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TPWC AI suppression system

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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.

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Aye definately use Armaholic, but for test releases dropbox is the easiest by far.

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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.

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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.

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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.

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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.

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count turrets? And if result = 0 and the vehicle has weapons then treat driver as gunner?

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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 {

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I can second that - vehicle guns suppress very well now. Heh. 'Littlebird' plays much differently with that change.

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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?

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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.

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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.

Can't say I've ever had that issue myself.. and I've been tinkering since v1.01

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^^ I wonder what is wrong with my system then that it doesn't like addCamShake?

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^^ 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 

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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.

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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.

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Why on earth doesnt BIS use the AI from these mods on a vanilla patch?

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Thanks again, tpw. -Coulum-, Fabrizio_T, Ollem et al. I can no onger contemplate playing without this.

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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 by Kremator

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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:

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