^Th0mas^ 10 Posted August 11, 2012 If ArmA 3 lacks this AI, are you going to create the AI for that game as well? Share this post Link to post Share on other sites
dmarkwick 261 Posted August 11, 2012 If ArmA 3 lacks this AI, are you going to create the AI for that game as well? I should say the likelyhood is that this addon could be almost directly portable to ArmA3. Share this post Link to post Share on other sites
kremator 1065 Posted August 11, 2012 Hopefully devs will have seen what has been done here and just do it in the vanilla Arma3 !!!! Share this post Link to post Share on other sites
^Th0mas^ 10 Posted August 11, 2012 Hopefully devs will have seen what has been done here and just do it in the vanilla Arma3 !!!! I wouldnt be to sure. Both TPWC AI mod and ASR_AI have fixed most of my AI problems with ArmA 2, and still nothing have happened from the devs this far. I think the suppression and taking cover AI have been one of the most wanted (voted by players) feature for many years now, so im happy we have these mods. Now im just waiting for someone or the devs to hopefully improve the AI driving (path finding) :) ---------- Post added at 09:21 PM ---------- Previous post was at 09:20 PM ---------- I should say the likelyhood is that this addon could be almost directly portable to ArmA3. Is it really that "easy"? Share this post Link to post Share on other sites
dmarkwick 261 Posted August 11, 2012 Is it really that "easy"? For some things, yes. I suspect this will be one of those things. Share this post Link to post Share on other sites
tpw 2315 Posted August 11, 2012 For some things, yes. I suspect this will be one of those things. If there are no major changes to the scripting engine and commands then I'd hope that this and other mods can be ported over where necessary without too much hassle. TPWCAS relies on CBA, so I'd hope that CBA will be ported quickly! Share this post Link to post Share on other sites
^Th0mas^ 10 Posted August 11, 2012 If there are no major changes to the scripting engine and commands then I'd hope that this and other mods can be ported over where necessary without too much hassle. TPWCAS relies on CBA, so I'd hope that CBA will be ported quickly! So I take this as a yes, you do have plans for porting it? ;) Share this post Link to post Share on other sites
tpw 2315 Posted August 12, 2012 So I take this as a yes, you do have plans for porting it? ;) I plan to port all my mods, if they are needed! Share this post Link to post Share on other sites
^Th0mas^ 10 Posted August 12, 2012 Maybe a OT, but does the game allow modders to improve/change the entire AI system in mods if they want? Share this post Link to post Share on other sites
dmarkwick 261 Posted August 12, 2012 Maybe a OT, but does the game allow modders to improve/change the entire AI system in mods if they want? Up to a limit yes. Scripts & FSMs can make the AI act differently, but there is a hardcoded "core" AI that overrules these when the situation demands it i.e. under fire. But, OT :) Share this post Link to post Share on other sites
^Th0mas^ 10 Posted August 12, 2012 Up to a limit yes. Scripts & FSMs can make the AI act differently, but there is a hardcoded "core" AI that overrules these when the situation demands it i.e. under fire.But, OT :) What is limited under fire? TPCW AI mod make the AI behave very well while under fire. Share this post Link to post Share on other sites
dmarkwick 261 Posted August 12, 2012 What is limited under fire? TPCW AI mod make the AI behave very well while under fire. Well OK, you try getting those guys onto a helicopter while under fire :) Share this post Link to post Share on other sites
LondonLad 13 Posted August 13, 2012 Not sure if this is the place to put in a request but can you have the version up on the SIX Updater network updated to the latest version please? (as with the 'tpwc_ai_los') :) Share this post Link to post Share on other sites
tpw 2315 Posted August 13, 2012 Not sure if this is the place to put in a request but can you have the version up on the SIX Updater network updated to the latest version please? (as with the 'tpwc_ai_los') :) No worries, I'll let Sickboy know. Share this post Link to post Share on other sites
best2nd 10 Posted August 14, 2012 Why on earth doesnt BIS use the AI from these mods on a vanilla patch? Running TPW mods, ASR AI and Zeus on 50 player server will cause server meltdown. We turned them all off exept LOS thingi and poof! Problem solved! Now imagine if it was part of vanila... Yeah, it would make large scale Coop mission's unplayable, unless they make it toggleble or something (like Advanced AI module in Iron Front) I would be against usage of this mods (or any kind of server killing AI) in vanilla... Share this post Link to post Share on other sites
ollem 4 Posted August 14, 2012 Running TPW mods, ASR AI and Zeus on 50 player server will cause server meltdown. We turned them all off exept LOS thingi and poof! Problem solved! Now imagine if it was part of vanila... Yeah, it would make large scale Coop mission's unplayable, unless they make it toggleble or something (like Advanced AI module in Iron Front) I would be against usage of this mods (or any kind of server killing AI) in vanilla... What settings were you guys using for TPW? Was this 50 players versus AI? Or were there also some AI part of player's groups? Share this post Link to post Share on other sites
SavageCDN 231 Posted August 14, 2012 Running TPW mods, ASR AI and Zeus on 50 player server will cause server meltdown. We turned them all off exept LOS thingi and poof! Problem solved! Now imagine if it was part of vanila... Yeah, it would make large scale Coop mission's unplayable, unless they make it toggleble or something (like Advanced AI module in Iron Front) I would be against usage of this mods (or any kind of server killing AI) in vanilla... Can't say I've tried it with that many human players... but did you try removing just Zeus? Also were you using 3.01 version of TPW? Firing vehicle MGs caused pretty bad lag for us with 3.01 and we had to turn it off. Share this post Link to post Share on other sites
LondonLad 13 Posted August 14, 2012 Question which I know has been asked in the thread but there's too many pages to go through to find it. Does both the Server and Client require the mod running to be effective, or can the server just be setup with this mod? Does it work in similair to ASR_AI (where if run on the server then only the Server AI are implicated in the action, where if the client had the file then it would also include the client-side AI) *Might be worth putting a note on the initial post to indicate this* (Unless it's there and I've missed it) Share this post Link to post Share on other sites
Robalo 465 Posted August 14, 2012 Running TPW mods, ASR AI and Zeus on 50 player server will cause server meltdown. We turned them all off exept LOS thingi and poof! Problem solved! Now imagine if it was part of vanila... Yeah, it would make large scale Coop mission's unplayable, unless they make it toggleble or something (like Advanced AI module in Iron Front) I would be against usage of this mods (or any kind of server killing AI) in vanilla... It should be more of a matter of how many AI, not players, but in any case, ASR_AI and Zeus AI are mostly redundant and even incompatible (due to introduction of a danger.fsm in ASR_AI v1.16) so you'd want to tune that setup. It only takes one bad/unoptimized script to get a server on it's knees. Share this post Link to post Share on other sites
friznit2 350 Posted August 14, 2012 Attempting a combination of ASR_AI, TPWCAS & LOS, and elements of COSLX (ai, dodge, id, findcover). It's safe to say I have no idea what I'm doing and will probably break things, but it'll be fun trying. Share this post Link to post Share on other sites
kremator 1065 Posted August 14, 2012 I run ASR_AI, tpwcas and LOS, and DAPMAN first aid with 400 AI ... seems to work fine for me on a dedi server. I think SLX would prolly cause the thing to melt. Share this post Link to post Share on other sites
LondonLad 13 Posted August 15, 2012 For those running it on a Dedicated Server, are you also requiring your clients/users to also be running this mod (I'm looking for clarification as to whether both server & client both need it or whether I can just run it on the server standalone) Share this post Link to post Share on other sites
tpw 2315 Posted August 15, 2012 Hi LondonLad. According to our MP guru Ollem, in an earlier post, you need it running on both server and client. I'm pretty sure nothing has changed since the last time he announced that. If he can 100% confirm then I will update the 1st post accordingly. Share this post Link to post Share on other sites
SavageCDN 231 Posted August 15, 2012 (edited) For those running it on a Dedicated Server, are you also requiring your clients/users to also be running this mod (I'm looking for clarification as to whether both server & client both need it or whether I can just run it on the server standalone) ^what he said Edited August 15, 2012 by SavageCDN Ninja'd by tpw Share this post Link to post Share on other sites
kremator 1065 Posted August 15, 2012 I'm only running things server side and everything is working fine for me. The mission I have does spawn everything in realtime without any problems. Share this post Link to post Share on other sites