stephsen 79 Posted June 13, 2016 good to see that the mod isn't deadst ,best AI mod for Arma3 ,thx Genesis Share this post Link to post Share on other sites
Tuntematon 3 Posted June 16, 2016 Hi. I have small question about scripted version. Who needs that userconfig file? Is it enogh if server have it? If mission have zeus, dose zeus player need it? Share this post Link to post Share on other sites
genesis92x 810 Posted June 17, 2016 Hi.I have small question about scripted version. Who needs that userconfig file? Is it enogh if server have it? If mission have zeus, dose zeus player need it? The server/host needs the file, the server saves the config settings and then pushes them to all clients and JIP clients. The config file is also optional as the scripts will use the default backup within the functions good to see that the mod isn't deadst ,best AI mod for Arma3 ,thx GenesisThank you! I am exited for the update. Good improvements all aroundquote name="Singularity80" post="3042025" timestamp="1465659703"]I have been running tests of various setups for a few days now, I and I could use some insight into how to make this mod produce noticeable differences: I have enable file patching and altered the difficulty settings from enemies that should be completely inept (all settings 0.1) to unbeatable (all settings 1.0) and with little variance I see the same results over and over. I also have Eden Enhance installed to offer myself more options, but then I tried unloading it and I am still seeing the same results over and over. Result: The enemies eventually will shoot me if I stand still long enough, but even with basic evasion and cover they have no chance against me. I want to believe I am not making this mod function correctly. Between the default game, Eden Enhanced, and VCOM, how does Arma know which difficulty settings to accept? How might I prevent any one of those items from clobbering the other? That is what feels like is going on given I cannot seem to produce AI that change in any noticeable way. Do I have to set one of the difficulty presets to 1 instead of 0 so it takes effect? I would appreciate some insight if anyone can offer some. Hrm what a problem! Good testing though... Those are some interesting effects. In the next version I will be adding an option to disable vcom from changing AI skills. EDIT: Wow. I can barely use the formatting in mobile. 1 Share this post Link to post Share on other sites
Tuntematon 3 Posted June 17, 2016 ... aa ok, thank you. Cant wait next version Share this post Link to post Share on other sites
jandrews 116 Posted June 18, 2016 as your improving this great mod. I am wondering IF its possible to have the AI go back into patrol / defend mode per se IF there has been NO firing for (??) set time limit. So for example, your team needs to evac/ resupply and it takes 10 -- 20 min total for round trip base / objective, in that time of NO firing the AI could go back to safe mode / patrol or defend as they were prior and not be in alert / combat mode as you get back to or arrive to new objective. Its been a while for me to use this mod, however prior versions "Firing" seemed to activate AI and keep them alerted / in combat mode period. I am sure this would be difficult to add however just a thought. Share this post Link to post Share on other sites
genesis92x 810 Posted June 18, 2016 as your improving this great mod. I am wondering IF its possible to have the AI go back into patrol / defend mode per se IF there has been NO firing for (??) set time limit. So for example, your team needs to evac/ resupply and it takes 10 -- 20 min total for round trip base / objective, in that time of NO firing the AI could go back to safe mode / patrol or defend as they were prior and not be in alert / combat mode as you get back to or arrive to new objective. Its been a while for me to use this mod, however prior versions "Firing" seemed to activate AI and keep them alerted / in combat mode period. I am sure this would be difficult to add however just a thought. Thinking off the top of my head it would be possible to have the AI go back to an aware state - having them resume a previous patrol route would be more finicky. Share this post Link to post Share on other sites
Singularity80 2 Posted June 20, 2016 Genesis92x, After many more hours of testing I have been able to figure out most of what was going on with the mod - I am guessing I perhaps had a space in the parameter line or some such else because filePatching never enabled I could never see the debug modes work...once I did that I started seeing the mod do its job. :) I still have a concern about how Arma knows what difficulty to use - but otherwise testing is going quite well. I don't have any evidence that clobbering is going on but if I think I do I'll post a short video or something. This mod and ALiVE make for a tense combination in CQB scenarios. Share this post Link to post Share on other sites
jandrews 116 Posted June 21, 2016 Thinking off the top of my head it would be possible to have the AI go back to an aware state - having them resume a previous patrol route would be more finicky. well something to consider i guess. It may be a bit more realistic to have the AI ramp down after (??) time limit expired for combat mode. However would be interesting to see what the AI does once they go to an aware state. Of course the AI would ramp up to combat again once firing starts.... Does firing have a radius or range for AI or is it just when firing anywhere on map begins? Share this post Link to post Share on other sites
DariusBiersack 0 Posted June 21, 2016 good work, this shld be done by BIS Share this post Link to post Share on other sites
genesis92x 810 Posted June 25, 2016 Hey guys, I have a test version here and would appreciate anyone taking the time to play around with it before I push out the mod/script update. The test version is just for the script version currently. Thank you Vcom AI 2.6 TEST VERSION 1 Share this post Link to post Share on other sites
phronk 898 Posted June 25, 2016 Link is broken. Such a tease... ;) Share this post Link to post Share on other sites
genesis92x 810 Posted June 26, 2016 Link is broken. Such a tease... ;) Ah!! What a tease for sure! Somehow I managed to delete it out of the dropbox ><!! Here is a working link! 1 Share this post Link to post Share on other sites
bravo409 13 Posted June 26, 2016 can you make the test version a mod version also instead of script thanks? Share this post Link to post Share on other sites
genesis92x 810 Posted June 26, 2016 can you make the test version a mod version also instead of script thanks? Unfortunately not for the test version. It's too much of a hassle for me to mod up files that I am constantly changing still. Share this post Link to post Share on other sites
Broseph_Stalin90 72 Posted June 26, 2016 Is the mod version the same as script, just in .pbo form, of course? I mean, does it run better, worse, or the same as if I used the script in individual missions? Share this post Link to post Share on other sites
genesis92x 810 Posted June 26, 2016 Is the mod version the same as script, just in .pbo form, of course? I mean, does it run better, worse, or the same as if I used the script in individual missions? To my knowledge (Correct me if I'm wrong). They will run at the same level of performance. Script-wise, there is no difference. The main difference is that the mod version would be executed before the script version in a mission. Share this post Link to post Share on other sites
Tuntematon 3 Posted June 26, 2016 if debug mode is on. Choppers will just fly up. I think thoes blue arrows have something to do whit it :) When i put this on unit init field; this setVariable ["NOAI",1,false]; it give following error. 20:38:48 Error in expression <lse]; if (!(isNull _ConsideringUnit) && !(_Disabled)) then { if (side _Consider> 20:38:48 Error position: <!(_Disabled)) then { if (side _Consider> 20:38:48 Error !: Type Number, expected Bool 20:38:48 File C:\Users\Mika\Documents\Arma 3 - Other Profiles\Tuntematon[HAKA]\missions\CO_Normal_Landing_v1.Takistan\VCOMAI\Functions\VcomAI_QueueHandle.sqf, line 9 im using 2.6 test version. Share this post Link to post Share on other sites
genesis92x 810 Posted June 26, 2016 if debug mode is on. Choppers will just fly up. I think thoes blue arrows have something to do whit it :) When i put this on unit init field; this setVariable ["NOAI",1,false]; it give following error. 20:38:48 Error in expression <lse]; if (!(isNull _ConsideringUnit) && !(_Disabled)) then { if (side _Consider> 20:38:48 Error position: <!(_Disabled)) then { if (side _Consider> 20:38:48 Error !: Type Number, expected Bool 20:38:48 File C:\Users\Mika\Documents\Arma 3 - Other Profiles\Tuntematon[HAKA]\missions\CO_Normal_Landing_v1.Takistan\VCOMAI\Functions\VcomAI_QueueHandle.sqf, line 9 im using 2.6 test version. Thank you! I will take a look into that Share this post Link to post Share on other sites
caboose816 38 Posted June 27, 2016 Excited to see this updated. Watched all the new videos, looks really good. Share this post Link to post Share on other sites
Tuntematon 3 Posted June 28, 2016 i tested this in our community with 10 players. We didint get any errors in server rpt log. But i noticed that it is hard to get AI move. When they are in danger mode, they move very slowly and run back and forth, even when they are not close tho fire fight. All ai have MOVE or SAD waypoint where players are. After 30s on video, i put fast and aware status for ai groups, after that, they started moving faster (like you said in changelog) https://youtu.be/-QWgK2uqXHg Share this post Link to post Share on other sites
S.Crowe 142 Posted June 28, 2016 Congrats on the test release. Oh, and script version 4 life!!!!!! 1 Share this post Link to post Share on other sites
S.Crowe 142 Posted June 29, 2016 Error undefined variable in expression _timeshot VCOMAI_CombatMode.sqf, line 10 Share this post Link to post Share on other sites
Beerkan 71 Posted June 30, 2016 When I spawn a group and assign BIS_fnc_taskPatrol it fails whenever VCOMAI is active. The patrol just stands at their spawn point. (although it looks like the Team leader scans the horizon in different directions, he still just stands there). init.sqf [] execVM "VCOMAI\init.sqf"; Assign BIS_fnc_taskPatrol from my spawn script where PatrolThis is marker point. nul = [_grp1, getMarkerPos PatrolThis,150] call BIS_fnc_taskPatrol; Same if I spawn the units and try to use shk_patrol. nul = [_grp1,150] execVM "scripts\shk_patrol.sqf"; Both work if I don't activate VCOMAI via init.sqf. Using latest version mentioned above. Share this post Link to post Share on other sites
Broseph_Stalin90 72 Posted July 1, 2016 Is there a thing where the AI run to one specific spot as some sort of safe zone or something? Everything worked pretty well, AI engaged intelligently, called in mortars on my position (I think), and all in all seemed to act more human. However when I came to a location I placed enemies, there was no one there, then I see just this horde of AI gathering around one spot that had a Colonel ranked AI. I mean AI came from all around the map, leaving their positions to come to this one little area. Maybe it's a setting with the hearing or reaction thing (Despite this area having no combat around it)? Share this post Link to post Share on other sites
Flax 397 Posted July 1, 2016 Really like using this mod, adds so much more to the COOP gameplay. I had a quick search of the thread but couldn't find a link to a Steam Workshop version - I know not everyone is a fun of releasing on there but do you plan to have a version on the Workshop? Share this post Link to post Share on other sites