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Everything posted by Kyle_K_ski

  1. Nahhh, not a "fan boy." Uneducatated normie who has waaaaaaaaaay too many Real Life demands to track down and follow every little thing a developer does/doesn't do. I only have time to see the whole package. No time to dissect whether or not the blades of grass were done by the developer, or hired out from an online community. So if what you're saying is accurate, then I stand corrected in my assessment of what he's done/hasn't done on "his own.
  2. Jack, Been lurking your thread for a while now. Real life is kicking the tar out of me right with enormous demands... I'm sorry to hear of the technical issues that you're having to contend with. I hope that an easy/speedy solution is available. These uniforms look great. The last batch are PERFECT. The overall use of the tiger stripe patterning is nice. It's amazing how effective that camo patterning is in real life. I loudly applaud the usage of the color-matching baclavas. It makes a LOT of sense to have the Ghosts use these. Keep up the GREAT work, and THANK YOU for it. Back to Real Life I a-go-go (*sniff-sniff*)...
  3. Yeah, Helios' hard work and commitment to quality abundantly shows. I told him that it blows my mind what he's achieved alone in comparison to what the Ground Branch team has accomplished, which I also own. At this point in time, Ground Branch's AI pales in comparison to what's encoded in Black Day now. A handful of the environments are still obviously under construction in Black Day. Please keep in mind that Helios' game is still in early access, and that those maps that are done/nearly done are captivating and convincing. There are a ton of maps, and the weather effects are overwhelming. The snow effects on the winter time maps - gah! If you haven't suffered from the real life polar vortex that's hitting North America, you'll FEEL it in Black Day! 😊 I've already posted in my Steam review that the AI needs some work when it comes to interior environments. That said, there are some maps where the AI does VERY well with interior spaces, and other maps where they struggle some. It forces me to conclude that his current build of the AI is already quite solid, and perhaps "all" that he really needs to keep doing is flagging windows and doors for the AI to recognize them better, etc. Whatever it is that still needs to be done on this front, most of the time, Black Day's AI is significantly superior to Arma III's infantrymen. At least Black Day's AI don't do the "stop, then slowly pivot on heels, step, stop again, slowly pivot on heels some more, and then shoot" maneuvers that the AI in Arma are constantly stuck doing. 😜 They'll call out to one another (when they're relaxed, they convincingly complain about The Suck of a soldier's life, and it's touches like that that always makes me smirk), they'll throw grenades (not as frequently as in Insurgency: Sandstorm, but I tend to think that Sandstorm's AI goes a wee bit crazy with the smoke grenade spamming that they constantly do), they'll call out where they've spotted enemies, send out an element in an effort to outflank, use crossing lanes of fire, try to keep you pinned down, they'll climb OVER OBSTRUCTIONS just as you can, and much more. Is the game's AI as astounding as SWAT 3's AI...? No, but what game's AI has even matched SWAT 3's grand AI achievements from 20 years (eep!) ago? Answer (very sadly): NONE. There hasn't been a single AAA title that's come out that can touch even half of what SWAT 3 did. That said, Black Day's AI's performance is still very admirable and challenging. And keep in mind that I'm judging all of this with the AI set to "Medium." Who knows what we'll get if we crank it up further? I'll bet that if that's done, one will need to reduce the number of AI that's randomly generated on the map. Bottom line: you will get your money's worth with the current release's build. Most of the time, you will be pressed hard once combat starts. Black Day's AI will frequently call for reinforcements. Things get hot and messy quit quickly. It's vital to dispatch the enemy VERY rapidly, before they can get The Word out. And I cannot emphasize this enough: as I stated in my review, MOBILITY is UNBELIEVABLY important. Unlike our beloved Ghost Recon, you will NOT get hung up on the edges of terrain, or be kept from an edge by an "invisible fence." The number of times that I've desperately climbed one boulder and rock after another with bullets shattering around me...! As a result of the game's design, my real heart's racing and it's hard for my lungs to do their thing. Yeah - GREAT immersion, and with tactical thinking that's so challenging that it makes my nose bleed. I love games that make my brain hurt, and this one does it very well indeed. Really - buy this game. It has a steep learning curve, but not in the sense that you'd expect. It has so many thoughtful variables, and the impact of adjusting just one is usually pretty profound, and that after getting your butt handed to you several times in a row, you'll likely conclude, "Hmm, I think it's time I dial that variable down a bit and maybe that one too..." It took me several hours to find a set of variables that I was really comfortable with, but the in-game combat and tactics will be very familiar to us (well, except all of the climbing that one can do if one isn't too encumbered). Which, by the way, reminds me... Go ahead, OVERBURDEN yourself with gear. As you use your gear, your character gets lighter, and one's physical capabilities and options rightfully increase. And one more point: the game's FUN. When I first bought it, I didn't know that it came with Science Fiction variables, ala Splinter Cell and Metal Gear Solid. Now, I do enjoy games like that (the STALKER series, once judiciously modded, is very dear to my heart), but for some reason, it strongly annoyed me at first to see Cyborgs, Robots, and Security Systems listed as variables; I thought that I was buying a HARDCORE tactical game, so why are these Sci-Fi elements there? 😄 Now without any of these elements added into one's sandbox, the game IS fun, but I guarantee that you're going to get a BIG KICK out of trying out the Sci-Fi stuff, and likely keep them in most of the experiences you design. Out of the three, the one that I used with the least reservation was the Security System; cameras then appear, as do laser barriers - folks, just adding these into a scenario REALLY adds MEANINGFUL complexity to the game. Believable too. The Cyborgs and Robots add a significant challenge, as they're tougher, and faster than normal humans. They don't look "dumb," and their aesthetics fit the "normal" units well, and thus they don't break immersion visually. Yeah, just get the game already! 😆 After playing it for a few days, let Helios know how you feel and what you think. Whenever he updates it, commit more time to it (trust me, playing it again won't be a chore), and give him more detailed feedback. It's to everyone's advantage to do this: we'll (finally!) get a game we've been waiting literally decades for, and with our input he'll make more money, and VERY DESERVEDLY so. Man, has he earned it in spades! Also, post a review on Steam. Black Day is a sincerely well made gem, and I have no doubts that with enough support from the game's fans, his final build will be an undoubtedly "classic" title. One for the history books. I already strongly think it's there. I love it. 👍😃👍
  4. Jack, Since you are very kindly offering up the possibility of applying a camouflage of our choice to Ghosts, I'm hoping that you'll strongly consider creating uniforms with the US4CES woodland and arid patterns? Note that in said analysis article, that the US4CES OCIE pattern for vests and pouches worked optimally with the different camouflages. In light of the fact that the Ghosts are well funded, the OCIE pattern could perhaps be tweaked to better match the uniform's patterning that it is being worn with (that is, it would be shifted a bit more to the green for the woodland pattern, and a bit more to the tans for the arid pattern). Considering that said camouflages work well against vision enhancement devices in various ranges of spectrum, it seems to me that these patterns would be excellent at keeping our Ghosts stay ghosted wherever they're deployed. If you chose to pursue making uniforms with these camouflage patterns, feel free to cover the tactical headgear with matching camouflages. If you're going so far as to reskin faces, perhaps have them covered with coyote brown balaclavas. Thank you again for the kind offer. I hope that my linked articles assist you in making your decision(s) and assists in your creation of the uniforms.
  5. I hopped on this right away. Can't wait to try it. THANK YOU!
  6. Hey Guys! Please head over to Steam, and check out Black Day, a very robust sandbox for TACTICAL infantry-based gameplay, and oh-so-much MORE! It's hard to elaborate how AMAZING it is, both in terms of depth and breadth. One can EASILY have Ghost Recon style type missions in it, or Splinter Cell or even Metal Gear Solid. Sniper-only endeavors too. It's crazy. As hard as it is to comprehend, it's all being developed by one man, Helios. Look for my DETAILED review of it. It was posted on Feb. 6, 2019. Sometimes my links to Steam work, and sometimes they don't. Here's my attempt to take you directly to it: 👉 Kyle's detailed review of BLACK DAY. 👍😄👍 👉 Steam's store page for it is HERE. The YouTube videos that are out for it, they do NOT do it justice. All of them that I've found are focused on creating lone-sniper scenarios, which is fine, but it can do far more than that. The AI has also improved a lot since the videos that I've seen have been released. Many times, I'm holding my breath, being barely able to take air in due to the tension. It's still in Early Access; is it worth $14.95...? Yes, it absolutely is. There's no question that Helios has worked HARD on this thing, and he has more than earned financial and morale support. Check it out (and have your wallets ready)! 😆
  7. I'm looking forward to trying this campaign out soon. My old system had MAJOR issues, and I've just finished building a new one. Eager is not the word for it. Everything, as usual, looks Topnotch. THANK YOU SO MUCH for your hard work and generosity! 👍😄👍
  8. I'm just very happy to hear that you're fine, and that nothing unfortunate occurred. Real Life can be a mega butt-kicker. I should know, as I'm currently crushed with work and Real Life concerns as well. Let's hope that Life soon gives us a well deserved and looooooooooong break! If Life ever gives you a break, and you're so inclined, I would love to see you return to STALKER, Call of Chernobyl. Those mutants you converted were/remain a major boon to the entire community. Before I go, I strongly advise you to try out RadioPhobia 2 for STALKER Shadow of Chernobyl. The graphics are just stunning. STUNNING! Gameplay is BRUTAL. I've never been shot in real life, but I'd imagine that if I were, it'd look as awful and terrible as I see it in Radiophobia 2. Very, VERY immersive. The AI is cunning as well. Gun, and RUN. Okay bud. I wish you All The Best.
  9. I'm very excited to see this. Having tried out your superb Cloak and Dagger addition to Heroes Unleashed, I anticipate only greatness. Thank you again for all of your very generous hard work. By the way, the videos you post are a real treat. I enjoy watching them.
  10. Wachter, I stumbled across this GREAT addon mod of yours for HU the other day, and have to say that it adds pretty much everything I was hoping for. Far more and different kits (I really appreciate using Soviet/Russian theatre kits), terrific new skins, and an AI that just keeps kicking my butt. The AI that you've supplied - very VERY believable use of tactics. Once they're on you - watch out! I was a little worried that all of my teammates had every stat set to the absolute maximum of 250, but with the AI in this mod, I'm finding it extremely challenging to get all of my men out alive. I can only imagine just how much more wiped out my squad would be if the stats were below 250. Yeah, those numbers need to stay in place. I've restarted the GR campaign, and the differences are enormous, and deeply satisfying. I'm loading it up with your Bullet Crack sound effects merged over the top of some of Kaffee sounds, and this mod makes GR nearly perfect now. All we need is the ability to lean as we move. Thank you for all of your hard work on this. I very much look forward to seeing your next release after Apex updates HU. This is just The Perfect frosting on HU's cake.
  11. Hello, I'm hoping that someone here can assist me on getting some information on thales100. It didn't dawn on me till very late last night that the "thales100" I've seen references must be the same thales100 who I was interacting with extensively for STALKER Call of Chernobyl. He was in the midst of releasing some really amazing mutants for the game, and he just "disappeared." Through ModDB, I sent him numerous inquiries, asking him how he was doing, to which I never received a reply. We last communicated with each other in Nov. 2016. Needless to say, I'm very concerned, and would be happy to hear that he's doing well from someone here who might still be in contact with him. Yeah, I'm worried. Here's one of his uploads to ModDB, with comments being exchanged between the two of us listed below.
  12. Love this mod Wachter - THANK YOU for your hard work and being awesome enough to share it freely with all of us. It really does ratchet up the sense of terrible danger enormously, and is well worth using. Please see my response to trying your sound effects mod out in the Heroes Unleashed thread. I have a question that I ask you there.
  13. AMAZING work Wachter! Your sound pack is VERY well put together. The sense of menace is overwhelming once one starts hearing those supersonic cracks - just "heart in your throat" stuff! THANK YOU! I did numerous keyword searches for thales100's sound effects mod, but have had no luck in locating it. I found a very large package of "raw" weapon sound effects, but as far as I can tell, these are source files, to be used in any mod, and are not yet setup to properly run in GR. Am I correct on this? If anyone does have access to a working download link to the sound effects package of thale100's I keep getting referred to, I'd greatly appreciate it being posted below so that I can try it out. In the meantime, I'm happily using Wachter's superb work. Wachter, would you mind if I directed the AR6 development team to your fantastic work? They might want to incorporate your far superior sound effects into their huge upgrading of Raven Shield.
  14. Wachter! What I heard in the YouTube video was wunderbar! I'm still going to try your "supersonic crack-heavy" sound effects pack. I'm going to try that first, and then try thales100's (which I've even to download yet). It certainly looks like you did what I suggested to AR6's development team: add the supersonic crack to struck objects effects. I'm eager to experience it in-game. And Raven Shield doesn't have supersonic cracks, which is why I suggested to them what I wrote here. I'm pretty certain that both GR and RS use the Unreal Engine. The sound effects limitation in multiplayer is the same exact issue they have in RS. Okay, I'm off to download thales100's work, and then I'm trying a firefight mission. Then job-related work to do. I have to keep my priorities straight!
  15. Sound Effects This game, like Raven Shield, desperately needs supersonic bullet cracks. Their total absence is glaring after years' worth of playing other titles that correctly implement their very terrifying and super immersive presence. It raises the tension in games to a whole higher level. Last night, I ended up on a couple of "war rekt" threads on 4Chan. There is a sizeable quantity of those recordings that demonstrate that one hears the bullet crack even as rounds impact nearby objects. The bullet crack is significantly louder than the sound of the impact, and, needless to say, always slightly precedes it. What I'm about to suggest/advise, is something that I've already posted on All Rainbow Six's (AR6) forums. AR6 is an AMAZING group of modders trying to push Raven Shield into the stratosphere. Raven Shield's community has some hardworking and generous members. Akpin comes up with some of the best operative/tango skins I've seen. Is it possible to integrate some of the work that the Raven Shield modding community has created into GR...? A basic question: can GR's engine assign a sound effect to a MOVING round? If so, then the most likely "easiest" solution is to assign a recording of a bullet crack to every supersonic round that's fired. If GR's engine canNOT have a sound effect assigned to traveling rounds, then the only viable option that seems left is to create new recordings of all impact sounds, and have them preceded by, and slightly "overlapped with" significantly louder bullet cracks. We'd thus hear bullet cracks whenever an incoming round strikes a material on the map. Much more of Akpin's great skins can be found HERE.
  16. Apex, Is there any way of giving the player more control over the tandem-mounted scope/Holosights system? What I mean by this, is that as it currently works, a player has no choice but to click once to aim with the Holosight, click once more to get to the magnifying scope, and then click once more to get back to the "from the hip" view. This "hardwired loop" is dangerous. There have been times where I wanted to immediately zoom out, and I couldn't. In fact, I was forced to zoom into a greater magnification before I could attain the less-magnified view. Could a quantity of clicks be assigned to trigger a particular aiming mode? One click to go transition from "low-ready," with the next one click transitioning back to "low-ready." Two rapid clicks goes from "low-ready" to the magnifying scope. From there, one could either choose two rapid clicks to go back to "low-ready," or one click to go to the Holosight. This is a pattern that could be quickly learned, and allow the player a much more believable range of timely tactical responses.
  17. Hello Apex, I've been thinking about the setting up of weaponry, and its displaying by kit-order. Here are my thoughts for your consideration... (1.) Whenever possible, supply camo-versions of the firearms. Don't drive yourself crazy by offering a ton of different skins. Just come up with one camouflage pattern, a "universal" one, dominated by a range of grays, with hints of coyote brown and olive greens. (2.) Setup versions of each weapons system, and order them by the likelihood of their usage. This will save the players clicks, give them more play time, and reduce their frustrations. Hopefully! Something like this... I. Super-Macro-Sort: By Class' Primary Needs A. Sniper Class= 1. Sniper rifle 2. Marksman rifle 3. Anti-material rifle 4. Assault rifle B. Rifleman Class= 1. Assault rifle 2. Carbine 3. SMG 4. PDF <---All of these with/without drum magazine variants C. Support= 1. Machinegun 2. Light Machinegun 3. Heavy Machinegun 4. Assault rifle with drum magazine 5. SMG with drum magazine D. Demolitions= 1. Carbine 2. SMG 3. PDF 4. Assault rifle II. Macro-sort: Suppressed weapons listed first. A. Sniper-scoped version (ex. large and heavy scope) A.2. With an underbelly grenade launcher B. Marksman-scoped version (ACOG with a tandem-mounted red dot Holosight; preferably Reflex-styled & mounted to ACOG's roof) B.2. With an underbelly grenade launcher C. Just a red dot Holosight C.2. With an underbelly grenade launcher D. Iron sight D.2. With an underbelly grenade launcher III. Macro-sort: Non-suppressed weapons listed second. A. Sniper-scoped version (ex. large and heavy scope) A.2. With an underbelly grenade launcher B. Marksman-scoped super-tactical version (ex. an ACOG with a tandem-mounted red dot Holosight; preferably Reflex-styled & mounted to ACOG's roof) B.2. With an underbelly grenade launcher C. Just a red dot Holosight C.2. With an underbelly grenade launcher D. Iron sight D.2. With an underbelly grenade launcher (3.) Ideally, we'd also get a boost in the quantity of ammunition that was carried as well. x7 30-round magazines, x4-6 hand grenades, etc. I don't know what SF typically carry for a mission, but the light infantry veterans I know spoke of carrying nothing less than x7; typically x10 magazines. (4.) Also, is it possible to "trick" the system to allowing for sidearms while carrying grenades? Here's an example of what I mean... We'd rotate through weapon-system options like this: 1. The regular weapon 2. The weapon with an UBGL 3. The weapon that APPEARS regular, but is setup in CODE as if it has an UBGL, and when the "invisible-UBGL" is activated a sidearm is used. The sidearm would be VISIBLE and the main weapon put away. It's important that the sidearm be visible, for those of us who use the mod that supplies a first-person-view of one's body or the third-person-view. It'd look silly if it couldn't be seen in video replays as well. I hope that one gets what I'm trying to convey here. Keep up the great work Apex. I'm enjoying it thoroughly. I can't say "Thank you!" enough!
  18. Yeah Wachter, I hear you! The ACUs that Apex is using are significantly darker than the real thing, which is an improvement, as the real life ACU practically glowed in the dark! Terrible ######. Any of the more recent skins that I'm seeing would be a major step up, in my opinion. Going with a more mixed up "civilian" look isn't a bad idea, although the operatives could run the gambit, from the hardcore "pure futuristic tactical" look (with baclavas that cover the mouth), to a somewhat "friendlier" looking civilian type, tactical colored and equipped clothing. Having camouflaged weapons would also be The Bomb. If you ever release those skins, please also do so in a version that's totally compatible with Heroes Unleashed. That would ensure a ton of downloads. Out of all of the "Extras" kits that Apex so kindly included, my favorite, easily, is the one customized for Navy SEALs. Most of the firearms include scopes, which is always a big bonus for me. I think that the HKs also include a "two-stage" magnification filter, which is REALLY nice, and would be great to see featured on at least one of every weapon that's included with HU. Love this stuff!
  19. Cruising through various threads here, as it's been a while... OMG! The QUALITY of skins that are available are ASTOUNDING! Hard to believe that after SO much time that this community is still rocking out fantastic contributions on this scale. Humbling to see! Apex, these skins I'm talking about - I'd seriously consider having them integrated into HU. Wachter's and MrMoon's work just takes my breath away.
  20. I'm very happy to report that the GR Campaign, Mission 1 fix that Wombat supplied DOES work. You might want to consider folding it into the next release.
  21. THANK YOU once more for all of your hard work Apex! Supplying additional and alternate mods that work with HU is a very thoughtful bonus. I'm having issues with reloading Saves from the GR campaign, Mission 1. I'm hoping that a potential workaround from half a year ago will work for me. Possible fix here... Is there any way to improve the range of body movement in the game into something far more natural? I play Raven Shield a lot, and not being able to lean while moving is very frustrating. Fighting inside structures is already very hard in the game, to not be able to lean while moving through a structure - it amplifies the difficulty in immersion-breaking ways. So, can leaning be enabled while one's body is moving? I'm not a fan of the default camouflage. While I understand the reasoning for its presence (timed for 2008), for a multitude of very valid reasons, it's a camo that's been/being rightfully abandoned, and going with Multicam, particularly the one developed by Wombat50, would be far more ideal. I'd also seriously consider creating a customized and fictional camouflage, something unique to this elite group of warriors that doesn't deviate too far what's worn today, perhaps a blending of two well tested and PROVEN to be truly effective Multicam-type with Crye-type camouflages. Continuing to supply different types of helmets/head-gear based on the class type would also be appreciated (baseball hats for a sniper in urban environments, Ghillie suit for flora, etc.). Is there any way to organize the weapon kits by type? And to list them in an order that helps ensure the fewest number of clicks? As it stands right now, clicking through there'll be carbines, then SMGs, the full length rifles, then back to more carbines, then some marksmen rifles, then more SMGs. It doesn't stay true to a predictable pattern. For example, for Riflemen one could start out with a full-length and suppressed assault rifle, one that has a magnifying scope and tandem-mounted holosight attached to it. The most effective rifle would be the default listing, and then alter from there. So, for Riflemen it would be: full length assault rifles (all of them listed in one cluster and not broken up into micro-clusters), carbines, SMGs, marksmen rifles, and finally LMGs. Demolitions would start out with a carbine, then SMGs, full length assault rifles, etc. Keep up the great work. Again, thank you SO much!
  22. Wombat - you ROCK for making this uniform-mission-vegetation pack! Burner, ACU works well in environments that produce a light sheen - as it then more closely matches the more "reflective" nature of the ACU. But put it in an environment where that "sheen" is reduced, and its massive shortcomings come shining through (pun intended!). Some examples... All I know is that when the Zombie Apocalypse occurs, I'll be rushing for the Multicam, and hope that every cannibal I'll ever encounter is wearing ACU.
  23. From BlindSniper Is this observation strictly in relation to the caves-based headquarters' mission, or also in relation to the very first mission, Iron Dragon? I'm interpreting this statement as strictly applying to the caves-based mission. If so, has anyone else found success with BlindSniper's observations regarding the first Campaign mission, "Iron Dragon?" That dealing with the truck and its load of soldiers will allow for proper reloading of Saves made after they've been eliminated? I'm 95% certain that I did take out that truck and its squad before I saved, and upon reloading I still had a CTD, BUT I can't recall if I tried reloading from a Save that was made PRIOR to the truck's appearance/being destroyed. If anyone else has success with reloading after the truck and its men are destroyed, then the bug is most likely confined to whatever scripts govern what's happening with that vehicle and its occupants. In regards to the Ghosts' uniform's camouflage... ...I'd greatly prefer to have the pattern changed to something that was much better at concealment. I wouldn't even care if it was completely fictional, as these guys are supposed to be "The Best of the best," and I'm quite certain that they'd field test gear that nobody else would get their hands on. Whatever it is, in the end, I'd hope that it would be based on Multicam or Crye samples, and completely avoid the ridiculous digital pixelated patterning. I still can't wrap my mind around that. Mother nature is overwhelmingly dominated by CURVES. The only sensible purpose of going full on pixelation is that it would look "cool" enough to recruit video game junkies. I'm so grateful to see that the Pentagon brass is correcting this super obvious anti-nature travesty. Said "mistake" nicely made millionaires out of some crony professional shysters who clearly didn't care how many needlessly lost lives and injuries that would result out of their pathological selfish greed. "Look! Glow-in-the-dark blocky 'camouflage!' Aim there...!" In regards to sound effects of passing rounds... ...for both the default game and the modified one, I don't hear bullet cracks/snaps. This would be a sound file assigned to every traveling round, unless it was sub-sonic. If I recall correctly, the STALKER series' engine limitations make travelling-bullet cracks/snaps impossible to do. HOWEVER, there are a few mods out for the games that came up with a "solution" that was good enough to keep: they assigned the cracks/snaps to replace SOME of the material-strikes. Thus if a burst of rounds impacted an object, some of the sounds would be of the bullet hitting the material, and some would be of the "passing bullet" crack/snap. Those cracks and snaps are enough to fill someone's diapers when they're heard. I'm convinced that being able to find a way to put them in the game would be a significant way to increase the sense of immersive dread. In regards to wombat50's FUNCTIONAL smoke grenade efforts... ...First, I have to say, I love the Multicam uniforms you have your unit wearing in the screenshot that you provided! NICE! Second, in all of my years of contributing to mod development, it never ceases to amaze me the patient workarounds and tricks that are used to get a desired feature to work properly. Seeing the vegetation-smoke cloud is more than a little surreal! And funny! Hopefully, assigning the correct tag will finally deliver a satisfactory result. Third, if AI-blocking smoke is achieved, please widen the distribution of the cloud being generated. It's far too narrow, and, if my memory serves me correctly, ceases producing smoke too quickly. Fourth, I wouldn't be taken aback if the AI reacted to seeing the smoke cloud by laying down suppressing fire into the region of the smoke, BUT I have a sneaking suspicion that if that was done, that one's Ghost comrades would always automatically freeze where they were, when, in reality, they would most likely take advantage of the concealment and bravely charge through. If the Ghosts would freeze up, then I wouldn't want the AI to blind-fire into the cloud. Fifth, it'd be great if the AI could use the smoke wisely to their advantage as well. Keep up the great work everyone! Real Life's been keeping me far too busy to play this ASTOUNDING mod, hopefully I'll get a break soon. Peace!
  24. Thanks for the nicely detailed reply Jose. I see. Engine limitation. Engine limitation. Engine limitation. Now that I know that a SDK was never released, and I look at all of the content that was STILL created, I'm all the more awestruck by it. Wow! The modding community just blows me away with its hard work and dedication. Yeah, seeing the Big Picture really humbles me all the more. Thank you for the information.
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