mapoule 10 Posted June 17, 2014 (edited) Light, Simple but Rough !!! Improve AI's behaviour, fighting skill and player détection The Team R3F witch have done the R3F Weapons Pack release here a powerfull Addon. "Improving AI behaviour on ArmA serie is a never-ending quest. we have early noticed a "lack of communication" between ArmA3's AI in combat zone. To correct this, {R3F} Mapoule release here an addon R3F_AiComTarget which has been specialy developted for multiplayer mod. It has been tested 24/7 on a multiplayer server with Domination on and also on private edited operation, by daytime and night time. You'll notice an impressive result : Alerted AI will never leave you any rest, and you'll survive only with a clean coop gameplay, with proper weapons, or with good fall-back uses." {R3F} Killjoe Version 1.1 (addon version) : 26/06/2014, 13 Ko Changelog : - addon version. - full single player compatibility. Addon Required : CBA 3 Installation - For a SingerPlayer use, add r3f_aicomtarget folder to root of Arma 3 folder. - For a MultiPlayer use, add r3f_aicomtarget to Arma 3 folder root on the server. Players do not need the addon on there computer. With Zeus, groups or unit created without wp do not react. strange ... Think about putting minimum of one wp group or unit. Download : >>> team-r3f.org/downloads <<< Thanks to Madbull for the tips & tricks .... Thanks to the members of R3F for testing and idea. Edited November 9, 2014 by Mapoule update Share this post Link to post Share on other sites
kremator 1065 Posted June 17, 2014 (edited) Checking now .... thanks. EDIT: Guys this is pretty fantastic. Doing more testing, but I've seen the most human-like reaction from AI ever. How does this scale with large scale AI battles? Looks like we will find out :) Edited June 17, 2014 by Kremator Share this post Link to post Share on other sites
killjoe_R3F 60 Posted June 17, 2014 How does this scale with large scale AI battles? It work's only Ai Vs Human. The communication is improved on short distances (600m setable). The number of AI is not a problem : it is more your survival witch could be a problem :) Share this post Link to post Share on other sites
ice_age0815 37 Posted June 17, 2014 this looks really interesting have try this out Share this post Link to post Share on other sites
Dwarden 1125 Posted June 17, 2014 q, server side only variant possible ? Share this post Link to post Share on other sites
mapoule 10 Posted June 18, 2014 The first version was only server side, when we tested on dedicated server with more than 15/20 players, the server was impressive drop fps in combat phases. Share this post Link to post Share on other sites
Guest Posted June 18, 2014 Release frontpaged on the Armaholic homepage. R3F AiComTarget v1.00 ================================================ We have also "connected" these pages to your account on Armaholic. This means in the future you will be able to maintain these pages yourself if you wish to do so. Once this new feature is ready we will contact you about it and explain how things work and what options you have. When you have any questions already feel free to PM or email me! Share this post Link to post Share on other sites
killjoe_R3F 60 Posted June 18, 2014 q, server side only variant possible ? Could you re-phrase your question ? You mean the script is only in the played mission on server ? : Yes But a good part of the work is done on client side lighting the server's charge. Share this post Link to post Share on other sites
Variable 322 Posted June 18, 2014 Is there a video available that actually shows the improved AI? Share this post Link to post Share on other sites
SavageCDN 231 Posted June 18, 2014 Yay R3F stuff!!! Will check it out thanks. Share this post Link to post Share on other sites
killjoe_R3F 60 Posted June 18, 2014 Is there a video available that actually shows the improved AI? No. In fact it is quite difficult to show a game play improvment on a vidéo... Share this post Link to post Share on other sites
lynx75 1 Posted June 18, 2014 Interresting way to reveal player position and forcing AI suppressing fire. I have a question regarding the performance when i look into the system. Basicaly, each player triggered a fire event handler. When they fire without silencer, a nearestEntities of "Land" type is executed up to 600 meter around and a the resulting array is send to the server using publicVariableServer command. When the server received the array, an processing of each AI entitie of the array is done to change behaviour and force suppressing fire. It seems that the server will process the same entity again and again because there is the same entitie in the array send by players each time the event handler is triggered. What is the impact on the network when 25 players are firing during several minutes ? Maybe a memory database on client side and server side to filter data and avoid AI overprocess on server side could be better to save server fps. Despite this, the approach is interresting. Thanks. Share this post Link to post Share on other sites
coolfact 10 Posted June 18, 2014 Just a quick question, does this script support spawned AI(spawned with zeus)? Share this post Link to post Share on other sites
mapoule 10 Posted June 18, 2014 (edited) Interresting way to reveal player position and forcing AI suppressing fire.I have a question regarding the performance when i look into the system. Basicaly, each player triggered a fire event handler. When they fire without silencer, a nearestEntities of "Land" type is executed up to 600 meter around and a the resulting array is send to the server using publicVariableServer command...............................................on server side could be better to save server fps. Despite this, the approach is interresting. Thanks. Exact, BUT I have used some limitations :pray: : 1. the function fired by the event handler is temporised to every 30sec. 2. there is a ground level of 1.5 knowledge level over witch there is no broadcast. 3. the knowledge level takes time to decrease. Just a quick question, does this script support spawned AI(spawned with zeus)? Yes no problem. Edited June 18, 2014 by Mapoule Share this post Link to post Share on other sites
lynx75 1 Posted June 18, 2014 Exact, BUT I have used some limitations : 1. the function fired by the event handler is temporised to every 30sec. 2. there is a ground level of 1.5 knowledge level over witch there is no broadcast. 3. the knowledge level takes time to decrease. I read the script too fast, this limitations sounds good. Thanks for your answer. Share this post Link to post Share on other sites
Dwarden 1125 Posted June 18, 2014 Could you re-phrase your question ?You mean the script is only in the played mission on server ? : Yes But a good part of the work is done on client side lighting the server's charge. nope, server side means, the script exists as addon, available server side, the mission contain only check for it's presence and tries to activate it nothing else in mission files nothing else for client Share this post Link to post Share on other sites
bravo409 13 Posted June 18, 2014 can this work with single player missions in the editor? Share this post Link to post Share on other sites
mapoule 10 Posted June 18, 2014 can this work with single player missions in the editor? yes yes Share this post Link to post Share on other sites
killjoe_R3F 60 Posted June 18, 2014 (edited) nope, server side means, the script exists as addon, available server side, the mission contain only check for it's presence and tries to activate itnothing else in mission files nothing else for client copy that. So to the original question : server side only variant possible ? Why not. But the client needs the script because a part of the code is executed on his PC. If it is only server side all will be done by the server, No ? And it was heavy in ours tests. Or Part of the script could be broacasted to the client... Let's think about it with Mapoule. Edited June 18, 2014 by killjoer3f Share this post Link to post Share on other sites
Dwarden 1125 Posted June 18, 2014 in such case I would like to see 1. server side pure (let the server CPU scream for help) 2. server side with the little client part 3. server side with support for headless client Share this post Link to post Share on other sites
mapoule 10 Posted June 19, 2014 ok I see it. I am back to work. thank you Share this post Link to post Share on other sites
Persian MO 82 Posted June 19, 2014 nice work. a question: is there any variable or codes to disable R3F_AiComTarget for some squads? Share this post Link to post Share on other sites
mapoule 10 Posted June 19, 2014 There is no code or no variable to disable but in your init.sqf of thé mission you can . if (condition) then { }; Share this post Link to post Share on other sites
coolfact 10 Posted June 19, 2014 nice work. a question: is there any variable or codes to disable R3F_AiComTarget for some squads? Yeah would be nice if you could add a variable to certain units. Share this post Link to post Share on other sites