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TPWC AI suppression system

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I've been away for quite some time now, but i thought of this a few weeks ago. Would disableAI "FSM" allow us to reconfigure totally the way the AI react by preventing danger.fsm to kick in?

A suppressed unit could have its FSM disabled, then be ordered to get down, return fire and/or move to cover.

As I haven't followed this thread for some time i need to look at the actual code you guys use now to see if that could even be considered, but you might have an answer before i can do that.

The really low-level behavioral code is hardwired, I believe. FSM is "next level up" behavior.

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I've been away for quite some time now, but i thought of this a few weeks ago. Would disableAI "FSM" allow us to reconfigure totally the way the AI react by preventing danger.fsm to kick in?

A suppressed unit could have its FSM disabled, then be ordered to get down, return fire and/or move to cover.

As I haven't followed this thread for some time i need to look at the actual code you guys use now to see if that could even be considered, but you might have an answer before i can do that.

No, disableAI "FSM" would not suffice.

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I performed some quick tests with "playMoveNow".

Unfortunately due to the way the mod scripting has been setup this doesn't really provide benefit over the current setup.

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I can report that CiA coop server performance has not been noticeably affected as a result of tpwcas dedicated server version.

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Thanks TPW, and it has certainly been proved to be a game changer this mod.

So thanks again for your hard work and all that helped you..

:)

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Thanks TPW, and it has certainly been proved to be a game changer this mod.

So thanks again for your hard work and all that helped you..

:)

Thanks mate

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I hope BIS are looking at this great mod, and getting some ideas for Arma3 AI.

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Very impressive how seriously you improve your work, all the time!

I am constantly amazed by how good that script works.

Big thanks to you and your clever mates beside you for a great job. :)

Cheers

McLupo

Edited by McLupo
Mirror added

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Just great, I would never thought that Arma AI will be so quick in CQC someday. Thanks a lot for your wonderful work:jump_clap:

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I've just updated TPWLOS to 1.04. This includes a couple more bugfixes and unit visibility affected by stance (thanks Ollem).

TPWLOS 1.04: https://dl.dropbox.com/u/481663/TPW_AI_LOS_104.zip

This one is realy cool.

I have noticed AI isnt scared about tanks anymore. Last round i have played with my guys the ai killed a T55 instantly.

That was the first time that they did that in our mission. Teamspeakchannel was like a party was going on.

Keep on doing this magic stuff ! ! !

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Love this Mod - But wanted to point out, it seems to conflict with Jedra's great Enhanced Skills Slider Mod when put together -

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Hello, tpw.

I'm loving this mod and since I've introduced this mod in my server, so far people are liking this mod as well.

But I have one problem.

In some of the missions, we are forcing the AIs in lookout towers and or houses to stand up, so it wouldn't go prone and stick its rifle through the wall and shoot.

However since we've used this mod the AIs that are forced to stand up are going prone when suppressed.

Is there any way for us to force the AI to stand up even while being suppressed?

Or better it will be is - maybe you could introduce a new feature where the mod would check if the AI is in a building or not, while if the AI is in a building it would only force them to go kneel and not prone.

I'll be looking forward for a solution. Thx in advance.

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maybe you could introduce a new feature where the mod would check if the AI is in a building or not, while if the AI is in a building it would only force them to go kneel and not prone.

I dont think there is any way to check if a unit is inside a building as there is no AI mesh determining who's inside - who's out. Unless of course they are at a predetermined building position.

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I dont think there is any way to check if a unit is inside a building as there is no AI mesh determining who's inside - who's out. Unless of course they are at a predetermined building position.

<tanky pseudo code>

if (unit distance (nearest object type of building) < 3) then {unitinbuilding = true};

</tpc>

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Well Tank, this way, you're not able to suppress a guy taking cover behind the corner of a building anymore. Kinda ruin the whole thing, doesn't it?

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Well Tank, this way, you're not able to suppress a guy taking cover behind the corner of a building anymore. Kinda ruin the whole thing, doesn't it?

That. And - why shouldn't guys inside buildings, looking out of windows, might be covering our approach route - shouldn't be suppressed? That's also ruin the whole thing...

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TPWCAS uses setunitpos to change a unit's stance. Setunitpos is over-ridden by manual stance commands. If you as a squad leader order your AI squad to stand, then they won't drop under suppression. If you order them into cover (crouching) in a building, then they will not go prone. I can't say that I'm keen on scripting in exceptions to suppression - a bullet is a bullet no matter where you are.

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this is why I don't write much code, I just play it. :)

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Yep, here's hoping Arma3 has a legitimate: UnitInsideBuilding command. Oh the possibilities :w:

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Well Tank, this way, you're not able to suppress a guy taking cover behind the corner of a building anymore. Kinda ruin the whole thing, doesn't it?

Perhaps. Would a guy on the corner of a building throw himself to the ground when a bullet comes near? Maybe not. He might just slink back into cover of the wall corner.

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0 1-1-B is a suppressed ai and inside a building, why not...;) (might have to click it again for full size)..

When the ai love going inside buildings this much you have to suppress em:butbut:

Edited by ChrisB

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