gvse 10 Posted August 3, 2013 thank you for the update! Gonna test it soon. :) Share this post Link to post Share on other sites
giorgygr 61 Posted August 3, 2013 Thank you for continuing your work in A3. Share this post Link to post Share on other sites
petek 62 Posted August 3, 2013 (edited) Tested the same kind of CQB type thing we've been discussing on the Dev Branch AI discussion. Much improved with your mod! Debugging on - pretty much as soon as AI rounds the corner of building "blue ball" and they shoot me down! Good work and thanks again ...now if we can only get the AI to search the building I can hide in..... Has anyone modded that...?? Edited August 3, 2013 by petek Share this post Link to post Share on other sites
giorgygr 61 Posted August 3, 2013 (edited) Tested the same kind of CQB type thing we've been discussing on the Dev Branch AI discussion. Much improved with your mod! Debugging on - pretty much as soon as AI rounds the corner of building "blue ball" and they shoot me down!Good work and thanks again ...now if we can only get the AI to search the building I can hide in..... Has anyone modded that...?? Look.. In ARMA2CO most of us had a combination of ASR_AI and TPW_CAS (LoS embedded)..and every developer has kept out of the other's feet regarding features. The TPW_CAS handled bot reaction times under fair-for-player conditions (No cheat magic player known position) and AI suppression that forced AI to behave differently under fire and losing skills/morale while suppressed The ASR_AI mod handled other features as dynamic AI skillz based on their class (Proff.military units as SF had really better-still different- stats for lets say insurgents or civilians) Handled lots and lots other stuff in AI's behavior (i.e. AI throwing grenades/picking extra ammo depending class etc..) and also AI was able to search buildings. There was also other developers who planned Major stuff regarding AI and i hope we 'll see even more top AI mods or 1 united-developers-AI-mod for ARMA3 Edited August 3, 2013 by GiorgyGR Share this post Link to post Share on other sites
ebarstad 18 Posted August 3, 2013 The latest version is a great improvement. AI are much deadlier in CQC now and not as jittery as in the previous version. Thanks for continuing to work on this! Share this post Link to post Share on other sites
tpw 2315 Posted August 3, 2013 (edited) TPW LOS v1.02: https://dl.dropboxusercontent.com/u/481663/TPW_LOS_102.zip Changes: No code changes from v1.02 test 3, just official release updated on 1st post Edited August 4, 2013 by tpw Share this post Link to post Share on other sites
Windwalking 18 Posted August 4, 2013 The Dropbox link for version 1.02 is broken. Can you please fix it? Great mod, I love it. Share this post Link to post Share on other sites
tpw 2315 Posted August 4, 2013 (edited) The Dropbox link for version 1.02 is broken. Can you please fix it?Great mod, I love it. Thanks for spotting that! Fixed now. By the way, I knocked up a quick comparison of vanilla vs TPW LOS AI: https://dl.dropboxusercontent.com/u/481663/tpw_los.mp4 (3Mb, H264 mp4) Edited August 4, 2013 by tpw Share this post Link to post Share on other sites
Windwalking 18 Posted August 4, 2013 The mod is working perfectly. AI turning speed at close range is very believable now. However I noticed that it is impossible to sneak up on AI from the back anymore. They always detect you even when they are not looking at you and using walk speed. I think thats present in Vanilla as well? Share this post Link to post Share on other sites
tpw 2315 Posted August 4, 2013 TPW LOS allows AI to detect enemies in a 120 degree field of view. It certainly doesn't give them eyes in the back of their head or improve their other senses in any way. If you run it in debug you'll see a blue ball appear above any AI that has LOS to an enemy. These balls won't appear if you are not in the AI's field of view. As you suggest, any improvements to the ability of AI to detect you sneaking up on them are due to BI, not me. Share this post Link to post Share on other sites
gvse 10 Posted August 4, 2013 Ive noticed that friendlies are happier on the trigger even when told to hold fire. It seems that without the mod they maintain a slightly better discipline ;) Bar that, a great mod. Thank you for your continuing support! Share this post Link to post Share on other sites
Guest Posted August 4, 2013 Updated version frontpaged on the Armaholic homepage. TPW LOS: AI line of sight system [bETA] v1.02Community Base addons A3 =================================================== We have also "connected" these pages to your account on Armaholic. This means in the future you will be able to maintain these pages yourself if you wish to do so. Once this new feature is ready we will contact you about it and explain how things work and what options you have. When you have any questions already feel free to PM or email me! Share this post Link to post Share on other sites
tpw 2315 Posted August 4, 2013 Ive noticed that friendlies are happier on the trigger even when told to hold fire. It seems that without the mod they maintain a slightly better discipline ;) Bar that, a great mod. Thank you for your continuing support! Thanks for that. Yep you're right, the forced fire command (dofire) will override a hold fire command. I will work on adding a condition. ---------- Post added at 20:12 ---------- Previous post was at 20:11 ---------- Updated version frontpaged on the Armaholic homepage. Thanks yet again mate. Share this post Link to post Share on other sites
tpw 2315 Posted August 5, 2013 TPW LOS v1.03 test1: https://dl.dropboxusercontent.com/u/481663/TPW_LOS_103.zip Changes: LOS calculations are not applied to units given the hold fire command (combatmode == "BLUE") @GvsE, this might help with your squad AI firing when given hold fire commands. In my testing though, with or without TPW LOS, units tend to go out of hold fire if less than about 20-30m from a visible target. Share this post Link to post Share on other sites
gvse 10 Posted August 13, 2013 hey man, finally i had some time to have a longer playthrough and it seems like they still go out of "hold fire" mode too quickly. I usually set them to "stealth" and order to "hold fire," and I think that with vanilla game they maintain somewhat better discipline. Still, an indispensable mod! Share this post Link to post Share on other sites
giorgygr 61 Posted August 18, 2013 TPW LOS v1.03 test1: https://dl.dropboxusercontent.com/u/481663/TPW_LOS_103.zipChanges: LOS calculations are not applied to units given the hold fire command (combatmode == "BLUE") Ehm..Sorry tpw.. If calculations not applying to units under "Hold fire" ..that also probably affects their ability to spot enemies. So if i m trying to make a stealth approach (giving them order to "hold fire") automatically 'rules are changing' This doesn't sounds to me as positive feature-unless i got it all wrong Share this post Link to post Share on other sites
tpw 2315 Posted August 18, 2013 That's why it's a test version :) You are right though, in "hold" a unit will not undergo LOS calculations, and will just default to the vanilla AI behaviour. I might change it so that they will still get LOS, but will not open fire. Thanks for the heads up. TBH, I think recent changes to CQB behaviour in the vanilla AI might render this addon unneccesary pretty soon. I hope so! ---------- Post added at 12:41 ---------- Previous post was at 12:37 ---------- TPW LOS v1.03 test2: https://dl.dropboxusercontent.com/u/481663/TPW_LOS_103.zip Changes: Units in hold fire will still have LOS calculations applied, but will (should) not open fire As always, if the FSM decides the unit wants to fire, then it will, regardless of this addon. Share this post Link to post Share on other sites
sqb-sma 66 Posted August 18, 2013 For some reason this is the only mod by you, TPW, that simply refuses to run for me. I'm running it with CBA only and debug mode on, no spheres, nothing... can't figure this one out. On the other hand all your other mods are running fine (and adding fantastically to the gameplay, though the latest dev build has made the AI so quick and deadly... it's starting to rival real players in difficulty) Share this post Link to post Share on other sites
tpw 2315 Posted August 18, 2013 (edited) For some reason this is the only mod by you, TPW, that simply refuses to run for me. I'm running it with CBA only and debug mode on, no spheres, nothing... can't figure this one out. On the other hand all your other mods are running fine (and adding fantastically to the gameplay, though the latest dev build has made the AI so quick and deadly... it's starting to rival real players in difficulty) Hmm. Are you at least getting the start hint? EDIT: Ah ha! Tracked down the problem, an issue with the config. Please try redownloading https://dl.dropboxusercontent.com/u/481663/TPW_LOS_103.zip. Edited August 18, 2013 by tpw Share this post Link to post Share on other sites
sqb-sma 66 Posted August 18, 2013 Hmm. Are you at least getting the start hint?EDIT: Ah ha! Tracked down the problem, an issue with the config. Please try redownloading https://dl.dropboxusercontent.com/u/481663/TPW_LOS_103.zip. Huzzah! Now we've got all of your TPW mods, JSRS, ACRE, TMR... we're getting there! Thanks very much for your hard work. :D Share this post Link to post Share on other sites
tpw 2315 Posted September 13, 2013 TPW LOS v 1.04: https://dl.dropboxusercontent.com/u/481663/TPW_MODS.zip Changes: - Introduced "all in one" startup hint for all TPW mods, you'll get the one hint showing all active mods. - Script versions will detect an already running addon and quit. Share this post Link to post Share on other sites
Guest Posted September 13, 2013 Updated version frontpaged on the Armaholic homepage. TPW LOS: AI line of sight system v1.04Community Base addons A3 =================================================== We have also "connected" these pages to your account on Armaholic. This means in the future you will be able to maintain these pages yourself if you wish to do so. Once this new feature is ready we will contact you about it and explain how things work and what options you have. When you have any questions already feel free to PM or email me! Share this post Link to post Share on other sites
tpw 2315 Posted September 15, 2013 20130915: THIS MOD IS NOW PART OF TPW MODS AND IS NO LONGER SEPARATELY MAINTAINED. PLEASE USE THE TPW MODS THREAD TO REPORT BUGS AND REQUEST FEATURES. Share this post Link to post Share on other sites