3 Commando Brigade

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Posted: Thu Jan 29, 2015 8:38 am     Super secret spam barrier
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AI Fire Rate


Hehe yeah,

The good thing about is it, that you can often tell if you are under friendly fire.

If it sounds rythmic and you get hit, you can be sure its the AI. :)

There is no war to end all wars.


Posted: Thu Jan 29, 2015 9:41 am     Super secret spam barrier
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OPREP 27 JAN

"Aside from samples themselves, we are also focusing on tweaks of sound propagation distances (audibility), distance attenuation filters, and sound occlusion filters to provide a better and more authentic feeling. There is also one more interesting thing to mention, which is not necessarily an audio improvement in its origin, but which will improve the feeling of a realistic firefight. Simply described, we changed the way that AI characters pull the trigger, so you should hear less of the more robotic, rhythmic bursts of alternating single shots; rather, you will experience a more natural 'human' behavior within the shooting."


Posted: Thu Jan 29, 2015 2:03 pm     Super secret spam barrier
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ASR_AI and indeed bCombat have routines in their FSM's that create more realistic suppression and fire-rates etc.

However VCOM-AI which we use does not focus on that.. Movement and cover being it's speciality...

ASR actually has a specific RHS Config it uses to better beef up the russians ability to lay down fire (not that they bloody need it !) BUT that routine requires some complicated config shuffling and the mandatory installation of the US forces side of the RHS Escalation. Which Apollo and myself really were against for the moment.

  • It bloats our mod line for no reason (circa 1GB of extra data)
  • Is not as well developed as the Russian element - so potentially more buggy
  • We're not in need of ANY of the units or weapons (thought the arty and A10 might be nice)
So we decided against ASR for those reasons. and VCOM is used (which has it's own problems as I'm sure you're all aware - spot distance).

Ultimately if this firing could be solved in the Core Game - which is having the ai constantly improved, I'd be very happy

SJ


Posted: Thu Jan 29, 2015 8:20 pm     Super secret spam barrier
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RaptorInMotion wrote:
Benzy wrote:
...and why we would have lots of US vehicles and aircraft on a 3CB pub server would just make no sense considering we already have a good choice of vehicles suited around the faction we play as.

Oh right okay, think this is where I have been going wrong.

Ive been assuming that we were gathering everything possible British-kit wise (getting the best quality, bug-free versions, making our own etc) WHILST ALSO adding/considering high quality, bug-free mods that we used to run that weren't strictly British, such as Black Hawks and clothing etc.

I didn't realise we were sticking to British kit and ONLY British kit. Very limiting considering whats out there IMO.

Nobody needs to guess about what mods are currently used/approved, the motivation behind them, or what is likely to come next. We've been very open, have invited discussion and have recorded the decision making process every step of the way.

Mod Roadmap
RPT Messages from Mods
Public Server Feedback

Not everyone will be happy that their favourite mod isn't yet included, but we're doing our best to build up a stable game platform that initially represents us as British Royal Marines fighting in varied terrain against different enemy types with a selection of weaponry. Beyond that there is no reason why we shouldn't branch out in trying to represent other nations for some nice game-play variation.

We've come a long way so far, the road has been VERY painful for those of us involved in bug-checking/fixing/improving mods that we add to our approved list, but the upside is that we now have a highly populated, enjoyable, challenging, public server mission rotation and private Op's that go 3 hours without crashing half the people into oblivion mid-way through.


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