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Tanoa on Dev Branch ( a what do you think of it thread )

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Posted: Sat Jun 11, 2016 6:47 pm     Super secret spam barrier
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As soon as it was placed over foliage I lost sight of it D: Given the jungle foliage is dark, having a dark single-colour ping too was a bad move...


Posted: Sun Jun 12, 2016 7:03 am     Super secret spam barrier
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Sorry spent the night praying over the great white alter. No idea what I ate. Anyway might be around later


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Posted: Sun Jun 12, 2016 9:03 am     Super secret spam barrier
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The question is if the ArmA 3 sthud will have the same or better functionality and how easy it is to customize it.

There is no war to end all wars.


Posted: Sun Jun 12, 2016 9:14 am     Super secret spam barrier
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The mod team has a customized version of the sthud in test, better suited to UK rather than US sections.  It has a few visual tweaks, but most notably it maintains the section names in 3 lists with the SL and FTL always remaining at the top of list 1 and 2 respectively.  

Provided the BI version is customizable, we'll attempt to move our functionality over to the BI version.


Posted: Sun Jun 12, 2016 2:21 pm     Super secret spam barrier
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Image

Hold on to your butts.


Posted: Sun Jun 12, 2016 3:09 pm     Super secret spam barrier
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Posted: Sun Jun 12, 2016 6:25 pm     Super secret spam barrier
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little video showing the AI improvements on tanoa :)


Posted: Sun Jun 12, 2016 9:20 pm     Super secret spam barrier
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I was engaging Opfor at contact ranges of less than 10m (!!!!)

Incredible - just amazing how much better


Posted: Mon Jun 13, 2016 8:38 am     Super secret spam barrier
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Good question... It should do if the vegetation or "blocking geometry" whether it be a car or a house is in the way of the player and the ai


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Posted: Mon Jun 13, 2016 8:40 am     Super secret spam barrier
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The problem on other maps is they spot you from a long way away, before cover or concealment can be used. This can be tuned in the difficulty settings which are being reviewed now.


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