old pitch black arma night as in arma2 and only playable with NVG, only now with twinkling light bolbs.
Now when an AI dies it drops the rifle next to him and it is treated as separate gear, So you have the soldier gear menu and a gear menu just for the rifle. I really do not like that.
The AI has no pathing problems on the docks anymore like in ArmA2 (as far as I tested it) so i'm sure they can fix this too.
Also AI units under the bridge in the channel sometimes get stuck and get unresponsive. And they have difficulty with pathing if you order them to move next ot the channel, they will take a tourist route through the whole town to eventually end at the waypoint 20 meters way. Whole agia marina has pathfinding issues.