Alwarren 2767 Posted February 27, 2015 We have been using bCombat on Comrades in Arms server for the last couple of days and I have to say I love it. AI seem much more aggressive and agile now, they use much higher volume of fire, and generally things have become quite a bit more enjoyable. Thanks a lot! Share this post Link to post Share on other sites
bravo409 13 Posted February 28, 2015 Anyone have issues where the leader runs off leaving the squad behind,and he is the first one killed? Share this post Link to post Share on other sites
kremator 1065 Posted February 28, 2015 I found the opposite, where the leader would push his squad massively ahead and he'd be left behind. Now to me, a leader should be up with his squad. Perhaps that needs a little tweak? Share this post Link to post Share on other sites
sbua16 19 Posted February 28, 2015 Anyone have issues where the leader runs off leaving the squad behind,and he is the first one killed? I've had this happen in particular quite a few times. I feel like, in general, a squad usually get's split up too much and cohesiveness just kind of goes out of the window; like everyone's just kind of run off doing their own thing. Share this post Link to post Share on other sites
TuffShitSki 16 Posted February 28, 2015 @Sbua16 not sure this is the cause of your problem. I find units wander of when investigation behavior is on. Try turning it off see if it improves. After switching it off units are more static guarding their posts when asked to. Sent from my GT-I9505G using Tapatalk Share this post Link to post Share on other sites
sbua16 19 Posted March 1, 2015 (edited) @Sbua16 not sure this is the cause of your problem. I find units wander of when investigation behavior is on. Try turning it off see if it improves. After switching it off units are more static guarding their posts when asked to. Sent from my GT-I9505G using Tapatalk Cheers mate, will try it out today. [edit] Also, I notice that the feature slowing down the leader has been been deprecated as of v0.14, but I've only really noticed this behaviour re-arise in I think either 0.18beta or 0.18final. [edit2] Also, I realise that it may be a taste thing with one or two units breaking off and doing their own thing. Other people may prefer to have individuals in a squad work with autonomy and be a bit more aggressive rather than as a single team unit that's maybe a bit more passive. Edited March 1, 2015 by Sbua16 Share this post Link to post Share on other sites
serjames 357 Posted March 14, 2015 Spotted a bug I'd not seen before.. Playing as Zeus on our dedicated 12:12:17 Error in expression <ponItems _unit; if ("muzzle_snds_H" in _items || "muzzle_snds_L" in _items || > 12:12:17 Error position: <_items || "muzzle_snds_L" in _items || > 12:12:17 Error Undefined variable in expression: _items 12:12:17 File @bcombat\lib\common.sqf, line 349 12:12:17 Error in expression <ponItems _unit; if ("muzzle_snds_H" in _items || "muzzle_snds_L" in _items || > 12:12:17 Error position: <_items || "muzzle_snds_L" in _items || > 12:12:17 Error Undefined variable in expression: _items 12:12:17 File @bcombat\lib\common.sqf, line 349 12:12:29 Error in expression <ponItems _unit; if ("muzzle_snds_H" in _items || "muzzle_snds_L" in _items || > 12:12:29 Error position: <_items || "muzzle_snds_L" in _items || > 12:12:29 Error Undefined variable in expression: _items 12:12:29 File @bcombat\lib\common.sqf, line 349 12:12:29 Error in expression <ponItems _unit; if ("muzzle_snds_H" in _items || "muzzle_snds_L" in _items || > 12:12:29 Error position: <_items || "muzzle_snds_L" in _items || > 12:12:29 Error Undefined variable in expression: _items 12:12:29 File @bcombat\lib\common.sqf, line 349 12:12:29 Error in expression <ponItems _unit; if ("muzzle_snds_H" in _items || "muzzle_snds_L" in _items || > 12:12:29 Error position: <_items || "muzzle_snds_L" in _items || > 12:12:29 Error Undefined variable in expression: _items 12:12:29 File @bcombat\lib\common.sqf, line 349 12:12:29 Error in expression <ponItems _unit; if ("muzzle_snds_H" in _items || "muzzle_snds_L" in _items || > 12:12:29 Error position: <_items || "muzzle_snds_L" in _items || > 12:12:29 Error Undefined variable in expression: _items 12:12:29 File @bcombat\lib\common.sqf, line 349 12:12:31 No owner 12:12:31 Error in expression <ponItems _unit; if ("muzzle_snds_H" in _items || "muzzle_snds_L" in _items || > 12:12:31 Error position: <_items || "muzzle_snds_L" in _items || > 12:12:31 Error Undefined variable in expression: _items 12:12:31 File @bcombat\lib\common.sqf, line 349 12:12:33 Error in expression <ponItems _unit; if ("muzzle_snds_H" in _items || "muzzle_snds_L" in _items || > 12:12:33 Error position: <_items || "muzzle_snds_L" in _items || > 12:12:33 Error Undefined variable in expression: _items 12:12:33 File @bcombat\lib\common.sqf, line 349 12:12:33 No owner 12:12:34 Error in expression <ponItems _unit; if ("muzzle_snds_H" in _items || "muzzle_snds_L" in _items || > 12:12:34 Error position: <_items || "muzzle_snds_L" in _items || > 12:12:34 Error Undefined variable in expression: _items 12:12:34 File @bcombat\lib\common.sqf, line 349 12:12:34 Error in expression <ponItems _unit; if ("muzzle_snds_H" in _items || "muzzle_snds_L" in _items || > 12:12:34 Error position: <_items || "muzzle_snds_L" in _items || > 12:12:34 Error Undefined variable in expression: _items 12:12:34 File @bcombat\lib\common.sqf, line 349 12:12:34 Error in expression <ponItems _unit; if ("muzzle_snds_H" in _items || "muzzle_snds_L" in _items || > 12:12:34 Error position: <_items || "muzzle_snds_L" in _items || > 12:12:34 Error Undefined variable in expression: _items 12:12:34 File @bcombat\lib\common.sqf, line 349 12:12:34 Error in expression <ponItems _unit; if ("muzzle_snds_H" in _items || "muzzle_snds_L" in _items || > 12:12:34 Error position: <_items || "muzzle_snds_L" in _items || > 12:12:34 Error Undefined variable in expression: _items 12:12:34 File @bcombat\lib\common.sqf, line 349 12:12:34 No owner 12:12:35 Error in expression <ponItems _unit; if ("muzzle_snds_H" in _items || "muzzle_snds_L" in _items || > 12:12:35 Error position: <_items || "muzzle_snds_L" in _items || > 12:12:35 Error Undefined variable in expression: _items 12:12:35 File @bcombat\lib\common.sqf, line 349 12:12:36 Error in expression <ponItems _unit; if ("muzzle_snds_H" in _items || "muzzle_snds_L" in _items || > 12:12:36 Error position: <_items || "muzzle_snds_L" in _items || > 12:12:36 Error Undefined variable in expression: _items 12:12:36 File @bcombat\lib\common.sqf, line 349 12:12:36 Error in expression <ponItems _unit; if ("muzzle_snds_H" in _items || "muzzle_snds_L" in _items || > 12:12:36 Error position: <_items || "muzzle_snds_L" in _items || > 12:12:36 Error Undefined variable in expression: _items 12:12:36 File @bcombat\lib\common.sqf, line 349 12:12:38 Protocol bin\config.bin/RadioProtocolGRE/: Missing word veh_helicopter 12:12:39 Error in expression <ponItems _unit; if ("muzzle_snds_H" in _items || "muzzle_snds_L" in _items || > 12:12:39 Error position: <_items || "muzzle_snds_L" in _items || > 12:12:39 Error Undefined variable in expression: _items 12:12:39 File @bcombat\lib\common.sqf, line 349 12:12:39 No owner 12:12:42 Error in expression <ponItems _unit; if ("muzzle_snds_H" in _items || "muzzle_snds_L" in _items || > 12:12:42 Error position: <_items || "muzzle_snds_L" in _items || > 12:12:42 Error Undefined variable in expression: _items 12:12:42 File @bcombat\lib\common.sqf, line 349 12:12:45 Error in expression <ponItems _unit; if ("muzzle_snds_H" in _items || "muzzle_snds_L" in _items || > 12:12:45 Error position: <_items || "muzzle_snds_L" in _items || > 12:12:45 Error Undefined variable in expression: _items 12:12:45 File @bcombat\lib\common.sqf, line 349 Share this post Link to post Share on other sites
jandrews 116 Posted March 14, 2015 can this be used a server side mod? basically its on server only and players don't need the mod to play any mission. Share this post Link to post Share on other sites
serjames 357 Posted March 14, 2015 Yes in theory. Sent from my KFTHWI using Tapatalk Share this post Link to post Share on other sites
jandrews 116 Posted March 14, 2015 Yes in theory. Sent from my KFTHWI using Tapatalk great so players only need CBA. Bcombat can be server side only. Nice! Share this post Link to post Share on other sites
ChrisB76 10 Posted March 14, 2015 What does in theory mean? :) Anything we have to consider if we wanna use it on our dedicated? Share this post Link to post Share on other sites
kremator 1065 Posted March 14, 2015 Just try it. I use it on my dedi and have no problems. Share this post Link to post Share on other sites
loopdk 92 Posted March 16, 2015 Need som help :D I cant get the AI to trow smoke... My settings in config.sqf is bcombat_allow_smoke_grenades = true; // (Boolean) Toggle feature on / off bcombat_smoke_grenades_additional_number = 2; // (Number) number of additional smoke grenades to be automatically ADDED to unit loadout bcombat_smoke_grenades_distance = [75, 250, 0]; // (Array) [ minimum distance, maximum distance, min. distance from target for friendly units] bcombat_smoke_grenades_timeout = [30, 10]; // (Array) [ unit timeout, group timeout ] can eny body help :D Share this post Link to post Share on other sites
Variable 322 Posted March 16, 2015 serjames, could you share with us the aiSkill and aiPrecision you have on your dedicated server? Share this post Link to post Share on other sites
serjames 357 Posted March 16, 2015 We just use Default settings as provided by current PW6 version. Hope that helps ? Worth noting we also run AGM ( I haven't got to the bottom yet of whether it could be overwriting some of the Ai skill settings) as I canot seem to be able to get bCombat to load AFTER AGM - if anyone knows a way ? bCombat is last on the mod line way after AGM, but checking RPT's show's it loaded first pretty much first ?! Either way Ai is significantly more fun to play against with more shots fired, less 1 shot 1 kill ( they're still accurate once zero'd in - but give you a chance to manouver or DUCK!) Share this post Link to post Share on other sites
Variable 322 Posted March 16, 2015 We just use Default settings as provided by current PW6 version.Hope that helps ? Thanks, but I was referring to the parameters on your username.Arma3Profile file. Can you share those? If you didn't edit them, are you playing on 'Regular' or 'Veteran'? Share this post Link to post Share on other sites
serjames 357 Posted March 16, 2015 Ahh... ok server is set to "Veteran" we wouldn't have changed any of the Username settings (not even sure you can on the dedi ?) For Zeus units I spawn in as follows Veteren settings (AI on Expert) which is probably a mistake I should probably drop that to "Veteran" J Share this post Link to post Share on other sites
redarmy 422 Posted March 19, 2015 Perhaps an optional feature but one that is DEFINATELY worth having in this mod. Would love it to also cover AI auto rearming and AI auto healing .... but I can dream ! you and me both man. Iv been trying everything to get ai to rearm(non player led) and for me,i need to create missions and make sure each ai have a backpack as to hold enough ammo to see them through.At least bcombat has fatigue off as optional. Share this post Link to post Share on other sites
redarmy 422 Posted March 19, 2015 Fabrizio Iv downloaded the new version,which is great as always,but have noticed this line: bdetect_bullet_max_distance = xxx Is no longer in the config.In recent versions i tuned this number for FPS reasons,is it safe for me to re-add the parameter line into the new config of updated version? My FPS dips more than the last version(significantly) and iv already disable CQB hearing and investigative behavior. ---------- Post added at 12:37 ---------- Previous post was at 12:34 ---------- EDIT: Also this line isnt in new version: bdetect_bullet_max_proximity = (thats the important one for me) Share this post Link to post Share on other sites
gepanzert-faust 10 Posted March 19, 2015 Hey Fabrizio, I'm still enjoying your mod and the new BI suppression feature is great news. Listen, one reason (of many) I use bCombat over other AI mods is with using bCombat the AI actually use their hand grenades - both habitually and accurately in situations where, without this mod, I'd be silently screaming "Use a god damn grenade FFS!". One thing I've noticed though is UGL equipped AI still refuse to use their 40mm nades against infantry, only vehicles (which is a vanilla A3 thing) :mad: Fabrizio, would you please look into this for bCombat? :) I've seen it work in another mod, VCOM AI I think and it works really well. Share this post Link to post Share on other sites
owmyeye 14 Posted March 19, 2015 Listen, one reason (of many) I use bCombat over other AI mods is with using bCombat the AI actually use their hand grenades Yes nade use by AI is pretty good. When i'm real in close to the enemy but obscured from vision, I always now worry a grenade is about to drop next to me. On a funny note, the last few games i've played, I kept throwing grenades at the exact same time as the enemy AI was throwing one back. On one occasion I just let go of the nade and heard the 'tinkle-tink' sound. I started wondering 'does it make that sound when you throw one?', so I dove for cover just in case and yeah, bang. The amount of times the AI and I have thrown the same time at each other to me says the AI is ready to use and does it well (like a human player would). Share this post Link to post Share on other sites
gepanzert-faust 10 Posted March 19, 2015 Yes nade use by AI is pretty good. When i'm real in close to the enemy but obscured from vision, I always now worry a grenade is about to drop next to me. On a funny note, the last few games i've played, I kept throwing grenades at the exact same time as the enemy AI was throwing one back. On one occasion I just let go of the nade and heard the 'tinkle-tink' sound. I started wondering 'does it make that sound when you throw one?', so I dove for cover just in case and yeah, bang. The amount of times the AI and I have thrown the same time at each other to me says the AI is ready to use and does it well (like a human player would). Just the new grenade behavior on its own would make this mod worthwhile :) Like you say, fighting the AI up close is now really dangerous and they keep you on your toes, if you stay for too long in cover you know what's on its way - and being pinned down now by heavy fire in a sitution where you can't change cover is a death sentence, I love it haha Share this post Link to post Share on other sites
zsajak 10 Posted March 20, 2015 How can I enable the vanilla fatigue system back again? I changed bcombat_allow_fatigue = true; in the config file but my soldier still can sprint endlessly Share this post Link to post Share on other sites
fabrizio_t 58 Posted March 21, 2015 FabrizioIv downloaded the new version,which is great as always,but have noticed this line: bdetect_bullet_max_distance = xxx Is no longer in the config.In recent versions i tuned this number for FPS reasons,is it safe for me to re-add the parameter line into the new config of updated version? My FPS dips more than the last version(significantly) and iv already disable CQB hearing and investigative behavior. ---------- Post added at 12:37 ---------- Previous post was at 12:34 ---------- EDIT: Also this line isnt in new version: bdetect_bullet_max_proximity = (thats the important one for me) you may add these settings in config.sqf so they override default. Or you may switch to the new native (BIS) bullet detection, which is supposed to have less overhead and it's supported as well: bcombat_ballistics_native_handler = true; ---------- Post added at 10:36 ---------- Previous post was at 10:32 ---------- How can I enable the vanilla fatigue system back again?I changed bcombat_allow_fatigue = true; in the config file but my soldier still can sprint endlessly Putting bcombat_allow_fatigue = true should suffice to restore BIS default fatigue handling (easy check: lines 890 - 893 here: https://github.com/fabrizioT/bCombat/blob/master/lib/common.sqf). ---------- Post added at 10:41 ---------- Previous post was at 10:36 ---------- Need som help :DI cant get the AI to trow smoke... My settings in config.sqf is bcombat_allow_smoke_grenades = true; // (Boolean) Toggle feature on / off bcombat_smoke_grenades_additional_number = 2; // (Number) number of additional smoke grenades to be automatically ADDED to unit loadout bcombat_smoke_grenades_distance = [75, 250, 0]; // (Array) [ minimum distance, maximum distance, min. distance from target for friendly units] bcombat_smoke_grenades_timeout = [30, 10]; // (Array) [ unit timeout, group timeout ] can eny body help :D Looks fine. Try raising units skill, be sure that mission is not at night / dusk / dawn. ---------- Post added at 10:44 ---------- Previous post was at 10:41 ---------- and being pinned down now by heavy fire in a sitution where you can't change cover is a death sentence, I love it haha Yes, they come and catch you ;) Share this post Link to post Share on other sites
taydeer 10 Posted March 22, 2015 So is the new native (BIS) bullet detection currently in the stable version of ARMA 3? We can now use "bcombat_ballistics_native_handler = true;" in the stable version? Share this post Link to post Share on other sites