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dave8

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About dave8

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  1. dave8

    Thoughts on using enemy uniforms

    It seems way too easy at the moment. In addition to the good points already addressed by others, I feel like more than a couple of things should be implemented for the sake of realism: 1. Differences in language. The enemy should ask you questions and if you, the player, doesn't pick a reply that makes sense (out of 5 choices written in the native language), a more confrontational question should be asked. If once again, the player fails to pick the correct answer, you'll be asked to put down your weapon and surrender or be shot. 2. When approaching an organized enemy perimeter, the player should be met with a challenge (in a challenge and password security measure) or number (in a number combination security measure). Choosing the incorrect password or number combination would result in being asked to put down your weapon or being shot. The possible replies the player could give would also be written in the native language. If already inside the perimeter, there wouldn't be a need to go through this. 3. The closer you are to someone, the more likely that person should see that you're not one of them. The higher the skill level, the more likely that person would detect you. If your uniform is bloody, the likelihood of detection should increase. 4. It should take a much, much longer time to take off your own uniform and gear, take off the victim's uniform and gear, and then put on the victim's uniform and gear. When someone is dead weight and not helping you out with taking off their gear and uniform, it takes a ton of effort and time. If uniform-taking is implemented, I feel that dragging dead bodies and enemies being suspicious after finding a hidden dead body should be implemented (which leads to the next point). 5. If the enemy detects a dead body of a comrade that has his uniform and gear taken, the likelihood of being detected should be increased.
  2. dave8

    AI?

    I think the original Ghost Recon had a very effective system of controlling AI. Top 12 things that I'd like to see from the AI: 1. Suppression. As a leader, being able to assign TRPs through a map or in first person view and an order for AI to suppress it (and they will actually suppress that TRP methodically to conserve ammunition). AI can achieve this same effect by assigning TRPs close to the enemy. 2. A 5-10 meter radius (center of the circle is where they'd be standing in formation) where the AI has freedom of movement to seek cover and concealment. They will not go off individually and engage the enemy unless told to. 3. Ability to widen or shorten formations 4. Average AI leaders use actual teams to engage the enemy. Not individuals. They will at least go off as buddy teams. Also, AI will utilize more flanking maneuvers rather than frontal assaults. Ability to command teams to flank left or flank right should also be available. 5. Ability to order AI to stack on doors and clear a room, up and down stairs, and move down a hallway correctly as a fireteam/buddy team. 6. AI shoot worse and less frequently when effectively suppressed 7. When in danger mode, the AI will stay crouched whenever halted. 8. More random yet appropriate chatter / animations for the immersion factor. 9. Better driving and path finding 10. When in formation, AI scan their assigned sectors and take cover relative to their sectors. When engaged by the enemy, their sectors will be overruled unless designated by the leader. 11. When ordering movements, it should be easier to state a direction for where the AI should be facing. (For example, if you hold down the left mouse button when clicking where to move, a fire arc will be displayed. You will then move it wherever you'd want them to face and then let go to place it). 12. AI actually clear out buildings as a team to take cover in them when engaged. This would make MOUT a lot more interesting.
  3. In real life, I would much rather flick the safety of my rifle and pull a trigger on a single target behind simple cover than to open up the shoulder rest, pull the safety pin of my AT4, check that the backblast area is clear, pull down and push forward the safety lever, open up both my front and rear site posts, adjust for the proper distance of my rear site post, hold down the safety lever while finally pressing that red button with my thumb. And if I miss (which is very easy to do for a target as small as one soldier), I will have to discard that weapon as it only holds one shot and cannot be reused and re-shoulder and use my rifle anyways. It's just not practical to use against one, single soldier, out in the open or behind simple, natural cover (which happens in Arma 2). Now if there's a single target behind a bunker down range, or a group of targets down range and clustered up or behind some window, bunker, or in some building without civilians, and if I happen to have a HEDP loaded AT4, than maybe I would use that AT4. Think METT-TC.
  4. dave8

    How's ARMA2 AI shaping up?

    Here are my top 11 suggestions for AI. I think if the majority or all of these suggestions get implemented, this game can stand on its own as being the best tactical shooter of all time. 1. An order to increase / decrease spacing between individuals. 2. An order to increase / decrease spacing between teams (for sake of traveling overwatch) 3. A proper squad column formation with fire-teams in wedge (for Army squads). 4. All soldiers watching their lanes (360 security), even during movement. 5. A "360 security" formation with fireteams automatically forming a circle around the Squad Leader or PL for the sake of ORPs or security halts. 6. Whenever soldiers stop moving when in "combat" mode, they automatically kneel and do not keep standing and take cover in the closest cover in a 5 meter radius. Then they go prone after 30 seconds to a minute automatically. 7. Making roads "danger" areas so that they don't walk right in the middle of it during "combat" mode. 8. All soldiers hit the dirt or seek cover once being fired upon. They shouldn't be standing up and scanning as they are being shot at. 9. AI leaders should not call out individual soldiers to flank/attack. They should be calling out at least a fireteam to flank. 10. Make suppressing fire work against and for AI. 11. AI work in buddy teams and fire teams. I hope it's not too late to see any of these being thrown in there. It'd be fantastic to see even one of these features in the final game.
  5. dave8

    Ai thread

    I understand it's too late to implement anything like this and I also understand that this has probably been said three times before, but I believe the AI should be coded to work as buddy teams, and those buddy teams should be coded to work in fireteams and those fireteams to work with squads. It's irritating to see one or two AI soldiers run out into the middle of nowhere, just to get killed since single soldiers cannot effectively flank. Here are some other suggestions: 1. An order to increase / decrease spacing between individuals. 2. An order to increase / decrease spacing between teams (for sake of traveling overwatch) 3. A proper squad column formation with fire-teams in wedge (for Army squads). 4. All soldiers watching their lanes (360 security), even during movement. 5. An "ORP" formation with fireteams automatically forming a circle around the Squad Leader or PL. 6. Whenever soldiers stop moving when in "combat" mode, they automatically kneel and do not keep standing and take cover in the closest cover in a 5 meter radius. 7. Making roads "danger" areas so that they don't walk right in the middle of it during "combat" mode. 8. All soldiers hit the dirt or seek cover once being fired upon. They shouldn't be standing up and scanning as they are being shot at. 9. AI leaders should not call out individual soldiers to flank/attack. They should be calling out at least a fireteam to flank. 10. Make suppressing fire work against and for AI. 11. This isn't AI related, but this will make this game seem THAT much more authentic: Have realistic 8 digit grid coordinates, the ability to draw lines, plot points, write on a notepad, use a protractor, and adjust for both magnetic north and grid north. I understand modern technology renders these tools ineffective, but it's good attention to detail and sometimes it's still extremely useful. The list can go on, but I feel like these are rather essential. I understand these won't be implemented, but somehow, if they can, I believe this will make this game the most realistic tactical shooter ever, bar none. I hope this will be done.
  6. Miles Teg, Thank you for your persistence in finishing the AAVP. I say full credit should be given to you. Whenever I have free time, I can attempt to make some textures that would go well with the model (BIS M2 textures just don't cut it). I might even have a hand in making a few more soldier models and see how the public likes it. Once again, thank you for your time in making this possible. If you need anything regarding modding work, I'll try my best to help. -"Dave8"
  7. dave8

    Problem using llauma Heads

    You should probably get rid of the head in the 1st person view LOD.. that's the only thing that comes to my mind at the moment
  8. The point of the thread is to see people follow through with my release, update them however they see fit, and then post what they have done onto here. Currently, FFUR is using some of my models and sounds.. I hope that gets people interested in trying these things out and upgrading them and what not. Doing that would be perfectly fine, as long as they're directed to the attention of the people who wish to update this addon so that they can fix everything. And yeah, the point of "(do not critisize)" in the title is basically so people don't moan about it being unfinished without reading my post, explaining that it is unfinished. It happened last time and I got tired of it.
  9. I will definitely see you there. Currently ArmA is the only game I'm currently looking forward to, and I'm saving my efforts for it.
  10. dave8

    Codeblue ACU

    I've decided to release everything I currently have that would be usable in an addon. Check it out in the Addons Complete section of the Forums.
  11. Please do not critisize. I will not be continuing this. Also, everyone is free to update these addons however they see fit. If you want screenshots, go to the Codeblue topic in Addons: Discussions. I'll be getting ready for Armed Assault now, and decided to halt work. This is not even close to being complete, so I'd like to release what I have now to let others play with it. Just give me credit where credit is due, and I'll be completely fine with anyone using my models or textures. The Wound script is by Jimbo, and various sounds are either ripped from various videos I found online, or sounds given to me from past MOD members. All textures currently used by the addons are either found online or created by me. There may be textures from other games, but note that they were there as place-bo textures during early stages. Just know that none are currently being used (except for the island grass textures by Berghoff). I just do not have the energy nor time to get rid of them (or in the case of the grass, make my own). Please no criticism. This is unfinished and it will remain unfinished (unless if I somehow begin boycotting Armed Assault or if I finish whatever projects I want to finish in Armed Assault and decide to go back to this.) If you do decide to edit these addons, please place screenshots, info of what you edited, and what other information you wish to share, in this topic. The only Addons of any sort of worth: The Army soldiers (which are incorrectly named as Army desert soldiers in the editor). The Multicam troops (they're in east - nomad soldiers. They are incomplete still as they lack ammo pouches and the such). The Woodland digital camo Marines (NOT THE DESERT ONES AS THEY ARE VERY MUCH INCOMPLETE.) The Sniper models are also some good hard work that is worth mentioning. I may add other models and textures to help others (as well as for the sake of my dignity). Please ignore the other addons in the pack (Such as the weapons, other East units, and the AAVP). Use at your own risk. You'll need JAM3. Here are links: Addons Incomplete missions you may try out and use (VERY BUGGY AND WILL NOT END but good fun)
  12. dave8

    Codeblue ACU

    Used to be, not anymore. Anyone who wants just the models or the entire project, feel free to PM me. I'd rather send just the models since it'd be a disgrace to me to send everything.
  13. dave8

    Codeblue ACU

    lol I am.. I'm just waiting for Armed Assault now and halted work on the current OFP stuff. Still gradually working on different vest models. School and 2 jobs don't help out so much --I'll be leaving one though, so hopefully I'll have more time then. I'm actually very impressed with the current Armed Assault textures, and I think I'll be using them. If only they had the velcro and pockets in there.. Sigh. I'll add them myself when the chance arrives. I'm glad people still care though! Well, If anyone wants me to, I can just release what I currently have for the ACU units and call it open source. Do what you want with them (like the previous release).
  14. dave8

    SQUAD ORGANIZATION

    http://www.globalsecurity.org/military/library/policy/army/fm/3-21-71/appa.htm Your answers are here. I do suggest reading the entire field manual.
  15. dave8

    SQUAD ORGANIZATION

    I would talk to actual military personnel for more info. olemissrebel is one. Miles Teg being another. Sometimes they throw in MG or AT teams from the weapons squad to a rifle squad from the info I got. I would also study the bigger picture and see how things work in at least the platoon or company level. Keep in mind that not everything is set in stone. Things do tend to vary, adjusting from situation to situation. Good luck on your research.
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