LSD_Timewarp82 21 Posted January 17, 2014 Ah thx, just saw it. I´m also off for testing ^^ Share this post Link to post Share on other sites
fabrizio_t 58 Posted January 17, 2014 Now, off to try .16 :) Just managed to commit now the very latest changes. Good night. Share this post Link to post Share on other sites
LSD_Timewarp82 21 Posted January 17, 2014 Is there a way to disable this balls above the heads and this debugwindow? Share this post Link to post Share on other sites
froggyluv 2135 Posted January 18, 2014 Is there a way to disable this balls above the heads and this debugwindow? Yes, open your config, it's in there as are many other very useful options such as AI to indoors or not etc.... Share this post Link to post Share on other sites
sttosin 67 Posted January 18, 2014 Is there a way to disable this balls above the heads and this debugwindow? Disabled by default. If you are seeing that you have v 0.14 probably from getting it through play with six. Use manual install. Share this post Link to post Share on other sites
bravo409 13 Posted January 18, 2014 I didn't get v.16 how did you guys or is it 0.15 your talking about Share this post Link to post Share on other sites
kremator 1065 Posted January 18, 2014 Go onto the GIT. Share this post Link to post Share on other sites
LSD_Timewarp82 21 Posted January 18, 2014 i talk about the not yet released 0.16 version. There is a window in the right corner which counts frames and shots and other stuff. And above my and other AI heads are balls, looks like its an editor mode or something^^ Yes, open your config, it's in there as are many other very useful options such as AI to indoors or not etc.... Can you be a little bit precise? just for the balls and the window, what to disable? Share this post Link to post Share on other sites
froggyluv 2135 Posted January 18, 2014 At the bottom of your config you'll see: //[] spawn bcombat_fnc_debug_text; // Uncomment this line to activare bCombat debug text overlays (as alternative to bcombat_fnc_debug_balloons or bcombat_fnc_fps) //call bcombat_fnc_debug_balloons; // Uncomment this line to activare bCombat debug balloons (as alternative to bcombat_fnc_debug_text or bcombat_fnc_fps) Make sure they are both commented as above to remove Share this post Link to post Share on other sites
LSD_Timewarp82 21 Posted January 18, 2014 Thank you very much. :) Share this post Link to post Share on other sites
nsnipe 10 Posted January 18, 2014 Fabrizio - awesome mod! I've been watching progress and how almost everyone praised the mod and finally today while playing campaign I had enough with BI's moronic AI and installed from git. I guess it was upcoming 0.16? Before I was using Windwalkers AICOVER and it helped a bit. Anyway - I don't know if its a feature or a bug but when my AI team go into combat mode they stay like that even when everything is clear and neither aware nor relax orders do not help. Share this post Link to post Share on other sites
tortuosit 486 Posted January 18, 2014 Why is the pbo in the addon folder so small? Does this work fundamentally different than other Addons? Share this post Link to post Share on other sites
Furret 0 Posted January 18, 2014 Why is the pbo in the addon folder so small? Does this work fundamentally different than other Addons? Think about it. There's no art assets, thus the file is small. Share this post Link to post Share on other sites
fabrizio_t 58 Posted January 18, 2014 (edited) Why is the pbo in the addon folder so small? Does this work fundamentally different than other Addons? Currently all the scripts are out of the pbo, hence it's small. It just contains some bootstrap configuration. All the stuff will be packed into pbo as usual, once out of beta. ---------- Post added at 15:40 ---------- Previous post was at 15:38 ---------- I don't know if its a feature or a bug but when my AI team go into combat mode they stay like that even when everything is clear and neither aware nor relax orders do not help. This has been discussed before. bCombat uses slightly higher spotDistance settings (+ 20%), compared to vanilla. This means AI units may still feel endangered by enemies being farther than usual and require more time to exit combat mode. Sometimes (not always) issuing a disengage order prior to ordering aware behaviour clears the problem. Edited January 18, 2014 by fabrizio_T Share this post Link to post Share on other sites
sttosin 67 Posted January 18, 2014 Fabrizio, enjoying the mod as always. Is there any behavior planned for how infantry responds to enemy aerial vehicles? I remember making a video where most of the AI surrendered after a couple of runs by an AH-64D attack helicopter. If in CQB Should they try to run into buildings to hide? Shoot from indoors? Is this out of scope? Share this post Link to post Share on other sites
jake_krieger 10 Posted January 18, 2014 It is really sad that bCombat breaks many missions. Units get stuck in buidlings and just can´t move OR they just stay in combat cover seeking mode and never fulfill the orders. Share this post Link to post Share on other sites
ebarstad 18 Posted January 18, 2014 Now that I've had a chance to play a bit more with 0.15, I haven't noticed AI throwing frags. Has anyone else seen it happening? Share this post Link to post Share on other sites
fabrizio_t 58 Posted January 18, 2014 (edited) It is really sad that bCombat breaks many missions. Units get stuck in buidlings and just can´t move OR they just stay in combat cover seeking mode and never fulfill the orders. Now this is strange, by default units don't seek cover into buildings. However units being stuck is a vanilla issue (hope BIS gets it sorted) i cannot solve. Also they're not supposed to refuse orders, that's not what i am seeing. By the way, i played the whole campaign with bCombat without any showstoppers. I simply turned off investigate behaviour, custom fleeing and surrendering. bCombat can be eventually played in "barebone" mode in order to mantain maximum mission compatibility. This is achieved by commenting out or removing everything into config.sqf. This way you miss a lot of feaures, but missions are highly unlikely to break. ---------- Post added at 19:22 ---------- Previous post was at 19:15 ---------- Now that I've had a chance to play a bit more with 0.15, I haven't noticed AI throwing frags. Has anyone else seen it happening? You should see some. However v0.16 includes some bugfixes, you may want to try it out for comparison. ---------- Post added at 19:24 ---------- Previous post was at 19:22 ---------- Fabrizio, enjoying the mod as always. Is there any behavior planned for how infantry responds to enemy aerial vehicles? I remember making a video where most of the AI surrendered after a couple of runs by an AH-64D attack helicopter. If in CQB Should they try to run into buildings to hide? Shoot from indoors? Is this out of scope? I'll double check what happens with airborne. I think suppression and movement to cover should work already, but not sure. Edited January 18, 2014 by fabrizio_T Share this post Link to post Share on other sites
bravo409 13 Posted January 18, 2014 Fab I have some great video of AI searching building in your dev ver 0.16 here it is https://www.youtube.com/watch?v=g4Rj8habXm0 Share this post Link to post Share on other sites
fabrizio_t 58 Posted January 18, 2014 (edited) Fab I have some great video of AI searching building in your dev ver 0.16 here it is https://www.youtube.com/watch?v=g4Rj8habXm0 Very nice video. Shame units look still a bit retarded when moving across rooms (e.g. giving back to threat). Within v0.16 hearing and investigate behaviour were improved, meaning they're more fuzzy. As in reality, units existimate position of the bullets with some error (depending on distance), they never get your exact position "magically". The more you fire and the lesser the distance, the more they're able to pinpoint you. Keep moving, who moves survives. Decoy tactics tip Idle groups normally detach a few units (unless they have a GUARD waypoint) to investigate gunfire, explosions, own corpses. An intriguing way to play is to fire a few shots at 150-200 meters from enemy (no farther, unless you tweak config.sqf), from a covered position. Then move into some other advantageous position (better if higher ground) and wait for some enemies coming to investigate the place ;) Just plan it well: be sure the rest of the enemy group is losing sight contact with the investigating units, or you'll get into trouble ... Never use buildings as cover, AI will lock you in easily. Edited January 18, 2014 by fabrizio_T Share this post Link to post Share on other sites
ebarstad 18 Posted January 18, 2014 Very nice video.Shame units look still a bit retarded when moving across rooms (e.g. giving back to threat). Within v0.16 hearing and investigate behaviour were improved, meaning they're more fuzzy. As in reality, units existimate position of the bullets with some error (depending on distance), they never get your exact position "magically". The more you fire and the lesser the distance, the more they're able to pinpoint you. Keep moving, who moves survives. Decoy tactics tip Idle groups normally detach a few units (unless they have a GUARD waypoint) to investigate gunfire, explosions, own corpses. An intriguing way to play is to fire a few shots at 150-200 meters from enemy (no farther, unless you tweak config.sqf), from a covered position. Then move into some other advantageous position (better if higher ground) and wait for some enemies coming to investigate the place ;) Just plan it well: be sure the rest of the enemy group is losing sight contact with the investigating units, or you'll get into trouble ... Never use buildings as cover, AI will lock you in easily. I had one mission (Combined Arms Showcase) where I thought it was "broken", but the one remaining enemy AI was simply hiding and the friendly AI soldiers didn't know he existed. I was able to draw him out by firing my weapon as you describe and once we killed him, the mission progressed. My two cents: While broken missions can be frustrating, I'd much rather play most of a mission with awesome AI than a whole mission with vanilla AI. Share this post Link to post Share on other sites
fabrizio_t 58 Posted January 18, 2014 My two cents: While broken missions can be frustrating, I'd much rather play most of a mission with awesome AI than a whole mission with vanilla AI. I agree. Anyway, another thing i think is important is that bCombat allows you to choose whether to get more features, or more compatibility. You can even toggle single features on / off, one by one. Your're not really forced to play in any preset way. That's a feature i like. Share this post Link to post Share on other sites
flex 1 Posted January 18, 2014 you sir are f***** genius and i sincerely love you!!!! this + jsrs + blastcore + damage multiplier makes this game as awesome is i hoped it would be from the beginning! Share this post Link to post Share on other sites
fabrizio_t 58 Posted January 18, 2014 (edited) Is there a way to disable this balls above the heads and this debugwindow? Just an heads-up: as of v0.15 you'll find, near top of config.sqf: bcombat_dev_mode = true; Set it to false and you'll see no more stats nor balloons, without the hassle of commenting the lines at the bottom of the file. ---------- Post added at 20:49 ---------- Previous post was at 20:48 ---------- you sir are f***** genius and i sincerely love you!!!!this + jsrs + blastcore + damage multiplier makes this game as awesome is i hoped it would be from the beginning! Glad you enjoyed it. ---------- Post added at 21:44 ---------- Previous post was at 20:49 ---------- About units stuck in combat mode: see: http://forums.bistudio.com/showthread.php?159710-AI-Discussion-(dev-branch)&p=2601371&viewfull=1#post2601371 They also still at times seem to stuck on perma-combatmode which makes things even more annoying because moving around gets incredibly tedious as they do it with their "Go! - I'll cover" dance.I don't really get why the AI in player lead group has to have auto-combatmode, especially when you can't tell them to snap out of it.. The poster was an experienced user, so i have to suppose we're getting issues with the DEV build of ArmA 3, unrelated to bCombat. Looks there are also FPS issues with latest build: http://forums.bistudio.com/showthread.php?152866-General-Discussion-(dev-branch)&p=2600774&viewfull=1#post2600774 http://forums.bistudio.com/showthread.php?152866-General-Discussion-(dev-branch)&p=2601396&viewfull=1#post2601396 http://forums.bistudio.com/showthread.php?152866-General-Discussion-(dev-branch)&p=2601512&viewfull=1#post2601512 Finally, Selectweapon issues are still not solved. Shame :(. Where is Suma? I'd suggest sticking to stable for now. Edited January 18, 2014 by fabrizio_T Share this post Link to post Share on other sites
The Hebrew Hammer 10 Posted January 18, 2014 I haven't been able to test because I can't roll back to the stable version with bandwith limits and what not. I'll give it a go in the dev build anyways. Share this post Link to post Share on other sites