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mikey74

Artificial intelligence Support System! Released

Suppression  

11 members have voted

  1. 1. Suppression

    • Supression command for player?
    • No suppression command for player?
    • Make suppression a separate mod from AISS?
    • Keep suppression with AISS?
    • Suppression in AISS is good?
    • Suppression in AISS is moderate?
    • Suppression in AISS can use some work please read my post?
      0
    • Other please read my post?
      0


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.rpt file always ends with multiple "No speaker given" for spawned AI units, followed by Exception code: C0000005 ACCESS_VIOLATION at 00C86380.

Should've also mentioned i'm using SpunFIN's AISSP: http://forums.bistudio.com/showthread.php?165089-AI-Spawn-Script-Pack

just the ambient combat script. Looks like it's crashing out when trying to spawn new units... Perhaps it's an error in the ambient combat script instead..? Seems perfectly stable when not spawning combat units..

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Sorry fellows AISS will be on hold for a while. I'm going to be moving soon, and I have other projects that i'll be working on when I get moved in and settled. I may then start back to work on AISS. But with all the other great AI mods I'm not sure what I'll do with AISS. Thanks for playing and thanks for all the support and help you guys have given me. :)

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Thanks for all your hard work Mikey, All the best M8t.

:cool:

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Thanks Wolf! :)

Quick update and news. I've moved in, settled, got my pc working again, I'm healthy at the moment, but will be going into major surgery in a couple weeks.

That being said I've started working on an AISS lite. This will work better with Vcom, Bcombat, and most other AI enhancement mods. All it will do is the basics Garrisoning, patrol, and AI will communicate with each other on the battlefield. Release will depend on recuperation time after the surgery unless I find time to spin this out sooner than expected.

Anything else that you may want to see let me know and if possible I'll include it.

Thanks,

Mikey74

PS Could someone from BIS administration please remove the poll on this thread. :) thanks.

Edited by Mikey74

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Hi Mikey,

Nice to see your working on another version of AISS, but while I wait, is AISS2 compatible with ASR AI by Robalo, and if so, do you need to alter either or both userconfigs to suit ? As I notice ASR AI has a radio range parameter similar to yours to enable the AI to communicate with each other on the battlefield. I am talking about using both of these mods together in singleplayer.

All the best on your surgery...

regards,

Cub 1.

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Great to hear you've settled into your new place and are well.

I'd also love to see AISS2 and ASR AI being compatible: both have unique points (although AISS2 wins for me right now!) but a combination would quite frankly be a fantastic AI to fight against!

All the best!

V

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Thanks fellows! :)

yes you may need to edit the radio variables in either AISS or ASR. ;)

ahhh I totally forgot ASR. I'll have to tweak the radio script so that we can turn that on and off. If you could. Could you tell me what you like better about ASR and then whats better about AISS so that I can compare and try and reach a compromise to make these work well together.

Thanks,

Mikey74

Edited by Mikey74

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Sry wrong thread!

Edited by acta13

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Mikey, cheers for getting back to us so quickly!

We at the 53rd have been finding the AISS2 to be superior for the enemy flanking us when the combat begins: ASR has a habit of the AI clustering and hitting the dirt where as AISS2 seems to make them fan out a little: and of course call in nearby support or artillery that operates with its own mind so even the mission maker cannot be sure what will come in for enemy support: keeps it really fresh and dynamic! ASR seems to handle the enemy use of weapons better though, using machineguns to suppress rather than single shot, switching to automatic fire when in close quarters and of course the use of grenades and smokes is also much improved making it really difficult combat.

For a very simple thing: AISS2 gives the AI Brains, ASR gives the AI Balls!

The other performance related thing is AISS seems to cause delays with the Xmed system when there are a fair few AI on the map whilst ASR doesn't cause those issues with the same quantity of AI: it's only noticeable when there are around 100 or more AI but the delay it creates in Xmed has caused some in mission issues with chaps not being able to patch themselves up.

Really excited about any future developments!

Cheers,

V

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yeh I messaged asr a while back letting him know if he was up to it he could combine the two. I think it would make for a very powerful mod. He is way better a coding than I am. lol It would also free me up to do other stuff. I'm just not happy with AISS. So it drives me nuts to fix it, or make a smaller version. So what I'm thinking is maybe just make the flanking and such and putting a asr as a requirement. lol I think that may make things easier, but either way I'll have to rewrite a bunch of stuff, I could include in a suppression script, but this will not fix the lag we get when using aiss. :(

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I guess it took me at least 2 hours to read the whole thread, but it was some kind of fun to see you progress :)

The whole concept and the youtube clips look very promising, I will play around with it a little later in the editor, also take a look at ASR, cause it's in our clan's modpack, but I haven't tested it yet.

Thanks a lot for your inexhaustible work and I wish you the very best for your upcoming surgery!

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Thanks man. I've made few improvements and increased the fps slightly. hopefully I'll pop out an edited version of 5.5 soon. Then when I get this better organized I'll get a liter version to work with ASR. My coding was pretty sloppy. I couldnt hardly tell what I was doing were. No wonder no one wants to take up this project. lol anyways. Thanks Killshot. :)

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Adding a suppression system into AISS, and Deleting all the useless scripts. Next update coming soon.

Edited by Mikey74
Update

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The next update for AISS coming up soon.

Whats new in upcoming update:

Added suppression, deleted/merged obsolete scripts.

In suppression script everything is based on AI skill and if AI has a suppressor on gun. If AI has low skill reaction times will be slow or he will not react at all. If his skills are low he will also leave cover much sooner than an elite unit. Also AI will use suppression to pin, flank and out maneuver the enemy on individual and group level.

Please let me know through pm if you want to test and video the next update.

PS Also added a clean up dead script

Edited by Mikey74

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AISS2Beta1_Release

Whats new in update:

Added suppression

deleted/merged obsolete scripts

added a clean up dead script

New userconfigs

Few more tweaks and adjustments

In suppression script everything is based on AI skill and if AI has a suppressor on gun. If AI has low skill reaction times will be slow or he will not react at all. If his skills are low he will also leave cover much sooner than an elite unit. Also AI will use suppression to pin, flank and out maneuver the enemy on individual and group level.

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Again many thanks for informing us about the updated release mate :cool:

Release frontpaged on the Armaholic homepage.

=================================================

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!

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Is it working with Alive, I haven`t tested this myself, but people from my group said that AISS is not working with Alive correctly. I will try to check this and give you more detail about it, but both Alive and AISS change AI behavior so there may be problem.

Small update - you didn`t change it in userconfig

AISS_killed_min = 60; //// Minimum amount of time before game deletes soldiers. It doubles for vehicles.

AISS_killed_max = 120; //// Minimum amount of time before game deletes soldiers. It doubles for vehicles.

Edited by Przemro
update

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No I stay away from the behavior part, and just try and simulate it. ALive and AISS should be working ok. As for ASR and Bcombat. I wouldnt recomend using those together yet with aiss.

Small update - you didn`t change it in userconfig
What do you mean? It should be in the userconfigs in the download off dropbox.

Thanks :)

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Hi! All very interesting and useful! Without mods you can do it? My friends and I, igaem without mods!

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If I'm understanding you correctly there is a script folder inside the download you can use rather than the mod part. ;)

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hey folks ....i downloaded the latest version....how do i disable the dead from disappearing i tried changing the time in the userconfig but nothing...its driving me mad :p

any help would be nice

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Sorry Marlboro this will be addressed in a quick update asap.

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