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User Since
Aug 5 2013, 2:07 PM (567 w, 1 d)

Recent Activity

Jan 8 2017

Orcinus added a comment to T119623: Rearming for AI Broken (WAY TO FIX IT).

Rearm was broken at least as far back as A2. The hassles with rearming your team sre a frequent cause ogf getting killed off. The whole rearm/gear system for one's team is unfit for purpose.

Jan 8 2017, 9:58 AM · Arma 3

May 10 2016

Orcinus added a comment to T82059: Animals/Agents not moving anymore (Not complete resolved).

As far as animals are concerned, there is an existing ticket:

May 10 2016, 10:50 AM · Arma 3
Orcinus added a comment to T82044: Stepover glitch through doors.

I hve no idea how the forum changed the text to "0000009:0000015,000 doors on Altis." It should just have read

"[approximate symbol - i.e. the squiggle sign] 15,000 doors on Altis."

May 10 2016, 10:50 AM · Arma 3
Orcinus added a comment to T82044: Stepover glitch through doors.

This cannot be resolved by scripting, it requires a fix by BIS. As pointed out in the BI forum thread

there are ~15,000 doors on Altis.

Whether or not this is related to the problem of AI walking through locked doors, through walls, through HESCO barriers, etc., I have no way to tell.

May 10 2016, 10:50 AM · Arma 3
Orcinus edited Steps To Reproduce on T81232: Buggy rocks - player & AI get stuck inside..
May 10 2016, 10:24 AM · Arma 3
Orcinus added a comment to T81028: ntdll.dll multiple random crashes every night.

Does your game crash with no mods loaded?

May 10 2016, 10:18 AM · Arma 3
Orcinus added a comment to T80715: Window glass destruction is inconsistent - list of affected buildings inside.

+1. Sneaking up to a window to pot-shot an enemy then finding the glass is damn near unbreakable is a real bummer.

Thanks for the tip, pops, I'll keep that in mind :)

May 10 2016, 10:07 AM · Arma 3
Orcinus edited Steps To Reproduce on T76927: Possible bug in AI (engine).
May 10 2016, 8:13 AM · Arma 3
Orcinus added a comment to T76927: Possible bug in AI (engine).

Well... I thought it was obvious that I was contrasting with default (no mods) behaviour.

To make the point clear - default AI behaviour (no mods) goes haywire with the addition of a combination of an armour config mod and a bullet config mod. This is a very strange result and might - I emphasise, might - indicate a bug in the engine routine(s) handling the Arma 3 AI. Did you try it with the mods in my first post?

May 10 2016, 8:13 AM · Arma 3
Orcinus added a comment to T76919: Unit heal threshold is misleading and broken.

This may be an issue with the AI as well. Something or things seem quite broken in the healing routine(s).

A couple of times in vanilla & several times testing AI mods in the Combined Arms showcase, failed the mission because one or more units moved too slowly due to unhealed injuries. The AI leader never ordered them to heal themselves nor sent the medic if the medic was still alive. Attempts by player to heal them with an FAK fail as the injured unit ignores you and moves away.

Also noticed that sometimes in SP when player or other units report injury - e.g., "need medic" the team leader ignores them.

The above observations all with v1.16 stable.

May 10 2016, 8:13 AM · Arma 3
Orcinus added a comment to T70880: Turn vehicle lights off and get out, AI turns them back on if it's dark.

The suggestion by C4lv1n may or may not work, I haven't tried it. However that has nothing to do with the problem that on stealth missions, with the AI set to stealth, the AI turns on the lights making the team highly unstealthy.

Changing the orders from stealth to combat can do the same depending on circumstances. It's a bug and a bad one. It's as bad as the AI with flashlights and NVGs running around in the open with lights on by default - "Coo-ee, here I am! Shoot me now, please."

May 10 2016, 5:28 AM · Arma 3
Orcinus added a comment to T67681: Flashlight is too dim, unfocused, never blinds you, especially when you wear NVG and it lights though walls (In short, it SUCKS).

There still seems to be a bug from A2/CO in that any AI unit with a flashlight turns it on by default. They should only be used in confined spaces even if the unit has no NVGs; as pointed out above, it's like waving a "shoot me" banner over one's head. Making the flashlights brighter without changing this idiotic default only worsens the problem.

May 10 2016, 3:29 AM · Arma 3

May 9 2016

Orcinus added a comment to T62328: Selected firemode resets under various circumstances..

It also happens sometimes when one opens the inventory (e.g., to pick up some ammo from a crate or corpse). Annoyingly, it also resets the zero of scopes like the DMS to the default.

I regard this a bug even if it was intentional. The combination of dropping from auto/burst to sngle shot with changing the rifle zero can get you killed.

May 9 2016, 11:56 PM · Arma 3