Robalo 465 Posted October 2, 2010 (edited) Here's a beta version of my remake of Victor's addon. (updated: v0.91) The AI should be pretty smart about how they rearm. Some new features: - AI will rearm from about anywhere possible: crates, vehicles, stuff dropped on the ground and backpacks. - AI will rearm even under combat if they have no weapons to fight with (unless they're commanded to stay put). - AI will arm themselves with rocket launchers unless they are carrying a rucksack (OA or ACE) or their primary weapon is a sniper rifle, machinegun or automatic rifle. - AI grabs a little more ammo when using specialist weapons (sniper, MG, AR) since they won't take a launcher. - AI will not look for ammo if their gear slots are full. - AI do not grab a pistol if their secondary ammo slots are full. - AI will try and grab all useful stuff found in a place on a single run. - Options found on userconfig can also be set at the beginning or during the mission by changing the global variables (you can turn rearming on/off or allow civilians to rearm etc.) ACE mod features (when ACE mod is active) - AI will also grab extra types of grenades and smokeshells found in ACE. If ACE Wounding module is active: - AI will grab bandages. Medics will also take Epi and Morphine. - AI will rearm from unconscious units. Requires CBA. Enjoy! and remember it's a beta :) Edited October 3, 2010 by Robalo_AS Share this post Link to post Share on other sites
dmarkwick 261 Posted October 2, 2010 Superb :) thanks for the release. Share this post Link to post Share on other sites
alloc 14 Posted October 2, 2010 Many thanks Robalo! It has almost all new great features that I missed in previous version. Just tried it and it works really well. Great work on beta so far. Victor can be proud :) Share this post Link to post Share on other sites
Robalo 465 Posted October 3, 2010 I've discovered an issue. On large scale missions, using this BIS function causes a ton or errors like this in the rpt. and a big slowdown: Error in expression <i = 0; { _return = _return + [_x + (_p2 select _i)]; _i = _i + 1; } forEach _p> Error position: <select _i)]; _i = _i + 1; } forEach _p> Error Zero divisor File ca\modules\functions\vectors\fn_vectorAdd.sqf, line 27 _freeslots = [_unit] call BIS_fnc_invSlotsEmpty That sucks, because it's a very useful function. Guess I gotta figure out how to make my own :( Share this post Link to post Share on other sites
Xerxes-17 10 Posted October 3, 2010 Yeah was about to post about that. Tried it with a warfare mission and everything started running like crap. Share this post Link to post Share on other sites
Robalo 465 Posted October 3, 2010 New version: Download 0.91 beta - Optimized, should run smooth even on large missions. - Extra muzzle magazines are now also counted for primary weapons - means the AI might grab GL rounds as well. - Upped the number of mags they try to maintain from 3 to 5. If this checks out OK I'll make a proper release and thread for it. Share this post Link to post Share on other sites
Uziyahu--IDF 0 Posted October 3, 2010 Does it automatically resupply the player's ammo when he walks near a dead soldier with the same ammo? I ask this because I fired off lots of PK rounds and when I went to 2 dead PK soldiers, no action menu came up to take their mags. I looked in my own inventory and I was fully supplied. What's the radius on this happening? On the one hand, it is more convenient, but on the other hand it feels like "power-ups". It would be nice if there was an action menu selection that said, "Resupply". Doing that would stock up all possible slots, drawing from the dead soldier's inventory. I was testing pre-0.91 beta. Share this post Link to post Share on other sites
kroky 1 Posted October 3, 2010 New version: Download 0.91 beta- Optimized, should run smooth even on large missions. - Extra muzzle magazines are now also counted for primary weapons - means the AI might grab GL rounds as well. - Upped the number of mags they try to maintain from 3 to 5. If this checks out OK I'll make a proper release and thread for it. Very much appreciated. Downloading and testing. Share this post Link to post Share on other sites
Robalo 465 Posted October 3, 2010 Does it automatically resupply the player's ammo when he walks near a dead soldier with the same ammo? I ask this because I fired off lots of PK rounds and when I went to 2 dead PK soldiers, no action menu came up to take their mags. I looked in my own inventory and I was fully supplied.I was testing pre-0.91 beta. Nope, it does not do anything to a player. It only enhances the AI units. Share this post Link to post Share on other sites
Uziyahu--IDF 0 Posted October 3, 2010 Well now I'm puzzled. Another observation: Any chance there is a conflict with the Copy My Stance (Keypress Version) addon? I didn't observe any of my A.I. buddies scavenging from the dead, so I wondered if "Copy My Stance" (I was in a crouch) might prevent them, somehow. Share this post Link to post Share on other sites
Robalo 465 Posted October 3, 2010 Well now I'm puzzled.Another observation: Any chance there is a conflict with the Copy My Stance (Keypress Version) addon? I didn't observe any of my A.I. buddies scavenging from the dead, so I wondered if "Copy My Stance" (I was in a crouch) might prevent them, somehow. OK, I rushed when I packaged it and the function that returns free slots does not actually work, hence AI not grabbing mags, assuming slots full, so just weapons and bandages. That explains the good performance :D Working on another fix. Thanks for testing. About Copy My Stance, I'll download it to see, but I don't think anything would conflict with this. Share this post Link to post Share on other sites
kroky 1 Posted October 3, 2010 OK, I rushed when I packaged it and the function that returns free slots does not actually work, hence AI not grabbing mags, assuming slots full, so just weapons and bandages. That explains the good performance :DWorking on another fix. Thanks for testing. About Copy My Stance, I'll download it to see, but I don't think anything would conflict with this. Yes I already was wondering about the great performance...:rolleyes: Share this post Link to post Share on other sites
Robalo 465 Posted October 4, 2010 OK, third one must be good: Download beta 0.92 - More optimisations - Ammo that goes into primary or secondary slots is handled separately. This means AI with a rifle GL will also grab GL ammo when found. - When looking for a weapon because the current one is empty, don't pick up same weapon :) Tested this one better and it's working fine, main concern here is performance. Share this post Link to post Share on other sites
ArmaholicBR 10 Posted October 4, 2010 Thanks Robalo! :cool: Share this post Link to post Share on other sites
manzilla 1 Posted October 5, 2010 // Units will take handguns. 0 = No; 1 = Yes asr_vfai_sidearm = 0; Thank you! Share this post Link to post Share on other sites
Guest Posted October 5, 2010 Updated beta release frontpaged on the Armaholic homepage. ASR VFAI Equipment v0.92 betaCommunity Base Addons Share this post Link to post Share on other sites
Gnome_AS 10 Posted October 5, 2010 Excellent work as usual Rob, played with it for a while this morning. Great improvements, and I'm really glad to see the all positive responses. Good stuff. :) Share this post Link to post Share on other sites
Robalo 465 Posted October 5, 2010 Thanks, it's not a proper release though as it does not include a readme, I'll do that once I gather enough feedback (repackage, release) Share this post Link to post Share on other sites
kroky 1 Posted October 5, 2010 I tested it yesterday, and hmmmm...the features are really nice, but performancewise it not that good. It slows down all the other scripts significantly. (Especially ACE2 and GL4). Can you improve the performance? Share this post Link to post Share on other sites
Robalo 465 Posted October 5, 2010 I guess the way to go it to make as many features as possible optional. The code should already be fairly optimized, any contributions welcome. While this might have an impact on a large SP scenario, I tested this on our dedicated and did not notice any performance degradation. Share this post Link to post Share on other sites
kroky 1 Posted October 6, 2010 @Robalo Maybe a good idea would be to make the script check the magazines for units only every 2-3 minutes. And for the player controlled squad every 60 seconds. This would maybe help with the performance. What do you think, is this feasible? Share this post Link to post Share on other sites
Robalo 465 Posted October 6, 2010 @RobaloMaybe a good idea would be to make the script check the magazines for units only every 2-3 minutes. And for the player controlled squad every 60 seconds. This would maybe help with the performance. What do you think, is this feasible? Sounds good, the magazine part is the most expensive. I'll try that first, thanks for the suggestion Kroky ! Share this post Link to post Share on other sites
gatordev 219 Posted October 6, 2010 I offer this only as a data point. I think this is a great idea, but here's why it didn't work for me... 4 man fireteam (TierOne and TF86 SEALs). Each one has a backpack added w/ GL4's addon (which is excellent, btw). All are running w/ ZeusAI. Even when told to stop, several units would either move to the nearby vehicle (Hummer SOV w/ some M136's added) and grab launchers and ammo. I filled up everyone's slots before the mission started. Even at the very beginning of the mission, I tell them to stop, they still grab rockets and/or ignore my "STOP" command. I think this addon is a great idea, just didn't work right for me. Just thought I'd post the info as I experienced it. Share this post Link to post Share on other sites
Gnome_AS 10 Posted October 7, 2010 Considering how far apart I know the "intended remake" was for and what everyone would like it to be ... I think the more config options the better. If for no other than reason than helping the hardcore SP guys out :p (seems it can get rather heavy quick, quicker than i thought ... tested smaller box Rob) Make the interations configurable? This might be really handy for big persistant mission servers also, and perhaps other missions. Anyway, just another more options rant basically. But I think that would make it the package very user friendly. I'll do the readme! :D Gnome Share this post Link to post Share on other sites
Robalo 465 Posted October 7, 2010 Hey gatordev, thank for testing. Need some more info about your scenario: 4 man fireteam (TierOne and TF86 SEALs). Each one has a backpack added w/ GL4's addon (which is excellent, btw). I don't know what is a GL4 backpack. I have Group Link 4 but don't know about any backpack feature. There is a check in place, if the secondary slot is taken, the AI will not pick up launchers. Afraid I can't cover for scripted, imaginary backpack solutions if that's the case. All are running w/ ZeusAI. Even when told to stop, several units would either move to the nearby vehicle (Hummer SOV w/ some M136's added) and grab launchers and ammo. I filled up everyone's slots before the mission started. Even at the very beginning of the mission, I tell them to stop, they still grab rockets and/or ignore my "STOP" command. Hmm, I think some other addon/script else might give the AI something to do and then they're ready for the rearming bits to grab them. If I give my AI the Stop command, they stop as they should and do nothing. Observe the icons on the bottom of the screen: when you say Stop, they icons get labeled "Stop". If they are released from that then you will see no text on the icons. Please test if they remain labeled "Stop" without the rearming addon. Something about the upcoming update: - optimized for performance - the full inventory check is done less often, 30-60 seconds for AI with a player in their group, 2-3 minutes otherwise. Quick checks are done more often, each 10-20 seconds, like if a soldier needs a primary weapon. - making sure they don't try grabbing stuff out of the water :) Share this post Link to post Share on other sites