Guest Posted June 30, 2014 New version frontpaged on the Armaholic homepage. TPW MODS v20140630Community 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
sonsalt6 105 Posted June 30, 2014 New update available at withSIX. Download now by clicking: Share this post Link to post Share on other sites
gliptal 25 Posted June 30, 2014 TPW SETTINGS [1.11.5]- parameters matching SKIRMISH [1.11] - tweaked SKIRMISH parameters positioning Yay! Share this post Link to post Share on other sites
legolasindar 3 Posted June 30, 2014 It is a great addon that you do, I use it since I was the TPW_EBS, but precisely for quite a while, not you update the EBS. They are realeasing other addons that modify the AI, with very interesting features. I think it is time to improve the EBS, with features like. - The AI communicate with each other. If you shoot a squad, another squad that is not part of it also is alerted. - Using AI environment, mortars, statics, smoke etc ... - Changes in the accuracy shooting. - Revise suppression has stopped working as before, is now almost impossible for the AI to react. It is a sincere proposal, any additional things TPW_MODS it is very good, but in my community I started using the EBS, and has not been touched for a long long time. Share this post Link to post Share on other sites
lordprimate 159 Posted June 30, 2014 (edited) It is a great addon that you do, I use it since I was the TPW_EBS, but precisely for quite a while, not you update the EBS. They are realeasing other addons that modify the AI, with very interesting features.I think it is time to improve the EBS, with features like. - The AI communicate with each other. If you shoot a squad, another squad that is not part of it also is alerted. - Using AI environment, mortars, statics, smoke etc ... - Changes in the accuracy shooting. - Revise suppression has stopped working as before, is now almost impossible for the AI to react. It is a sincere proposal, any additional things TPW_MODS it is very good, but in my community I started using the EBS, and has not been touched for a long long time. This post makes me LOL... I hope TPW's head doesnt explode... mine almost did and the question isn't even directed at me..... i think its broken English. Im just going to say this Everything you just posted already exists.. just run all the mods that do those things together.... no need for TPW to reinvent the wheel.... Its already out there... Just use it...... -AI Communicate, @ASR_AI3 or @VcomAI, many other AI mods.... -AI use environment, @ASR_AI3 or @VcomAI or @bCombat.... -AI have varying accuracy based on their skill and supression level, @ASR_AI3 and @TPWCAS, or @VcomAI, or @bCombat, and many other AI mods... All your bullet points have been covered by already existing mods... Just Use Them...... Edited June 30, 2014 by Lordprimate Share this post Link to post Share on other sites
tpw 2315 Posted June 30, 2014 Thanks LP EBS hasn't been updated because I don't need to - its purpose is to make AI duck when bullets pass nearby. There are now many mods that include suppression as part of their AI behaviour changing routines, so pick one that suits you and don't ask me to reinvent the wheel. I'm a big big fan of bCombat personally. Share this post Link to post Share on other sites
kremator 1065 Posted June 30, 2014 It is a great addon that you do, I use it since I was the TPW_EBS, but precisely for quite a while, not you update the EBS. They are realeasing other addons that modify the AI, with very interesting features.I think it is time to improve the EBS, with features like. - The AI communicate with each other. If you shoot a squad, another squad that is not part of it also is alerted. - Using AI environment, mortars, statics, smoke etc ... - Changes in the accuracy shooting. - Revise suppression has stopped working as before, is now almost impossible for the AI to react. It is a sincere proposal, any additional things TPW_MODS it is very good, but in my community I started using the EBS, and has not been touched for a long long time. ...and can we has it yesterday ? Share this post Link to post Share on other sites
tpw 2315 Posted June 30, 2014 ...and can we has it yesterday ? For you Krem, of course! Share this post Link to post Share on other sites
legolasindar 3 Posted June 30, 2014 It's horrible that one entry, which only sought advice to improve addon, that has been attacked so rude and impolite manner. I know that there are other addons, I tell myself, but my intention was not to need other addons, when the TPW just needed a few improvements. You do not want to touch the EBS, which is where he was born, to improve it? Okay, it's your thing. But how are you seeing things around here, I'd better go looking to change addon. Share this post Link to post Share on other sites
tpw 2315 Posted June 30, 2014 It's horrible that one entry, which only sought advice to improve addon, that has been attacked so rude and impolite manner.I know that there are other addons, I tell myself, but my intention was not to need other addons, when the TPW just needed a few improvements. You do not want to touch the EBS, which is where he was born, to improve it? Okay, it's your thing. But how are you seeing things around here, I'd better go looking to change addon. I'm sorry you feel that way, but what you are asking for is not "a few improvements" but a total overhaul. If you think you are going to get positive feedback going onto a mod author's thread and trivialising their work by (politely or otherwise) asking them to transform their mod into something else then good luck to you. I appreciate that you want TPW MODS to be a "one stop shop" but it was never intended to be. Share this post Link to post Share on other sites
tpw 2315 Posted July 1, 2014 TPW MODS 20140701: https://dl.dropboxusercontent.com/u/481663/TPW_MODS_20140701.zip Changes: [CIVS 1.36] Civs move at slower pace (setfatigue 1). [sKIRMISH 1.12] VR units, divers and pilots are excluded from spawning. If CAF Aggressors not present ISIS and ISIS 2035 faction will use CSAT units in FIA gear and FIA offroads. The main change with this update is civilians who no longer walk like people out of the Benny Hill show. The latest dev releases have tied movement animation speed with fatigue, so by setting each civ's fatigue to 1 (100%) they are forced to walk at a much slower, normal looking pace. Of course you'll hear them puffing if they walk by, but c'est la vie. If I can work out how to change animation speed by script then this workaround will be replaced. I've only slowed walking, so running, crawling and crouching all proceed at their usual speeds. Share this post Link to post Share on other sites
redarmy 422 Posted July 1, 2014 Hi tpw, Im currently enjoying bcombat mod by fabrizio. However,the fps drop in combat even after extensive config tweaks,have led me to realise i really cant achieve the fps level i need ingame. I see in your mod,the suppression part,which i beleive it said "causes ai to move to cover during combat",or something like that. I was just wondering if the ai move to cover with the same frequency and say range,as they do in bcombat? as its my favourate feature of his mod. Share this post Link to post Share on other sites
sonsalt6 105 Posted July 1, 2014 New update available at withSIX. Download now by clicking: Share this post Link to post Share on other sites
Guest Posted July 1, 2014 New version frontpaged on the Armaholic homepage. TPW MODS v20140701Community 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
LSD_Timewarp82 21 Posted July 1, 2014 How can i fix that ? : Error in expression <= tpw_hud_nearunits select _ct;_dist = _unit distance player; if (stance _unit> Error position: <_unit distance player; if (stance _unit> Error Undefined variable in expression: _unit File TPW_MODS\tpw_hud.sqf, line 354 Error in expression <ts - 1) do { _unit = tpw_hud_nearunits select _ct; _dist = _unit distance playe> Error position: <select _ct; _dist = _unit distance playe> Error Zero divisor File TPW_MODS\tpw_hud.sqf, line 353 Share this post Link to post Share on other sites
tpw 2315 Posted July 1, 2014 (edited) Hi tpw,Im currently enjoying bcombat mod by fabrizio. However,the fps drop in combat even after extensive config tweaks,have led me to realise i really cant achieve the fps level i need ingame. I see in your mod,the suppression part,which i beleive it said "causes ai to move to cover during combat",or something like that. I was just wondering if the ai move to cover with the same frequency and say range,as they do in bcombat? as its my favourate feature of his mod. I tend to use bCombat myself. TPW EBS does have move to cover routines, basicaly if a unit is suppressed it will look for the nearest object within 100m with a bounding box higher than 1m and move towards it until it loses line of sight to the shooter. Primitive but it does work. How can i fix that ? : I wish I knew, I still sporadically see it even after tearing my hair out trying to fix it. I see it if units are assigned to the array for display by the HUD, but despawned by TPW SKIRMISH before actually being displayed. What conditions are you seeing it? Edited July 1, 2014 by tpw Share this post Link to post Share on other sites
Rydygier 1309 Posted July 2, 2014 (edited) I wish I knew, I still sporadically see it even after tearing my hair out trying to fix it. I see it if units are assigned to the array for display by the HUD, but despawned by TPW SKIRMISH before actually being displayed. Some thoughts, maybe helpful anyhow, however not sure, if all applies to your code: In general, to keep hair intact on the head, I would avoid doing things in parallel threads as much, as possible. Much easier in one-thread-only way to maintain control, what is going on with given global variable in given line. Yes, parallel per frame loop is unavoidable, but we can at least avoid changing there anything, what is not local. Otherwise... To avoid that kind of errors, do not remove any element of the same array in the parallel loop, always do it in the same thread, where you will process through this array, best directly before foreach-ing it. In parallel loop you may set is as -1 (prepare element to delete), but deletion itself should be done just before each use (eg foreach-ing) of that array, as this error is result of reducing array elements in parallel, just before/during processing through each element. I would suggest also to use foreach loop instead of for-do to go through each array element (seems simplier and more elegant, unless there are particular reasons to stick with for-do here), and perhaps perform isNil/isNull check for each element before you do anything more with it to sift off elements "just gone". So it may look like here: tpw_hud_fnc_effectiveness = { private ["_unit","_dist","_dropout","_thresh","_uthresh"]; _thresh = 8; if (tpw_core_sunangle < 0) then { _thresh = _thresh / 2; }; if (rain > 0.2 || fog > 0.2 ) then { _thresh = _thresh / 2; }; tpw_hud_nearunits = tpw_hud_nearunits - [-1];//here remove -1's from the array instead of doing that in parallel { _unit = _x; if not (isNil "_unit") then//probably redundant, not sure though, after all element may be nilled somewhere { if ((typename _unit) in [(typename objNull)]) then//just in case, if in parallel loop just now one of this array's element was turned into -1, we want only work on elements being actual objects { if not (isNull _unit) then//if not despawned currently { _dist = _unit distance player; if (stance _unit == "PRONE") then { _uthresh = _thresh / 2; } else { _uthresh = _thresh; }; if (vehicle _unit != _unit) then { _uthresh = _thresh * 20; }; // Magic formula to determine likelihood of unit not being detected properly if (random _uthresh < (_dist / tpw_hud_maxrange) ^ 2) then { _dropout = time + random (_dist / 100); _unit setvariable ["tpw_hud_dropout",_dropout]; // how long till unit is fully visible again }; } } } } foreach tpw_hud_nearunits; }; Just to visualize, what I'm talking about. Didn't saw whole code to be sure, if this will work as is. More problematic would be, if you are processing through each element of same array (eg tpw_hud_nearunits) in the more than one parallel thread. In such case I would suggest to work on exact copy on the array instead the array itself (_copyofArray = +tpw_hud_nearunits;_copyofArray = _copyofArray - [-1]; to avoid cross-interferences between loops, where this array is processed due to removing -1's in each in parallel, but then main array will hold more and more never deleted -1's, so we have new problems to solve). But, as said, do not know whole code. Problem may be not so easy to solve here and even fundamental code redesign may be necessary. That's often the case, if solving appearing problems goes deep into multi-level complications, where one fix generates two new problems to solve. Edited July 2, 2014 by Rydygier Share this post Link to post Share on other sites
tpw 2315 Posted July 2, 2014 (edited) Some thoughts, maybe helpful anyhow, however not sure, if all applies to your code: Hi Ryd. Thanks so much for all of that. I'm well aware of the dangers of thread parallelism - there is no simultaneous modification of tpw_hud_nearunits. I have added a few !isnil for good measure, and reorganised the order of the functions in the loops. Fingers crossed. EIDT: The other thing to watch out for is running the script and addon version simultaneously. I occasionally #$%^ up and do this and it's error city. Edited July 2, 2014 by tpw Share this post Link to post Share on other sites
redarmy 422 Posted July 2, 2014 I tend to use bCombat myself. TPW EBS does have move to cover routines, basicaly if a unit is suppressed it will look for the nearest object within 100m with a bounding box higher than 1m and move towards it until it loses line of sight to the shooter. Primitive but it does work. I wish I knew, I still sporadically see it even after tearing my hair out trying to fix it. I see it if units are assigned to the array for display by the HUD, but despawned by TPW SKIRMISH before actually being displayed. What conditions are you seeing it? I played around with EBS,and it is good,definetly better on fps.But il suffer some frame drop because i forgot totally about bcombats damage multiplier and reading more into the suppression effects maes me understand what a gem bcombat really is. Still though its nice to know EBS and bcombat make combat play out very differently.It was interesting to watch a stress test i do very frequently with both mods and vannila and see how the ai moved and what not. Trully appreciate the modularness of tpw,if only all mods were modular i might be able to turn blastcore back on ;) Share this post Link to post Share on other sites
tpw 2315 Posted July 2, 2014 I played around with EBS,and it is good,definetly better on fps.But il suffer some frame drop because i forgot totally about bcombats damage multiplier and reading more into the suppression effects maes me understand what a gem bcombat really is.Still though its nice to know EBS and bcombat make combat play out very differently.It was interesting to watch a stress test i do very frequently with both mods and vannila and see how the ai moved and what not. Trully appreciate the modularness of tpw,if only all mods were modular i might be able to turn blastcore back on ;) I've said it before and I'll say it again - Fab_T is a coding genius and bCombat is a work of art. I actually use bCombat instead of EBS since both contain suppression and move to cover, and bCombat has so many other goodies besides. Share this post Link to post Share on other sites
kremator 1065 Posted July 2, 2014 Is it perhaps worth removing EBS from the pack list tpw? This would stop the flack :) I agree with bCombat being just awesome and use it in almost every mission (where I want me arse handed to me !) Share this post Link to post Share on other sites
gliptal 25 Posted July 2, 2014 Is it perhaps worth removing EBS from the pack list tpw? This would stop the flack :) I agree with bCombat being just awesome and use it in almost every mission (where I want me arse handed to me !)I'd leave it: after all LOS is still there.It fills a niche for people who don't want to meddle with AI mods but still want a lightweight, simple and highly configurable suppression system. A middle grounds solution would be to just have it disabled by default. Yay! Share this post Link to post Share on other sites
SerialMum 10 Posted July 2, 2014 Hi, i am using the script-version. Thanx for still distributing them. If i get it right the given parameters are overridden, if the game is multiplayer. We play often in small Lan-Games and there is no problem with higher parameters. So i always comment the relevant ismultiplayer-parts in your scripts out. Works fine. But, (wich is great) you often update your files and i am lazy :). So i am asking, if u could provide some flag in the core, to overrun the restriction. cu SerialMum Share this post Link to post Share on other sites
tpw 2315 Posted July 2, 2014 (edited) Is it perhaps worth removing EBS from the pack list tpw? This would stop the flack :) I agree with bCombat being just awesome and use it in almost every mission (where I want me arse handed to me !) Nah I'm not going to remove it just because a couple ofpeople have made noises about it not being a full AI modification package. It may be simple but it's light on CPU and still changes engagements massively. I'd leave it: after all LOS is still there.It fills a niche for people who don't want to meddle with AI mods but still want a lightweight, simple and highly configurable suppression system. A middle grounds solution would be to just have it disabled by default. Yay! The middle ground is that I will make EBS disable itself if it detects bDetect (the bullet detection routine at the core of bCombat) is running. Hi,i am using the script-version. Thanx for still distributing them. If i get it right the given parameters are overridden, if the game is multiplayer. We play often in small Lan-Games and there is no problem with higher parameters. So i always comment the relevant ismultiplayer-parts in your scripts out. Works fine. But, (wich is great) you often update your files and i am lazy :). So i am asking, if u could provide some flag in the core, to overrun the restriction. cu SerialMum Sorry SM, but it's my mod so my laziness overrules yours :)Your situation reminds me of greatest line I ever saw on TV, delivered by Dewey Crowe on Justified- "the anus is on you". I think the onus is on you to make the changes, not on me to go to all the trouble of changing the code, adding the extra HPP parameters for all the mods, and Gliptal to rewrite TPW SETTINGS. Besides, the changelog details which MODS are changing so you only need to copy the relevant updated scripts. Load the scripts into Notepad++ and do a search/replace on all files if (isMultiplayer) then -> //if (isMultiplayer) then. Edited July 2, 2014 by tpw Share this post Link to post Share on other sites
tpw 2315 Posted July 2, 2014 TPW MODS 20140703: https://dl.dropboxusercontent.com/u/481663/TPW_MODS_20140703.zip Changes: [HUD 1.32] More zero divisor errors squashed. [EBS 1.21] Will disable itself if bDetect is running. Optimised/simplified find cover routine. Share this post Link to post Share on other sites