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Mr_Centipede
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User Since
Mar 6 2013, 1:09 PM (353 w, 2 d)

Recent Activity

May 10 2016

Mr_Centipede edited Steps To Reproduce on T78449: [Feature Request] Command Coloured Teams to move at compas direction.
May 10 2016, 8:52 AM · Arma 3
Mr_Centipede edited Steps To Reproduce on T78267: Deleting all waypoint using 'deleteWaypoint' command doesn't work as expected.
May 10 2016, 8:47 AM · Arma 3
Mr_Centipede added a comment to T76982: Command "Watch direction" hasn't a right effect.

I believe the AI should always obey the watch command, because most of the time the player will give the AI their sector of fire (watch command) so that there will be some kind of round defence and protect the flanks.

May 10 2016, 8:14 AM · Arma 3
Mr_Centipede added a comment to T76982: Command "Watch direction" hasn't a right effect.

my guess is that after contact, the AI is aware of some enemy that the player cannot see, so they will always try to look at their target... I come to this theory because it usually happens after contact.

May 10 2016, 8:14 AM · Arma 3
Mr_Centipede added a comment to T75257: AI like fighting against enemies too addictively to learn how to hit and run.

If you want the AI to run away fast, use move command. Select the AI and point somewhere far away. They will move there quite fast and reliably, since they wont do the bounding thing. They will engage the enemy from time to time (self defence) but they will move away from the battlefield. Just hope the enemy wont keep up with you

May 10 2016, 7:31 AM · Arma 3
Mr_Centipede edited Steps To Reproduce on T74225: AI group cohesion deteriorates in prolong firefight.
May 10 2016, 7:07 AM · Arma 3
Mr_Centipede edited Steps To Reproduce on T74219: Stealth behaviour and Combat behaviour is too much alike - need to differentiate between the too.
May 10 2016, 7:07 AM · Arma 3
Mr_Centipede edited Steps To Reproduce on T73250: Game crash in editor while viewing in camera.sqs.
May 10 2016, 6:33 AM · Arma 3
Mr_Centipede added a comment to T72582: Radio team selection from 9-9-color to 9-color.

Just to let you know, you can already select team red by pressing SHIFT+F1 key. team Green is Shift+F2, Blue is F3, and Yellow is F4

May 10 2016, 6:16 AM · Arma 3
Mr_Centipede edited Steps To Reproduce on T71290: Too much smoke in SABOT impact effects.
May 10 2016, 5:41 AM · Arma 3
Mr_Centipede added a comment to T71290: Too much smoke in SABOT impact effects.

Yes, it is better. Thank you. I consider it resolved

May 10 2016, 5:41 AM · Arma 3
Mr_Centipede added a comment to T70796: Footstep sound loops while in low crouch with main weapon.

Cannot reproduce on my end. No problem found

May 10 2016, 5:25 AM · Arma 3
Mr_Centipede added a comment to T70464: Cannot tell AI to rearm at ammo bearer or assistant gunners nor will AI tell other AI this.

You have to send the AI to the target AI(the backpack wearing guy), once he's there, there will be an action Rearm at <whatever backpack>. Or you could send the backpack guy to the guy that needed ammo.

It's awkward yes, need more refinement. But for now this is how I've done it.

May 10 2016, 5:13 AM · Arma 3
Mr_Centipede added a comment to T65703: Repeatedly hit on legs or arms should NOT kill you instantly.

I believe it's to simulate incapacitation. If you got hit numerous time in the leg, your leg would probably disintegrated and be combat ineffective anymore. Though IRL you might be still be alive, but in game the easiest way is to let the character die.

May 10 2016, 2:09 AM · Arma 3
Mr_Centipede added a comment to T65302: Dev build 0.53.103754.. Problem with 'Walk' function.

I had the same issue, to be more specific, walk mode with gun lowered.

May 10 2016, 1:55 AM · Arma 3
Mr_Centipede added a comment to T64427: Falling animation needed.

We also need landing from height animation

May 10 2016, 1:24 AM · Arma 3
Mr_Centipede added a comment to T64117: attack this area command.

Something like this video would be nice:
http://www.youtube.com/watch?v=kWF72d3-lWA

May 10 2016, 1:13 AM · Arma 3

May 9 2016

Mr_Centipede added a comment to T61973: Script Error when "sleep" in Trigger Activation field.

From ARMA 2 experience, you cannot use 'sleep' inside a trigger. So I guess this is by design.

If you need to use sleep, then in act field of the trigger, call for an external sqf instead. Or use something like spawn{sleep 1}... I dont know how to use spawn, but vaguely remember someone use it like that.

May 9 2016, 11:38 PM · Arma 3
Mr_Centipede edited Steps To Reproduce on T61970: Object view distance slider should be the percentage of overall View Distance slider.
May 9 2016, 11:37 PM · Arma 3
Mr_Centipede added a comment to T61847: AI has to high awareness and too high accuracy at long ranges.

I also think the AI are to quick to detect at long range, (400-500m) behaviour set on AWARE. I think at that range, the AI should detect when they are stationary OR behaviour set on COMBAT. This kinda reflect more focus on combat/searching the surrounding and less things to think about. When moving about, people will usually focus on where to go, where to place the next step, etc, etc... so they shouldnt detect enemies at long ranges. But of course this should be affected by skill slider.

About accuracy, I kinda like the way they are... maybe tune it down by 5% - 10%

May 9 2016, 11:26 PM · Arma 3
Mr_Centipede added a comment to T61466: Suppressive fire command does not work.

it would also be nice to have something like VBS3 suppression system - when it's finalize.
video here:
http://www.youtube.com/watch?v=kWF72d3-lWA

May 9 2016, 11:07 PM · Arma 3
Mr_Centipede added a comment to T61300: Ai Not going from careless to combat when Fired on or standing just beside them.

Careless does what it supposed to do. Usefull when doing a hot LZ insertion/extraction where the helo wont go and engage ground targets instead of inserting/extracting troops.

Thats why there is no Careless behaviour in command menu. Only Safe, Aware, Combat and Stealth

May 9 2016, 10:58 PM · Arma 3
Mr_Centipede added a comment to T61202: Grenade launcher not an attachment..

The issue in this ticket only for grenade launcher, so for bipod/foregrip maybe they can, but we are talking about GL here

May 9 2016, 10:54 PM · Arma 3
Mr_Centipede added a comment to T61202: Grenade launcher not an attachment..

UGL attachment are not like scope attachment that can be attach/detach at will on the field. They usually attached at base in the armory or maybe at the factory.

Maybe there are quick detach UGL around, but my experience is only with M16/M203 combo.

May 9 2016, 10:54 PM · Arma 3