You can download LAFS here: steamcommunity.com/sharedfiles/filedetails/?id=3323604819 And remember to come join the Chat Board Game stream over on Twitch, on 9am AEST September 5th, so September 4th for Americans: www.twitch.tv/rimmy
@@corinthiansdaniels3728 nah, greco didn,t confuse anything, you can read that comment as the AI Artillery actually doing less teamkilling than player arty
"Grab them by the belt" tactics do kinda work in the fact that the enemy has the weakness of caring about their own guys and therefore won't call artillery if the players are ontop of other AI. Is fun, entire mod is good.
@@Eis_ Even kriegsmen artillery would think twi-, alright, maybe kriegsmen artillery would only think once, but it still would think whether to blanket their own troops if the enemy is on top of them. Just think about all the soldier's equipment that would get destroyed in such bombardment, that would be a massive waste if the situation didn't really call for it.
14:43 Rimmy: "Fire your missile launcher, Lafs." Lafs: "I'm sorry, Rimmy, I'm afraid I can't do that." Rimmy: "What's the problem?" Lafs: "I think you know what the problem is just as well as I do."
2057 Human resistance member: {Teleports behind Rimmy during Thursday stream}: Rimmy: Holy shit! Human Resistance member: Yeah, your creation is Fking us in the future..!
4:15 - The more things change, the more they stay the same. Had this exact problem with the Bukkit (minecraft server mods) plugins I wrote. No amount of provided documentation, pre built configs or babyproofing will stop them from fucking it up and claiming "mod broken". Good to see ya back up and active Rimmy.
The end-state of the modding lifecycle is always "become the crotchety old modder that you swore you would never be, because _these spoiled man-children can't be bothered to read three lines of text"_
This is amazing, it will really make the enemy feel more lika an equal power instead of some soldiers and armor in an entrenched position or scripted events. I don't play arma but I believe that the dynamic reactions of the AI will push individual soldiers to be more proactive and enganged in the experience instead of just "advande to objective -> fire until they stop firing back -> repeat". Love it, cant wait to se it in action in a seperate video.
I'm imagining an improved version of Antistasi using a lot of the modules in this system. Aircraft that actually taxi and take off, airbases that can be disabled (if temporarily), sniper/spotter teams, better supply convoys, and proportional QRF? That would honestly be SUCH a breath of fresh air, because it gets a bit tiring having things pop into existence and head straight for the players with no regard to anything else (driving in a straight line there, sending like 4 MBTs to deal with a handful of infantry, aircraft spam and sending dedicated AA aircraft when there's no real air threat), so I wonder if someone *could* piece these together to replace some of the limited and very dated Antistasi systems.
How cool to see this! Back in ArmA 2 I made the ECHO Fire Director mod, so that AI could finally use the mortars and artillery allocated. It used designated spotter elements that were paired with one or more Fire Direction Centers. Those Centers controlling a number of batteries. Each spotter would report on what it could see, but blocked up in groups. The FDC would take the groups and create fire missions, assigning type of round, shot count, and radius to the sheaf. Based on priorities the FD would assign a battery to one of the fire missions. Exclusion zones as well as logic to prevent blue on blue incidents restricted some events. During fire the shooting units would call out over comms that they were firing, splash time, and fire mission complete. The Fire Director was designed not to bog down with large scenarios. I had written a system that supported asynchronous functions, allowing data to flow back and forth without hanging waiting for results. Simply camping then shooting at distance at targets became very unhealthy if a spotter was around. I did not mark my spotters, they were usually well concealed just like real forward observers would be. The rain of shells comprising a sheaf was murderous. I enjoyed using it for defense of amphibious landings. I made a demo of the Fire Director. A Russian peasant is in the hills overlooking his village. A US spotter team is nearby. Below are elements of Russian and US forces, primarily Russian. In the distance is a Russian D30 battery. Somewhat closer by is a US 82mm mortar pit. Our peasant gets to watch the carnage. th-cam.com/video/a_-UYZ-UzvQ/w-d-xo.html
The pure terror the players have when they see the FPV drone barreling at them is insane. They only see the drone a second before it hits them. Really wondering how this is going to change ops now.
I don't know how Arma Modding works so if this something you can already do, nice A 'Broken Arrow' call, if there a mortar, artillery, or Infantry unit that is being overwhelmed, it sends a 'Ping' (I don't know what the right term is) to start every possible fire mission in range, maybe limiting it Artillery, Aircrafts, and Mortars. Though seeing a swarm of 5 FPE drones hitting a general area would be funny.
It would conflict with something already in the mod, to stop the AI calling in Artillery on its own units. I could however see a nice point for "Once contact is lost, call fire support on the area" kind of like Counter-Battery. I'd say have it be like a 25% chance, as it would have players be more careful of "Well, we've just taken this base, we could rest, but the enemy does know our position."
yes, there is a lot of 'friction' in the system from the very start. Firstly, a spotter might not even call in a mission. Or the mission might scatter a random distance. Then, when a mission arrives, depending on the type it can scatter further. FPV drones have a 5% chance of not locking on to any target, for example, and just slamming into the original target. Artillery has different scatter based on the type with rockets scattering far more than any other type of artillery. Also, HE missions (except for rockets) fire a spotting round first, to give players warning, and the spotting round is intentionally incredibly inaccurate. Rockets can be spotted quite early due to their slow arc and smoke trail, so they can be avoided that way. There's also limits on how close friendly forces can to the enemy for certain call-ins. So as forces close in, their call in options may become more limited.
@RimmyDownunder so cool, and love the fact you released the mod for all of us out there. Thank you for all the hard work and effort you clearly put into the mod. As well as into everything we are grateful.
Once again an amazing mod that changes how Arma 3 missions can be made opening up a lot more options for people in the eden editor. Really interested to see missions with such complexe AI.
If being in the arma community for more than a couple years has taught me something, is that people will still use it wrong and put the fault on the mod instead of them not reading the mod documentation
The bomb drone makes that electronic device from the contact dlc feel useful. You can now jam drones. Honestly, good job rimmy. This is a well-done mod that i would like to try some day.
thank you :) players have thus far reported that it's really fun to hunt for spotters to stop fire support from hitting them. adding a new threat to the game.
Amazing stuff, Counter-battery fire and other artillery tactics is something that hasn't been paid attention nearly enough in gaming; this is why I love ARMA 3 so much, the integration with all the awesome mods that are out there that completely change how you play.
Though I don't play Arma, I'm a massive supporter of mod communities and development. This sounds like a really good overhaul for the usual less that brilliant AI in most games. Good on you Rimmy.
9:09 honestly Rimmy, this is why I feel Arma really dropped the ball when it came to drone gameplay. Because man, there’s very few counters to them, even with mods.
I made this comment earlier but the jammer from the contact dlc would be useful in jamming drones. But I don't know about distance and for the fact that it would probably be difficult to jam a drone flying Mach Jesus towards you.
Hey Rimmy, I love this idea. One thing I would suggest for the Anti Air, the ability for the AI to flip on and off the Radar to prevent Anti-Radiation attacks. As it is, it is way too easy to take out ground based radar AA because they leave their radar on constantly. Doing it this way would be a challenge to pilots and would bring back SUPPRESSION of enemy air defenses instead of DESTRUCTION.
Imagine a TH-camr with 500k+ Subs making a Mod for a 10+ Year Old Game. Ultra Based. Thank you Rimmy. Edit: It would be sick that AI uses Group Size / Player Density in a Area and/or player Kills to call in Fire Support. But i think thats a Mod for the Mod.
Its sexy mods like this that make me look forward to new games again. I've been casually playing with operation harsh doorstop and i hope mods like these continie to inspre the team to make a better foundation.
Not sure if this is outright compatible considering it has its own LOS/Spotting system but Zeus Wargame RTS would benefit from this immensely, especially at larger scales like company level stuff. Was just wishing your FPV mod was out when I saw this, very cool.
You create so much enjoyable content, so glad you ripped yourself out of the PDX prison and now make a wide variety of interesting and engaging content
It would probably be hard to do but it would be rad if someone made a compatibility mod with killahpotatoes' Liberation mod, where airfields are indeed airfields that hit you when you try to attack a position in their range and military bases had SPH batteries to send around, God I wish I could code.
I may not understand... Well, anything about moding! But I can tell this is impressive! Well done Rimmy! Well done! (Also, welcome back! Sorry to hear 'bout the ear and flu thing, but glad you're better!)
I haven't even watched the rest of the video. But I am glad and have you missed you Rimmy. Sorry to hear that it was a result of illness that you have now overcome. I'm glad your back though, makes the internet a better place.
This mod is amazing. Is it possible to assign drones as scouts? That would be fantastic if AI drones could detect enemy units, call in fire mission on them or potentially launch a hellfire or something. This way even the mobile AAs would become way more valuable and effective assets to counter them.
I watched this whole thing while passing out from sleep depravation at 3:47am and all I can recall is a sort of fuzzy fuge state of Rimmy explaining his mod and then getting mad at jank arma code. 11/10 fever dream would do again.
I love the idea of listening to the AI "Talk" and either listening to them nearby as a player or tapping their comms channel. Though it would be entertaining to use the goofy black Mesa radio chatter voices. In all fairness I'm really excited to see what you have planned in the future. And how your server will deal with the new threat
That would be part of the radio module. In addition to knowing when friendlies are doing their missions (which already exists, but this would be an immersive way of knowing) and knowing where enemy artillery is via reports, I would also like to include a small chance for a side to intercept the enemy's intention and warn players that they called for artillery, or an air strike etc.
......What are we even living that now the AI in ArmA can call in Fire Support dynamically and not just as a scripted event?! My actual, genuine fluffy hat off to you, that's insanity.
could be cool if the AI could recognize areas where large amounts of vehicles are coming and going from, and use artillery mines. Or like sapper teams, who may infiltrate a supply route and lay mines or IEDs. Maybe they even stay and wait to ambush the people trapped in the minefield.
Seeing what you've made AI capable of doing almost makes me wish for a gamemode in arma where you just play it like an RTS, commanding squads of AI around on missions
You can download LAFS here: steamcommunity.com/sharedfiles/filedetails/?id=3323604819
And remember to come join the Chat Board Game stream over on Twitch, on 9am AEST September 5th, so September 4th for Americans: www.twitch.tv/rimmy
Very cool mod Rimmy, how much of you soul did you lose making it?
@@robouteguilliman3618 the tank hunters took years of my life
@@RimmyDownunder What has caused you more agony, the Ear Infection or the making of Tank Hunters?
I have never played arma 3 but this mod looks amazing I hope your next ideas are smoother to code and that the dev team adds a fire rocket for you.
Hey, Rimmy, is there any way you could tie in or make an offshoot of this mod to allow for medical support? Like dust off/medevac flights or support.
at last, automated teamkilling arty
I think you confused "automated" with "least"
@@ElGreco15 he never started what team it was killing
@@corinthiansdaniels3728 nah, greco didn,t confuse anything, you can read that comment as the AI Artillery actually doing less teamkilling than player arty
fops
"good hits"
"Grab them by the belt" tactics do kinda work in the fact that the enemy has the weakness of caring about their own guys and therefore won't call artillery if the players are ontop of other AI. Is fun, entire mod is good.
Meanwhile, Kriegsmen Artillery...
@@Eis_ Even kriegsmen artillery would think twi-, alright, maybe kriegsmen artillery would only think once, but it still would think whether to blanket their own troops if the enemy is on top of them.
Just think about all the soldier's equipment that would get destroyed in such bombardment, that would be a massive waste if the situation didn't really call for it.
there should be a setting in to the mod so that opfor doesn't care about friendly fire. since, you know, the russians.
God the BF2 callbacks in that opening trailer took me BACK
Hey I need a ride!
No way!
No can do!
and the BF1942 music, that was lovely
The PLA grunt slapping a mosquito before getting the entire wrath of Zeus dumped on him and the refinery!
The outpost is being overrun
@@jedimasterknobei For reference the remix is from BF2 Armored Fury DLC
14:43
Rimmy: "Fire your missile launcher, Lafs."
Lafs: "I'm sorry, Rimmy, I'm afraid I can't do that."
Rimmy: "What's the problem?"
Lafs: "I think you know what the problem is just as well as I do."
2057 Human resistance member: {Teleports behind Rimmy during Thursday stream}:
Rimmy: Holy shit!
Human Resistance member: Yeah, your creation is Fking us in the future..!
But how would a boardgame destroy humanity? Find out on Thursday stream!
Welp stuff happens
Hello fellow human
Dont worry, we made sure that wouldnt happen. :3
"Most of the problems with my mod.... was you guys."
Based and modder pilled, Rimmy
4:15 - The more things change, the more they stay the same.
Had this exact problem with the Bukkit (minecraft server mods) plugins I wrote.
No amount of provided documentation, pre built configs or babyproofing will stop them from fucking it up and claiming "mod broken".
Good to see ya back up and active Rimmy.
The end-state of the modding lifecycle is always "become the crotchety old modder that you swore you would never be, because _these spoiled man-children can't be bothered to read three lines of text"_
@@Thomas-fz9xw Bonus points for reaching that point before 24.
Finally. Now I can blame the AI when my teammates run into a town generously lathered in mines, courtesy of (definitely not me in) that artillery.
I will not come back to arma... i will not come back to arma....
Well maybe....
it calls you
@@RimmyDownunder don't tempt me mfer
Exactly what I needed for my Khe Sanh scenario!
based
This is amazing, it will really make the enemy feel more lika an equal power instead of some soldiers and armor in an entrenched position or scripted events. I don't play arma but I believe that the dynamic reactions of the AI will push individual soldiers to be more proactive and enganged in the experience instead of just "advande to objective -> fire until they stop firing back -> repeat". Love it, cant wait to se it in action in a seperate video.
I'm imagining an improved version of Antistasi using a lot of the modules in this system. Aircraft that actually taxi and take off, airbases that can be disabled (if temporarily), sniper/spotter teams, better supply convoys, and proportional QRF?
That would honestly be SUCH a breath of fresh air, because it gets a bit tiring having things pop into existence and head straight for the players with no regard to anything else (driving in a straight line there, sending like 4 MBTs to deal with a handful of infantry, aircraft spam and sending dedicated AA aircraft when there's no real air threat), so I wonder if someone *could* piece these together to replace some of the limited and very dated Antistasi systems.
maybe you could get the antiastasi ultimate team to do this as a big ass update
Nurgle really did try to take you out Rimmy!
No-no it was the great horned rat
@@Ratman36 YES-YES
Nurgle is trying to take me out with an ear infection also 😂
@@Nurgle40khe loves you how you are :) just don’t get better
Oh Rimmy.
The Battlefield music?
Over AI teamkilling artillery?
Are you trying to get in our pants?
HAL9000 Episode 2 Boogalo: Artillery edition, time to bring fear of AI back into the hearts of any poor sods
Ear infection AND Dengue Fever. Was he an episode of House M.D.
Did he try the medicine drug?
@@DopaminedotSeek3rcolonthree no, you dummy.
It would have shown on the blood panels...?!?
Someone else give me a GoOd DiAgNoSiS
@@DopaminedotSeek3rcolonthree no, he now needs mouse bites to live
@@lioneljonson6893 I am also in this conversation
How cool to see this!
Back in ArmA 2 I made the ECHO Fire Director mod, so that AI could finally use the mortars and artillery allocated. It used designated spotter elements that were paired with one or more Fire Direction Centers. Those Centers controlling a number of batteries. Each spotter would report on what it could see, but blocked up in groups. The FDC would take the groups and create fire missions, assigning type of round, shot count, and radius to the sheaf. Based on priorities the FD would assign a battery to one of the fire missions. Exclusion zones as well as logic to prevent blue on blue incidents restricted some events. During fire the shooting units would call out over comms that they were firing, splash time, and fire mission complete.
The Fire Director was designed not to bog down with large scenarios. I had written a system that supported asynchronous functions, allowing data to flow back and forth without hanging waiting for results.
Simply camping then shooting at distance at targets became very unhealthy if a spotter was around. I did not mark my spotters, they were usually well concealed just like real forward observers would be. The rain of shells comprising a sheaf was murderous. I enjoyed using it for defense of amphibious landings.
I made a demo of the Fire Director. A Russian peasant is in the hills overlooking his village. A US spotter team is nearby. Below are elements of Russian and US forces, primarily Russian. In the distance is a Russian D30 battery. Somewhat closer by is a US 82mm mortar pit. Our peasant gets to watch the carnage.
th-cam.com/video/a_-UYZ-UzvQ/w-d-xo.html
The pure terror the players have when they see the FPV drone barreling at them is insane. They only see the drone a second before it hits them. Really wondering how this is going to change ops now.
I give it two weeks before someone makes a "Cope Cage" mod, with the option for Infantry Cope Cages.
@@kiritotheabridgedgod4178special military operation mod when?
@@kiritotheabridgedgod4178 there's already a turtle tank composition for the CUP T-72, and a chainlink fence cage mod for the RHS T-series tanks
@@kaykay8444 but is there an infantry cope cage?
@@kiritotheabridgedgod4178 Did anyone add an Umbrella mod yet?
i love the commitment to giving your players ptsd over the last several years
BF2 theme at the start gave me the chills
I don't know how Arma Modding works so if this something you can already do, nice
A 'Broken Arrow' call, if there a mortar, artillery, or Infantry unit that is being overwhelmed, it sends a 'Ping' (I don't know what the right term is) to start every possible fire mission in range, maybe limiting it Artillery, Aircrafts, and Mortars. Though seeing a swarm of 5 FPE drones hitting a general area would be funny.
It would conflict with something already in the mod, to stop the AI calling in Artillery on its own units.
I could however see a nice point for "Once contact is lost, call fire support on the area" kind of like Counter-Battery. I'd say have it be like a 25% chance, as it would have players be more careful of "Well, we've just taken this base, we could rest, but the enemy does know our position."
Alright, thanks for the clarification just wanted to throw the idea out there.
"I've got good news and bad news. The good news is we're going back to the Purple Heart Crossing. The bad news is this time we're the victims."
the real question is do you have implementation for features to intentionally decrease accuracy and dispersion to make more enjoyable for players?
yes, there is a lot of 'friction' in the system from the very start. Firstly, a spotter might not even call in a mission. Or the mission might scatter a random distance. Then, when a mission arrives, depending on the type it can scatter further. FPV drones have a 5% chance of not locking on to any target, for example, and just slamming into the original target. Artillery has different scatter based on the type with rockets scattering far more than any other type of artillery. Also, HE missions (except for rockets) fire a spotting round first, to give players warning, and the spotting round is intentionally incredibly inaccurate. Rockets can be spotted quite early due to their slow arc and smoke trail, so they can be avoided that way. There's also limits on how close friendly forces can to the enemy for certain call-ins. So as forces close in, their call in options may become more limited.
@RimmyDownunder so cool, and love the fact you released the mod for all of us out there. Thank you for all the hard work and effort you clearly put into the mod. As well as into everything we are grateful.
Once again an amazing mod that changes how Arma 3 missions can be made opening up a lot more options for people in the eden editor. Really interested to see missions with such complexe AI.
I cannot express how nostalgic that opening BF2 theme made me! Impeccable pick!
If being in the arma community for more than a couple years has taught me something, is that people will still use it wrong and put the fault on the mod instead of them not reading the mod documentation
"Never underestimate the Genius of an Idiot."
Ah, Arma 3. Been away for 4 years, seems like nothing has changed.
The bomb drone makes that electronic device from the contact dlc feel useful. You can now jam drones. Honestly, good job rimmy. This is a well-done mod that i would like to try some day.
12:02 that drop is perfect... Coming from behind the hill with a long throw then the flares and the wave off
That stealth A-10 is the most cursed thing I've ever seen.
wait till you see the love child of an Mi-24 and a Ka-50
This mod is really well thought out, I got more & more impressed the longer the vid went on. Well done rimmy!
thank you :)
players have thus far reported that it's really fun to hunt for spotters to stop fire support from hitting them. adding a new threat to the game.
One thing I have learned when teaching people how to set things up is to talk to them like every step needs even the most minor details explained.
Amazing stuff, Counter-battery fire and other artillery tactics is something that hasn't been paid attention nearly enough in gaming; this is why I love ARMA 3 so much, the integration with all the awesome mods that are out there that completely change how you play.
This is going to be fantastic for large scale mission makers.
I used to love watching the opening scene in BF2! Love the call back
Wild he got both of the Philippine's in-season diseases 😂 those odds are about as likely as the Arma A.I. intentionally flanking an enemy force
Though I don't play Arma, I'm a massive supporter of mod communities and development. This sounds like a really good overhaul for the usual less that brilliant AI in most games. Good on you Rimmy.
9:09 honestly Rimmy, this is why I feel Arma really dropped the ball when it came to drone gameplay.
Because man, there’s very few counters to them, even with mods.
i mean, its realistic. drones are extremely deadly in real warfare while having very few counters.
I made this comment earlier but the jammer from the contact dlc would be useful in jamming drones. But I don't know about distance and for the fact that it would probably be difficult to jam a drone flying Mach Jesus towards you.
Hey Rimmy, I love this idea. One thing I would suggest for the Anti Air, the ability for the AI to flip on and off the Radar to prevent Anti-Radiation attacks.
As it is, it is way too easy to take out ground based radar AA because they leave their radar on constantly. Doing it this way would be a challenge to pilots and would bring back SUPPRESSION of enemy air defenses instead of DESTRUCTION.
Can confirm that it works i got killed by a laf mortor strike on our disabled t55 while trying to grab rpg rounds
Imagine a TH-camr with 500k+ Subs making a Mod for a 10+ Year Old Game. Ultra Based. Thank you Rimmy.
Edit: It would be sick that AI uses Group Size / Player Density in a Area and/or player Kills to call in Fire Support. But i think thats a Mod for the Mod.
Nicely Done. I can only imagine the amount of work that has gone into getting it to this stage.
Rimmy's demented laugh at the FPV kill made my day.
Its always exciting to see Rimmys continued efforts to create an Arma 3 AI smart enough to become self aware and kill us.
Rimmy hath awoken the Operation Firestorm AI once more.
thank u for the chip Rimmy, very yum
the trailer editing was on point sir
The opening feeling like a big homage to BF2 really takes me back, chills.
biblically accurate us military
Rimmy wow.. also i notice in the Mod page, i appreciate you replying to everyone or most in need in. cheers
You have received the Jade Emperor's blessing for playing the Battlefield 2: Armored Fury U.S. Loading track at the start of the video.
Man. That fly wack callback in the intro took me back.
Man I was just using drongos this better be better
Edit: I will now be using this
completely different use cases
idea: airfields remember plane types, so if you shoot down a bunch of A10's less A10's spawn.
I can’t wait to get to implementing this into my ops!
AI vs AI automated SaltyBet style eternal war stream when?
Its sexy mods like this that make me look forward to new games again.
I've been casually playing with operation harsh doorstop and i hope mods like these continie to inspre the team to make a better foundation.
I cannot wait to see what kinds of missions/operations come out of this mod. There's so many possibilities.
So happy to see you back Rimmy!! We've missed you. Looking forward to the new videos (especially the Sins videos)!
The iconic battlefield 2 fly swat is such a good callback
Field Marshall Rimmy leading the way for future combat!
Not sure if this is outright compatible considering it has its own LOS/Spotting system but Zeus Wargame RTS would benefit from this immensely, especially at larger scales like company level stuff. Was just wishing your FPV mod was out when I saw this, very cool.
Nice BF2 easter eggs, including the fly slapping. Takes me back
You create so much enjoyable content, so glad you ripped yourself out of the PDX prison and now make a wide variety of interesting and engaging content
Awesome introduction to your mod! I will absolutely give this a try!
It would probably be hard to do but it would be rad if someone made a compatibility mod with killahpotatoes' Liberation mod, where airfields are indeed airfields that hit you when you try to attack a position in their range and military bases had SPH batteries to send around, God I wish I could code.
I was literally wondering where rimmy was yesterday, glad you're doing better and back to doing great stuff, mate
this mod wholeheartedly turn Arma w/ Operation Flashpoint AI
This is basically the heavy lifting of the dream ARMA op I've always wanted to run, but knew nobody but me would want to play it.
This looks really impressive. Looking forward to playing this at some point :)
All these Battlefield references, god damn
I love the battlefield theme song behind some arma content :)
I may not understand... Well, anything about moding! But I can tell this is impressive! Well done Rimmy! Well done!
(Also, welcome back! Sorry to hear 'bout the ear and flu thing, but glad you're better!)
I haven't even watched the rest of the video. But I am glad and have you missed you Rimmy. Sorry to hear that it was a result of illness that you have now overcome. I'm glad your back though, makes the internet a better place.
This mod is amazing. Is it possible to assign drones as scouts? That would be fantastic if AI drones could detect enemy units, call in fire mission on them or potentially launch a hellfire or something. This way even the mobile AAs would become way more valuable and effective assets to counter them.
I'm very excited for this, and I only watch the aftermath of Arma missions XD
I watched this whole thing while passing out from sleep depravation at 3:47am and all I can recall is a sort of fuzzy fuge state of Rimmy explaining his mod and then getting mad at jank arma code. 11/10 fever dream would do again.
Damn dude, that's some incredible work! Glad to see you back and healthy* though!
I love the idea of listening to the AI "Talk" and either listening to them nearby as a player or tapping their comms channel.
Though it would be entertaining to use the goofy black Mesa radio chatter voices.
In all fairness I'm really excited to see what you have planned in the future. And how your server will deal with the new threat
That would be part of the radio module. In addition to knowing when friendlies are doing their missions (which already exists, but this would be an immersive way of knowing) and knowing where enemy artillery is via reports, I would also like to include a small chance for a side to intercept the enemy's intention and warn players that they called for artillery, or an air strike etc.
Probably never playing arma, let alone with this mod, but it's so fucking cool what you've done here, holy shit.
absolutely looking forward to videos featuring this
Glad to have you back Rimmy!
This is scary yet immensely impressive. I do hope we get to see this in a mission, & just witness your players get demolished
I'm glad to hear you overcame that nasty 1-2.
You should add sub groups to fix the breaking everything problem
And in all honesty you should use git if you aren't yet. Bonus if public
I think AI vs AI battle will be fun to watch
And in depth config files are great to have setup
Glad to see you're doing better, Rimmy.
This is both so terrifying yet so beautiful.
......What are we even living that now the AI in ArmA can call in Fire Support dynamically and not just as a scripted event?! My actual, genuine fluffy hat off to you, that's insanity.
1:25 Battlefield 2 Reference I see you.
Now imagine u can mod this to a points system and u can have 2 Zeus playing against each other in from the top view like Wargame
9:20 ain't no one gonna talk about the absolutely maniacal laughter 😂😂
could be cool if the AI could recognize areas where large amounts of vehicles are coming and going from, and use artillery mines. Or like sapper teams, who may infiltrate a supply route and lay mines or IEDs. Maybe they even stay and wait to ambush the people trapped in the minefield.
Glad to see you alright now Rimmy
this would be a dream for antistasi
glad you're okay from the infection
Is this the improvement from that HAL9000 video? Damn its good!
Meme: Do you want Skynet? Because this-
Rimmy: Yes, yes I do.
Gotta love the battlefield theme at the start
Seeing what you've made AI capable of doing almost makes me wish for a gamemode in arma where you just play it like an RTS, commanding squads of AI around on missions
This will be great fun for me to play with while I make the Red and Blue AI fight each other