tpw 2315 Posted August 7, 2012 Already have dropbox, might look into that. As I've already stated N times, the idea is to get the releases onto Armaholic etc. Since no-one has complained about 3.03 being broken, I will frontpage it and let Foxhound know. Share this post Link to post Share on other sites
kremator 1065 Posted August 7, 2012 Aye definately use Armaholic, but for test releases dropbox is the easiest by far. Share this post Link to post Share on other sites
count_roland 1 Posted August 7, 2012 Ah, you're going to hate me, but...3.03's broken. I think it's bdetect, though. Some vehicle guns are incapable of suppressing fire - namely, any guns that do not fire from turrets, anything operated directly by a pilot. Thus, for instance, the AH-64's M230 suppresses just fine, the UH-60's M134s suppress just fine, but the AH-6J's M134s do not and the A-10's GAU8 does not. If it's any consolation, the change in post 770 appears to work perfectly. Share this post Link to post Share on other sites
kremator 1065 Posted August 7, 2012 Is it just me, but in every single script release I have to comment out addCamShake. This is after a full re-install and re-patch to main 1.62 Once that is commented out it the scripts work fine. Share this post Link to post Share on other sites
pellejones 1 Posted August 7, 2012 Ah, you're going to hate me, but...3.03's broken.I think it's bdetect, though. Some vehicle guns are incapable of suppressing fire - namely, any guns that do not fire from turrets, anything operated directly by a pilot. Thus, for instance, the AH-64's M230 suppresses just fine, the UH-60's M134s suppress just fine, but the AH-6J's M134s do not and the A-10's GAU8 does not. If it's any consolation, the change in post 770 appears to work perfectly. I can second this. AH6J has no suppression effect at all with the guns or rockets. Share this post Link to post Share on other sites
count_roland 1 Posted August 8, 2012 I think the problem is in line 167 of bdetect073.sqf: && ( assignedVehicleRole _unit) select 0 == "Turret" ) then { ...but I don't know enough about turrets and vehicle roles to suggest a fix. Share this post Link to post Share on other sites
pellejones 1 Posted August 8, 2012 count turrets? And if result = 0 and the vehicle has weapons then treat driver as gunner? Share this post Link to post Share on other sites
ZeroGravitas 10 Posted August 8, 2012 I think the problem is in line 167 of bdetect073.sqf: && ( assignedVehicleRole _unit) select 0 == "Turret" ) then { ...but I don't know enough about turrets and vehicle roles to suggest a fix. I modified that code and it seems to work properly: && ((( assignedVehicleRole _unit) select 0 == "Turret") || ((( assignedVehicleRole _unit) select 0 == "Driver") && (count (_vehicle weaponsTurret [-1]) > 0))) ) then { Share this post Link to post Share on other sites
count_roland 1 Posted August 8, 2012 I can second that - vehicle guns suppress very well now. Heh. 'Littlebird' plays much differently with that change. Share this post Link to post Share on other sites
fabrizio_t 58 Posted August 8, 2012 I modified that code and it seems to work properly: && ((( assignedVehicleRole _unit) select 0 == "Turret") || ((( assignedVehicleRole _unit) select 0 == "Driver") && (count (_vehicle weaponsTurret [-1]) > 0))) ) then { Nice find. Probably we can just simplify the whole IF statement for vehicles EH to: if( !( isNull _vehicle ) && isNil { _vehicle getVariable "bdetect_fired_eh" } then { ... }; Can anybody check whether it would suffice? Share this post Link to post Share on other sites
tpw 2315 Posted August 8, 2012 OK I've pulled my finger out and finally put it up on Dropbox: TPWCAS 3.03: http://dl.dropbox.com/u/481663/TPWC_AI_SUPPRESS_303.zip Share this post Link to post Share on other sites
count_roland 1 Posted August 8, 2012 fabrizio: It appears to work, at least with the addition of a ) before then to close the if statement. Tested with M16 on foot, AH6J's M134, AH64's M230, and M1A1's M2 and M240. Share this post Link to post Share on other sites
SavageCDN 231 Posted August 8, 2012 Is it just me, but in every single script release I have to comment out addCamShake. This is after a full re-install and re-patch to main 1.62Once that is commented out it the scripts work fine. Can't say I've ever had that issue myself.. and I've been tinkering since v1.01 Share this post Link to post Share on other sites
kremator 1065 Posted August 8, 2012 ^^ I wonder what is wrong with my system then that it doesn't like addCamShake? Share this post Link to post Share on other sites
ollem 4 Posted August 8, 2012 ^^ I wonder what is wrong with my system then that it doesn't like addCamShake? Don't know if this is causing issues for you and not for others, but there's a minor bug in tpwcas_mainloop.sqf in the "if unit kneeled" section: if ((isplayer [color="#FF0000"]unit[/color]) && (tpwcas_playershake == 1)) then should be: if ((isplayer [color="#008000"]_unit[/color]) && (tpwcas_playershake == 1)) then Share this post Link to post Share on other sites
fabrizio_t 58 Posted August 8, 2012 fabrizio: It appears to work, at least with the addition of a ) before then to close the if statement. Tested with M16 on foot, AH6J's M134, AH64's M230, and M1A1's M2 and M240. Thank you. I'll patch this into bDetect v0.74 BETA. Share this post Link to post Share on other sites
fabrizio_t 58 Posted August 9, 2012 bDetect v0.74 BETA SP/MP released. http://forums.bistudio.com/showthread.php?136770-bDetect-bullet-detection-framework Maintenance release, fully backwards compatible wth v0.73 BETA. Share this post Link to post Share on other sites
tpw 2315 Posted August 9, 2012 Hi guys (and any gals of course). Here's an update incorporating Fabrizio's bDetect vehicle fix, and my suppression randomisation. And for all teh haterz, notice that it's now on dropbox :) TPWCAS 3.04: http://dl.dropbox.com/u/481663/TPWC_AI_SUPPRESS_304.zip Changelog: Fixed player shake under sporadic enemy fire Added some randomisation so that units aren't suppressed by exactly the number of bullets specified in the shot threshold bDetect vehicle fixes bDetect 0.74 Please use it and let me know if there are no obvious bugs, and I will frontpage (firstpost) it. Share this post Link to post Share on other sites
kremator 1065 Posted August 9, 2012 Haters LOL ! Cheers mate ! Share this post Link to post Share on other sites
^Th0mas^ 10 Posted August 10, 2012 Why on earth doesnt BIS use the AI from these mods on a vanilla patch? Share this post Link to post Share on other sites
Guest Posted August 10, 2012 Thanks for the headsup about the new fixed version :cool: Updated release frontpaged on the Armaholic homepage. TPWC AI Suppression system v3.04 betaCommunity Base Addons Share this post Link to post Share on other sites
SavageCDN 231 Posted August 10, 2012 Thanks from da haterz :p Share this post Link to post Share on other sites
orcinus 121 Posted August 10, 2012 Thanks again, tpw. -Coulum-, Fabrizio_T, Ollem et al. I can no onger contemplate playing without this. Share this post Link to post Share on other sites
kremator 1065 Posted August 11, 2012 (edited) Well it seems that 3.04 is working perfectly on a local host (I can see the numbers change below the troops and them changing stance). Is there a way to 'see' the numbers on a dedi server? I can see the lovely coloured balls :) Edit: on a really positive note ... running with 300-400AI and no problems at all. Edited August 11, 2012 by Kremator Share this post Link to post Share on other sites
froggyluv 2136 Posted August 11, 2012 Thanks again, tpw. -Coulum-, Fabrizio_T, Ollem et al. I can no onger contemplate playing without this. Same here! It really is a must-have addition and big cheers to all the collaborators :cheers: Share this post Link to post Share on other sites