whatscs 11 Posted August 25, 2014 Any date on when the mod can be used on dedi servers? Or if there is a way to do that? I want to use something other than the default ai for a mil. sim. team that uses my server. Share this post Link to post Share on other sites
Jackson Snow 10 Posted August 25, 2014 Any date on when the mod can be used on dedi servers? Or if there is a way to do that? I want to use something other than the default ai for a mil. sim. team that uses my server. It was running just fine on our dedicated server. Just start it as one of your mods and it should be good. Share this post Link to post Share on other sites
sbua16 19 Posted August 27, 2014 First of all, thank you Fabrizio for this excellent Addon. Secondly, is there any way that I can limit the spread of AI away from their Leader? An example would be the leader giving an attack order to a single AI. The AI then runs off to single handedly engage a target that's amongst a whole group of enemy without any support from the rest of the squad; happens particularly in Urban environments, when you'll see lots of single AI units just running about doing their own thing. I used to use set enableAttack False; to force some sort of squad cohesion but this is overridden by bcombat. Share this post Link to post Share on other sites
fabrizio_t 58 Posted August 27, 2014 First of all, thank you Fabrizio for this excellent Addon. Secondly, is there any way that I can limit the spread of AI away from their Leader? An example would be the leader giving an attack order to a single AI. The AI then runs off to single handedly engage a target that's amongst a whole group of enemy without any support from the rest of the squad; happens particularly in Urban environments, when you'll see lots of single AI units just running about doing their own thing. I used to use set enableAttack False; to force some sort of squad cohesion but this is overridden by bcombat. Group spread within urban environment is something i'm willing to address (look for next v0.17 DEV updates). Single units won't be allowed to attack individually as long as "some" buildings are close by. I'm not willing to "fix" group spread on open terrain, as that's a feature in my opinion. Share this post Link to post Share on other sites
sbua16 19 Posted August 27, 2014 That's great to hear Fabrizio. Really enjoying what you're putting out so far. Open terrain isn't so much a problem as units usually still have some sort of support from the rest of their squad (although a minimum of pairs being allowed to attack would be fantastic). Obviously with buildings involved single units being sent out on attack orders by themselves is usually always counter-productive to the longevity of that unit's life. Have you any ideas on the minimum amount of units that would be allowed to attack around more built-up areas? Share this post Link to post Share on other sites
froggyluv 2136 Posted August 27, 2014 Maybe outside the scope of this mod but would it be possible to address the visibility of indoor entities? Meaning, if a sniper (player) is crouched in an upstairs windows an enemy AI has no penalty in spotting him as if he were on a hill plain as day. I would think being indoors would have a certain level of concealment via glass reflection etc... Wish BI had an "IsIndoors" function :o Share this post Link to post Share on other sites
SteveJA 12 Posted August 27, 2014 Maybe outside the scope of this mod but would it be possible to address the visibility of indoor entities? Meaning, if a sniper (player) is crouched in an upstairs windows an enemy AI has no penalty in spotting him as if he were on a hill plain as day. I would think being indoors would have a certain level of concealment via glass reflection etc... Wish BI had an "IsIndoors" function :o LordJarhead managed to trigger indoor sounds via some function, perhaps there is potential to bastardize it some how. Bcombat truly has a remarkable impact on the AI. The challenge the AI provide (once enhanced) is so much more human, its still Arma, but on many occasions it forces you to use your noggin to beat. So once again thank you for you efforts and i look forward to what other black magic you can cook up. It'a give me something to look forward to while i'm away for the next three months. (from mid sept). Share this post Link to post Share on other sites
fabrizio_t 58 Posted August 29, 2014 (edited) Maybe outside the scope of this mod but would it be possible to address the visibility of indoor entities? Meaning, if a sniper (player) is crouched in an upstairs windows an enemy AI has no penalty in spotting him as if he were on a hill plain as day. I would think being indoors would have a certain level of concealment via glass reflection etc... Wish BI had an "IsIndoors" function :o This should be a somewhat lesser issue in early v0.17 DEV builds, compared to v0.16, not sure which version your running. Basically, within v0.16 bigger AI groups got some unfair enemy detection advantage, due to knowledge enhancement of single units "piling up" across group. This affected also any player vs AI group situations. Also CQB detection enhancements where nerfed a bit in v0.17 DEV, for threats out-of-sight / outside visual cone. By the way, v0.17 DEV should be updated within a few days: i noticed a couple issues with fall-back-to-formation enforced routines, which do not work at the moment. ---------- Post added at 08:19 ---------- Previous post was at 08:15 ---------- That's great to hear Fabrizio. Really enjoying what you're putting out so far. Open terrain isn't so much a problem as units usually still have some sort of support from the rest of their squad (although a minimum of pairs being allowed to attack would be fantastic). Obviously with buildings involved single units being sent out on attack orders by themselves is usually always counter-productive to the longevity of that unit's life. Have you any ideas on the minimum amount of units that would be allowed to attack around more built-up areas? I'd say units should never be ordered to attack in urban environment, unless distance to enemy is low and accuracy of its perceived position is high. In that case an AI unit should be cleared to attack on its own via the usual target / chase behaviour. EDIT: Looks BIS has fixed (http://forums.bistudio.com/showthread.php?159711-Development-Branch-Captain-s-AI-Log&p=2763546&viewfull=1#post2763546) some pathfinding issues plaguing recent ArmA3 DEV builds. Had not a chance to test that, has anybody noticed improvements (e.g. no more units stuck on roads) ? Edited August 29, 2014 by fabrizio_T Share this post Link to post Share on other sites
stlassen 16 Posted August 29, 2014 Hi, Better AI medic. ;) I know this has been asked for before, but I'm unsure if it has been dismissed, outside the scope of this mod or if something is in the works (or already in). Fab, is this something you would consider, to add better AI for the medic? I'm thinking something along the lines of, when a unit gets hurt and need treatment, if he is far from a medic or not able to get to where a medic can safely heal him, he would not just yell out "INJURED", but actually bandage himself rather than do nothing... Well, almost nothing. If however a medic is near and they can meet up at a relatively safe spot, the injured would move to that spot as quickly as the situation allows and the medic would also move to that safe spot. Once at the safe spot, the medic will then perform a heal as quickly as possible (and not run around scanning the area etc. to see if it is safe... it's already a safe spot). Of course this leads to a whole lot of ideas on how to make the AI CLS much more intelligent. ;) Cheers :) Share this post Link to post Share on other sites
whatscs 11 Posted August 30, 2014 It was running just fine on our dedicated server. Just start it as one of your mods and it should be good. It seemed like it wasn't working but I'll give it another try. Share this post Link to post Share on other sites
kremator 1065 Posted August 30, 2014 I know this has been asked for before, but I'm unsure if it has been dismissed, outside the scope of this mod or if something is in the works (or already in). We've asked for this before, but as you said it is outside the scope of this mod. The one you are looking for is bMedic :) Share this post Link to post Share on other sites
stlassen 16 Posted August 30, 2014 The one you are looking for is bMedic :) Yes please! bMedic :D Share this post Link to post Share on other sites
Bouben 3 Posted August 30, 2014 And bInfantryArmouredSupport... :) Share this post Link to post Share on other sites
TheMarneh 10 Posted September 2, 2014 When I launch it, then it shows an error message: Include file userconfig/bcombat/bcombat_config.hpp not found. I played around a bit, but didn't find a way to solve it. How to solve it actually? Thanks! Share this post Link to post Share on other sites
alky_lee 279 Posted September 2, 2014 When I launch it, then it shows an error message: Include file userconfig/bcombat/bcombat_config.hpp not found. I played around a bit, but didn't find a way to solve it. How to solve it actually? Thanks! Unfortunately PWS tends to install userconfig folders with the wrong address by adding an extra bcombat folder in the tree so that the path ends up as userconfig/bcombat/bcombat/bcombat_config.hpp instead of userconfig/bcombat/bcombat_config.hpp. You need to move the bcombat folder containing bcombat_config.hpp into the userconfig folder and then deleting the redundant bcombat folder in the userconfig folder. The userconfig folder is found in the Steamapps/common/Arma3 folder Share this post Link to post Share on other sites
TuffShitSki 16 Posted September 8, 2014 Hi Fabrizio, Great mod and thanks for all your effort. bCombat definitely is a game changer especially on SP game play, it makes AI much more humanized and missions more enjoyable. It is the only reason why I start playing Arma 3, have it since alpha only start playing recently. This is off topic. Still playing Arma 2 OA, wondering if any chances you would release FlexiAI? I've tried most (if not all) AI mods on A2 but can't find anything as good as bCombat. Hoping you were pretty close to a beta release back then and would make it available. Share this post Link to post Share on other sites
tpw 2315 Posted September 10, 2014 Fab_T, you may have noticed that dev build 127101 killed bDetect, by rendering getposatl non-functional. TPW EBS uses a simplified bullet centric approach to suppression and I was able to restore functionality by replacinggetposatl with getpos. I tried the same thing in bDetect and it seems to work. Depending on how long it takes BIS to fix this critical scripting command (I'm guessing it will be soon), you might like to consider getpos in your official release. Share this post Link to post Share on other sites
Siroc 10 Posted September 11, 2014 When I start up my game, I have the CBA and bCombat logos in the main menu, they also both show up under the configure>expansions menu. However, I don't have the option to actually activate it under the expansions menu, and the mod does not seem to have taken effect in game. I've tried both Single Player missions and Zeus to no avail. I can plop down a blufor fireteam, set off a mine just out side of killing range, and get no reaction from them. They just stand there and don't react, even if the explosion kills one of their number. I did some testing, and it seems AI will only engage hostile AI if they spot them directly under about 300m, or if several gunshots hit the dirt nearby (rounds flying by without hitting anything, even with a loud snap, get no response from the AI). I do have the "bCombat has started" hint ingame, however, so I can't be 100% off. Any idea what's going on? Share this post Link to post Share on other sites
tortuosit 486 Posted September 11, 2014 (edited) You will learn how ArmA mods work. Go for command line handling. Maybe you forgot the userconfig file. Folder structure looks like this: \arma3dir\@bCombat\Addons\ \arma3dir\@bCombat\fsm\ ... Put the userconfig\bcombat folder to \arma3dir\userconfig\bcombat Here's my paths and files, so you can compare: c:\Program Files (x86)\Steam\SteamApps\common\Arma 3\@bcombat\addons\ c:\Program Files (x86)\Steam\SteamApps\common\Arma 3\@bcombat\fsm\ c:\Program Files (x86)\Steam\SteamApps\common\Arma 3\@bcombat\lib\ c:\Program Files (x86)\Steam\SteamApps\common\Arma 3\@bcombat\userconfig\ c:\Program Files (x86)\Steam\SteamApps\common\Arma 3\@bcombat\userconfig\bcombat\ c:\Program Files (x86)\Steam\SteamApps\common\Arma 3\@bcombat\.gitattributes c:\Program Files (x86)\Steam\SteamApps\common\Arma 3\@bcombat\.gitignore c:\Program Files (x86)\Steam\SteamApps\common\Arma 3\@bcombat\addons\bcombat.pbo c:\Program Files (x86)\Steam\SteamApps\common\Arma 3\@bcombat\bcombat.paa c:\Program Files (x86)\Steam\SteamApps\common\Arma 3\@bcombat\bcombat.sqf c:\Program Files (x86)\Steam\SteamApps\common\Arma 3\@bcombat\bdetect.sqf c:\Program Files (x86)\Steam\SteamApps\common\Arma 3\@bcombat\changelog.txt c:\Program Files (x86)\Steam\SteamApps\common\Arma 3\@bcombat\config.sqf c:\Program Files (x86)\Steam\SteamApps\common\Arma 3\@bcombat\features.txt c:\Program Files (x86)\Steam\SteamApps\common\Arma 3\@bcombat\fsm\danger.fsm c:\Program Files (x86)\Steam\SteamApps\common\Arma 3\@bcombat\fsm\suppression.fsm c:\Program Files (x86)\Steam\SteamApps\common\Arma 3\@bcombat\gear.txt c:\Program Files (x86)\Steam\SteamApps\common\Arma 3\@bcombat\lib\common.sqf c:\Program Files (x86)\Steam\SteamApps\common\Arma 3\@bcombat\lib\debug.sqf c:\Program Files (x86)\Steam\SteamApps\common\Arma 3\@bcombat\lib\fsm.sqf c:\Program Files (x86)\Steam\SteamApps\common\Arma 3\@bcombat\lib\suppression.sqf c:\Program Files (x86)\Steam\SteamApps\common\Arma 3\@bcombat\lib\task.sqf c:\Program Files (x86)\Steam\SteamApps\common\Arma 3\@bcombat\loop.sqf c:\Program Files (x86)\Steam\SteamApps\common\Arma 3\@bcombat\mod.cpp c:\Program Files (x86)\Steam\SteamApps\common\Arma 3\@bcombat\readme.md c:\Program Files (x86)\Steam\SteamApps\common\Arma 3\@bcombat\readme.txt c:\Program Files (x86)\Steam\SteamApps\common\Arma 3\@bcombat\unit.sqf c:\Program Files (x86)\Steam\SteamApps\common\Arma 3\@bcombat\userconfig\bcombat\bcombat_config.hpp c:\Program Files (x86)\Steam\SteamApps\common\Arma 3\userconfig\bcombat\bcombat_config.hpp Call arma3.exe with command line argument -mod=@mod1;@mod2;..;@bCombat ---------- Post added at 14:35 ---------- Previous post was at 14:28 ---------- @Fabrizio, are you still developing? Files at https://github.com/fabrizioT/bCombat/ are pretty old. Edited September 11, 2014 by tortuosit Share this post Link to post Share on other sites
fabrizio_t 58 Posted September 12, 2014 Fab_T, you may have noticed that dev build 127101 killed bDetect, by rendering getposatl non-functional. TPW EBS uses a simplified bullet centric approach to suppression and I was able to restore functionality by replacinggetposatl with getpos. I tried the same thing in bDetect and it seems to work. Depending on how long it takes BIS to fix this critical scripting command (I'm guessing it will be soon), you might like to consider getpos in your official release. GetPosATL broken? That's sad. Changing to GetPos won't help, part of the logic involves checking height over terrain. Hope they'll fix it asap! ---------- Post added at 08:33 ---------- Previous post was at 08:32 ---------- When I start up my game, I have the CBA and bCombat logos in the main menu, they also both show up under the configure>expansions menu. However, I don't have the option to actually activate it under the expansions menu, and the mod does not seem to have taken effect in game. I've tried both Single Player missions and Zeus to no avail. I can plop down a blufor fireteam, set off a mine just out side of killing range, and get no reaction from them. They just stand there and don't react, even if the explosion kills one of their number. I did some testing, and it seems AI will only engage hostile AI if they spot them directly under about 300m, or if several gunshots hit the dirt nearby (rounds flying by without hitting anything, even with a loud snap, get no response from the AI). I do have the "bCombat has started" hint ingame, however, so I can't be 100% off.Any idea what's going on? Please doublecheck installation steps as shown here: https://github.com/fabrizioT/bCombat ---------- Post added at 08:37 ---------- Previous post was at 08:33 ---------- You will learn how ArmA mods work. Go for command line handling. Maybe you forgot the userconfig file. Folder structure looks like this:[/color]@Fabrizio, are you still developing? Files at https://github.com/fabrizioT/bCombat/ are pretty old. Yes i'm still developing, what i lack is time to playtest modifications, so public branch is lagging a bit behind my local branch. The bugs plaguing DEV ArmA releases (pathfinding, then reloading, ... ) are definetely not helping me into evaluating changes and thtis slows down my work too. Share this post Link to post Share on other sites
tpw 2315 Posted September 12, 2014 GetPosATL broken? That's sad.Changing to GetPos won't help, part of the logic involves checking height over terrain. Hope they'll fix it asap! It's been fixed thankfully! Forgive me if I'm wrong but I thought getpos gave height over surface, be that terrain or water. Share this post Link to post Share on other sites
fabrizio_t 58 Posted September 12, 2014 It's been fixed thankfully! Forgive me if I'm wrong but I thought getpos gave height over surface, be that terrain or water. Weird, you're right about getPos i guess. However good to get this fixed, as getPosATL is roughly 2x faster than getPos in terms of performance ;) Share this post Link to post Share on other sites
jandrews 116 Posted September 12, 2014 can you tell me if this is a MP mod? I keep reading its for SP. is this server side or client? Share this post Link to post Share on other sites
b0s 18 Posted September 14, 2014 I dont know if this is worth mentioning, but units(tanks, snipers...) over 600m away do not react to incoming fire. Arma 1.28, latest CBA_A3 and bcombat only, no other mods. Share this post Link to post Share on other sites
lordprimate 159 Posted September 14, 2014 bCombat is disabled for units in vehicles... im not sure about the distance problem but there are distance settings in the config.sqf Share this post Link to post Share on other sites