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Vcom AI V2.0 - AI Overhaul

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If you are using the script version you can edit the VCOMAI_DefaultSettings.sqf in the functions folder to alter the default behaviors.

 

I'm not. I'd be using the mod one. I plan on just using it for my SP missions. Does that mean I need to place the config file somewhere?

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I'm not. I'd be using the mod one. I plan on just using it for my SP missions. Does that mean I need to place the config file somewhere?

 

I am not using the mod version however all mods that use a Userconfig are pretty straight forward.

In your Arma 3 folder (steam) you should see a folder called "Userconfig". This contains the setting files for various mods that you install.

Inside that folder should be a new folder called "VCOM_AI" , and inside that a file called "AISettingsV2.hpp". <-- Thats what you would edit.

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Hey guys, I am planning on popping into this thread and addressing the problems I see posted some-time this week. Thank you all :D!

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Hey great update, had some fun over the weekend in the editor. However, plugged into an existing mission set up with ALiVE combat supports - when the base was attacked, all the ALiVE Transport and CAS helis took off to [0,0,0] :blink:. Ran a couple times to double check, then ran with Vcom pulled and issue stopped. Also checked while running Pooter's enhanced ASR, helis did not take off. I'm not sure if this is an issue from the past or a brand new bug, but I figure I'd let you know. Nice work, thanks for your contributions to the armaverse!!!

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@4-325Ranger

 

You have to turn AI off on that stuff.

 

Just put this setVariable ["NOAI",1,false]; into the unit's init.

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I have disabled logging (I thought)

 

//Turn this on to see certain debug messages. 1 = YES 0 = NO.

VCOM_AIDEBUG = 0;

 

but I keep getting megabytes of

 

10:21:34   Error Undefined variable in expression: _noaicheck
10:21:34 Error in expression <_IsPlayerCheck>
10:21:34   Error position: <_IsPlayerCheck>
10:21:34   Error Undefined variable in expression: _isplayercheck
10:21:34 Error in expression <_NoAICheck>
10:21:34   Error position: <_NoAICheck>
10:21:34   Error Undefined variable in expression: _noaicheck
10:21:34 Error in expression <!_NoAICheck>
 

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Hellow, thanks for greate mod/script ;). Are there any way to make vcom artillery/mortars less acurate ?

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Ive tried this mod a couple of times, but each time it seems the AI gets super accurate and its nearly impossible to have a firefight since they locate us through bushes, and quickly before we can act.

 

Im using the script version, and i have put null = [] execVM "VCOMAI\init.sqf";  in the init.

When using debug i see their tracks and the text, so the script is loading, but their skill level seems very high. Im using RHS Russia MSV as enemies.

 

What can i do to turn down the skill level? 

 

And also, to be able to have the AI use artillery and mortars, do i have some enemy artillery set on the map ?

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I have disabled logging (I thought)

Thats something completly different. You disabled the debug messages from VCOM, not the universal loggin from BIS, you can do that via ' -nologs '

What you see there is a scripting error. Could be a invalid use of this setVariable ["NOAI", 1, false].

 

 

And also, to be able to have the AI use artillery and mortars, do i have some enemy artillery set on the map ?

Jep you have to place artillery on the map. And of course it  must be in Range, out of my perspective the AI will call Artillery whenever they can. But watch out, if available it could happen that they will send some rounds with cluster ammo in your direction, or Mines.

( Please correct me if I'm wrong. )

Make your self the pleasure of reading the front page, their you find premade skill sets and some sort of tutorial for custom skillsets.

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Hello!

 

First of, awesome addon/mod! Can't play against AI without vcom anymore

 

I was just wondering if there is an easy way for me to disable rearm option? I keep getting this, making my logs real big!

And my mission that I'm usually playing has its own rearm script for the ai, so I don't really need it. :D

 

(I'm using the addon and not the script, if thats important)

Error in expression <VCOMAI_RearmGo;};_Stop = true;} foreach _mags;
if (_Stop) exitwith {};
} foreach>
Error position: <_mags;
if (_Stop) exitwith {};
} foreach>
Error Undefined variable in expression: _mags
File vcomai\VCOMAI\Functions\VCOMAI_RearmSelf.sqf, line 32
format might be a little diffrent, i copy+paste from terminal. :)
 
Thank you!
 
 
 
 
 

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Also I have a question!

 

Normally a players AI uses resources(CPU) from the player pc right? So if I put this on 0, does that mean the server will use its own resources for the player ai + add vcom to them? 

//Turns off VCOMAI for AI units in a players squad
NOAI_FOR_PLAYERLEADERS = 1;

 

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for the most part seems to be working ok however have had at least 1 error.........see below

 

20160910130137_1_zps1stxsuwy.jpg

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Hello!

 

First of, awesome addon/mod! Can't play against AI without vcom anymore

 

I was just wondering if there is an easy way for me to disable rearm option? I keep getting this, making my logs real big!

And my mission that I'm usually playing has its own rearm script for the ai, so I don't really need it. :D

 

(I'm using the addon and not the script, if thats important)

Error in expression <VCOMAI_RearmGo;};_Stop = true;} foreach _mags;
if (_Stop) exitwith {};
} foreach>
Error position: <_mags;
if (_Stop) exitwith {};
} foreach>
Error Undefined variable in expression: _mags
File vcomai\VCOMAI\Functions\VCOMAI_RearmSelf.sqf, line 32
format might be a little diffrent, i copy+paste from terminal. :)
 
Thank you!
 
 
 
 
 

 

 

 

for the most part seems to be working ok however have had at least 1 error.........see below

 

20160910130137_1_zps1stxsuwy.jpg

Are you both using the mod or script version? I use the script and have never seen this.

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Are you both using the mod or script version? I use the script and have never seen this.

Script version......

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We tried to run this mod with MCC by disabling its waypoint behaviour and it really didn't work. The units didn't get any waypoints initially from either mod and when combat started all units got the exact same waypoint after being "called for help" and produce a big mud ball. The AI moved a lot but they really didn't shoot a lot. I would say the two can't be used in any way.

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Are you both using the mod or script version? I use the script and have never seen this.

 

I'm using the mod/addon  :lol:

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Vcom AI did ask some?
Must only the server the VCOM AI Addon load as with ASRAI A3 or the client and the server must load?
Do I have the mod version in my mission to put something?
I ask because I in userconfig /VCOM_AI/AISettingsV2.hpp
VCOM_AIDEBUG = 1; have entered. only no messages will be displayed
 
 
 
sorry for my bad english ;-(

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Hey there, as I'm quite sure, you already fixed the Rearm bug. As I'm quite... impatient,  I had a glance at the Code,  (shame on me :ph34r: )

 

I came up with the following code snippet, fixed it for me. It might be useful to increase 'VCOM_AIMagLimit' a little bit. 

 

 VCOMAI_RearmSelf.sqf

_AL = VCOM_AIMagLimit;
if (vehicle _this != _this) exitWith {};

//The first thing we want to do. Is figure out what ammo this unit is using.
_CM = currentMagazine _this;

//Now, we want to compare this classname to all the other ammo classnames this unit may have and count the number.
_mags = magazines _this;

//Count the total number of mags.
_TC = 0;
{ if (_x isEqualTo _CM) then {_TC = _TC + 1} } foreach _mags;

//If unit has 2 or less, then make the unit find ammo!
if (_TC < _AL) then {
	//Find closest men!
	_FB = _this nearEntities [["WeaponHolderSimulated", "Man", "Air", "Car", "Motorcycle", "Tank"], 200];
	_FB = _FB - [_this];
	{
		if (alive _x && _x isKindOf "Man") then {_FB = _FB - [_x];};
	} foreach _FB;
	
	//If menz are around see if we can take ammo from them first.
	_Stop = false;
	if (count _FB != 0) then {
		{
			_mags = [];
			_Unit = _x;
			if (_Unit isKindOf "Man") then {
				_mags = magazines _Unit;
			} else {
				_mags = magazineCargo _Unit;
			};
			if (isNil "_mags") then {_mags = [];};
			{
				if (_x isEqualTo _CM) exitwith {
					[_this,_Unit] spawn VCOMAI_RearmGo; 
					_Stop = true;
				};
			} foreach _mags;
			if ( _Stop ) exitwith {};
		} foreach _FB;
	};
};

RearmGo ( As after some time, this script was still running, I think the container, where the unit tried to grab a Mag from, was driving away ... :P)

/*
	This function is to ensure the AI reaches their ammo objective!
*/

_RAU = _this select 0;
_RL = _this select 1;

while {((_RAU distance _RL) > 5) && ((_RAU distance _RL) > 100)} do {
	_RAU domove (getpos _RL);
	sleep 4;
};
if ((_RAU distance _RL) > 5) then { _RAU action ["rearm", _RL]; };
 

Maybe this code can be usefull,  to someone, somehow

Edited by crewt

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@4-325Ranger

 

You have to turn AI off on that stuff.

 

Just put this setVariable ["NOAI",1,false]; into the unit's init.

Hey thanks for the response, finally got around to testing this. I placed the code in the init of the CAS, transport, and arty modules; I also placed it in the init of the combat support module itself. Re-pbo'd the whole thing, put it up on the server and same issue, birds spool up automatically if enemy encroaches near the base and arty fires on its own. I went in to the userconfig and removed WEST from Line 38 & 40. No change. Anyone having success running this with ALiVE combat support modules? I am having this issue with both ALiVE missions I have rotating - I will say it runs like a charm on my EOS/scripts mission!   :thumb:   Thanks...

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@4-325Ranger

I actually have the VCOM AI script running in all of my ALiVE missions and never have had a problem except for once on Tanoa. The transport choppers refused to land when a player was in them and ordered to RTB.

However ,

this setVariable ["NOAI",1,false];

fixed this issue for me.

Every other mission has worked perfect.

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I see the script version has the userconfig in an "extra" folder. If the userconfig is used and placed in the server, will the script version respect the userconfig settings?

 

 

Script version path: VcomAI > functions > VCOMAI_DefaultSettings.pbo << this is the same as the the userconfig .hpp file. Can I just make the setting changes I want here and not use the userconfig folder at all if using the script version? Thanks.

Edited by 4-325Ranger

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Has anyone had a bug using the 2.7 script where AI aim SUPER terribly and shoot the ground in front of them. If the AI initiates combat on me they will have decent accuracy, but if I shoot a few rounds at AI they seem to suddenly get shitty at aiming. I can stand 10 meters away from a full squad of enemy ai and they will be unloading at their feet. Their weapons are aimed at me but the rounds just hit the ground.

 

I have tested this with hard placed AI as well as AI that spawn through EOS. I have tested with MOD units as well as default A3 units. I have tested with AI using mod weapons as well as default arma 3 weapons. Not sure how to resolve this.

 

My mod list is currently.

 

- CBA_A3
- Ace
- CUP Weapons
- CUP Units
- CUP Terrains - Core
- CUP Vehicles
- CUP Terrains - Maps
- MRT Accessory Functions
- ShackTac User Interface
- Specialist Military Arms (SMA)
- Em_Buildings
- GWS: Turkish Armed Forces
- Jbad
- Spec4Gear.v4.5
- The CSAT Modification Project
- CSAT-R (Revenant Division)
- Commbat Barricade v0.95

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@4-325Ranger Unsure about that "extra" folder and using it with the script version. I adjust all the settings in the "VCOMAI_DefaultSettings.sqf" found in the VCOMAI\functions folder.

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UPDATE:

 

I found the issue.

 

*NEW* AI's accuracy/vision is impact my rain intensity.

 

This 2.6 addition causes problems when you suppress ai - even slightly.

 

STEPS TO REPRODUCE:

1. Spawn some ai.

2. Have overcast and rain on max

3. Spawn yourself as guy with LMG or have static hmg

4. shoot an entire box at AI - make sure to leave some ai alive to see results

5. observe ai shooting holes all day long 1 foot in front of them. you can walk right up to them and not be hit.

 

This bug might possibly be a bug with any features of ACE that modify ballistics, but even with advanced ballistics off for non marksmen rifles it still seems to bug out. Maybe an issue with some modifications to AI that ace has?

 

Is there a way to disable the ai accuracy hit with heavy rain? I can't seem to find where it is in scripts.

 

EDIT: Found the place where it does the math. It is in the "VCOMAI_FocusedAccuracy.sqf". You can clearly see the weather variable declare then used in the calculations. I ended up taking it out and ai shoot like a charm in the rain - all the other accuracy modifiers still work just fine. Would do a pull request on your git but not sure you check it much @Genesis?

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