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I found if I place the ambience module not synced (in Takistan) it does not work right away. If I reload the mission it works fine. That was throwing me of making me think I need the game logics.

Ps. This mod run along side V-Com driving mod is cool. The standard ai driving is horrendous lol. VCom fixes the constant crashing into buildings etc.

Yeah, Takistan doesn't need the Game Logic workaround. It's indexed to use it properly. Maps like FATA and CLAfghan are not and need Game Logic.

What are you syncing the Ambience module to? It shouldn't be synced to anything except when Game Logic is needed.

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Just reporting a few issue i found with detection module and a suggestion....

 

When i get changed into a CIV from IND by wearing the incognito clothing i can equip a pistol, shoot russians in the face and still stay as a civ. Equipping a primary makes me hostile as intended.

When I run over enemy in a vehicle I stay incognito.

 

Is it possible to add a "Will be spotted" option with a percentage we can change so there is always a risk to walk or drive by the enemy?

Currently if i'm incognito i can walk up in the enemies face and point out positions to my team mates with no risk. Would be cool if we could edit this depending on our scenario.

 

Good thing i've saw that u may or may not know about....

If im incognito and my team mate is injured and needs ACE medical treatment we get shot at for helping him :)

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I've kinda left the detection module to be for a couple reasons, the method I used to determine detection turned out to be poor for that purpose,

 

Is it possible to add a "Will be spotted" option with a percentage we can change so there is always a risk to walk or drive by the enemy?
Currently if i'm incognito i can walk up in the enemies face and point out positions to my team mates with no risk. Would be cool if we could edit this depending on our scenario.

 

 

It should work this way automatically as long as the enemy is specified in the module. If it's not working like that, probably bugged out for whatever reason.
 
Good thing i've saw that u may or may not know about....
If im incognito and my team mate is injured and needs ACE medical treatment we get shot at for helping him

 

 

Know clue why this would happen :(
 
I've wanted to redo this module but unfortunately I think it would require a completely scripted method to determine detection and that's just unfortunately not something I have time for right now.

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1% chance of appearing ;)

 

"So you're saying there's a chance...."

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Like HeroesandVillainsOS said, make sure you are using the hotfix from last night. I had accidentally made a typo that saved uniformItems twice in place of the vestItems.

 

 

@HeroesandVillainsOS

Here's how it should look

 

https://gyazo.com/8656a11277a3f0d2a8778536e0d81c86

https://gyazo.com/53d84535a135324b8f3a807a4927346c

Could someone look at the Game Logic photos for me and tell me if it looks exactly how it needs to be set up? It's still not working for me. Do I need to set the Game Logic flags as "playable" or anything like that?

Also Spyder, I noticed that in the Civilian Interaction menu, the question about hideout locations no longer seems to yield any answer.

Again, not a biggie if this will take time away from reworking the system. I'm just wondering, is this the only conversation path that can lead to discovering enemy Weapons Cache's and Weapon's Depots?

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I'll send you an example mission for game logics.

For civilian Interaction - I think so, whether it remains this way post-rework I don't know

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Is the detection only supposed to work for one player at a time? I get my teammates to dress exactly like me and they don't turn friendly like me.

Cheers

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I might have only made it work for players to save perf. Idk though. The more time goes by, the more I realize that module was just a bad weekend project.

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Awesome addon, I really love the hassle free AI recruitment.

 

I would love to see a "generic side objectives" module. Kinda like AISS 3 player tasking. Players are given random task based on what is happening around. Enemy got a tank or a helicopter? Player may get a task to destroy it. Nearby friendly squad in combat? Player may get the task to assist them. Player near some small village? Possible task to check it out. And so on.

 

I like when game gives me some kind of direction with tasks like this, unfortunately AISS buttrapes my FPS and scripting so I cant use it for player tasking. ALivE tasks are cool, but they are more of main tasks, while my idea would give player side objectives that are not necessary to complete.

 

Just wanted to drop the idea.

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Awesome addon, I really love the hassle free AI recruitment.

I would love to see a "generic side objectives" module. Kinda like AISS 3 player tasking. Players are given random task based on what happens around. Enemy got a tank or a helicopter? Player may get a task to destroy it. Nearby friendly squad in combat? Player may get the task to assist them. Player near some small village? Possible task to check it out. And so on.

I like when game gives me some kind of direction with tasks like this, unfortunately AISS buttrapes my FPS and scripting so I cant use it for player tasking. ALivE tasks are cool, but they are more of main tasks, while my idea would give player side objectives that are not necessary to complete.

Just wanted to drop the idea.

A lot of requests for a better ALiVE tasking system lately. Me being one of those beggars. :)

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Awesome addon, I really love the hassle free AI recruitment.

 

I would love to see a "generic side objectives" module. Kinda like AISS 3 player tasking. Players are given random task based on what happens around. Enemy got a tank or a helicopter? Player may get a task to destroy it. Nearby friendly squad in combat? Player may get the task to assist them. Player near some small village? Possible task to check it out. And so on.

 

I like when game gives me some kind of direction with tasks like this, unfortunately AISS buttrapes my FPS and scripting so I cant use it for player tasking. ALivE tasks are cool, but they are more of main tasks, while my idea would give player side objectives that are not necessary to complete.

 

Just wanted to drop the idea.

 

Thanks, 

Good suggestion, will add it to my list of module ideas. Would definitely be a cool thing to add.

 

A lot of requests for a better ALiVE tasking system lately. Me being one of those beggars. :)

 

And maybe if I can finish the civilian interaction rewrite I can look at it and try to write a proof-of-concept for more stable tasks, if someone doesn't beat me to it :)

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I might have only made it work for players to save perf. Idk though. The more time goes by, the more I realize that module was just a bad weekend project.

I'm talking about players :)

Na man this module is pretty good for something you through together in a weekend. Opens up a whole new playstyle as insurgents :)

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Spyder, DON'T waste your time making me a sample mission for Game Logic and the Ambience module! I figured it out. I was doing it correctly but for whatever reason, on FATA, it still only works in the city which is why I didn't see it working. I had 7 placed up there and had a bajillion cars all spawn at once! LOL!

It's working exactly how you had it in the photo. Thanks man!

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Ok. So I think the game logic syncing of the ambience module is broken or I'm still just not grasping how to use it.

I have one Game Logic marker placed on the main city on FATA and Ambience will spawn several vehicles simultaneously, seemingly regardless of my settings. This is killing performance. I have tried adjusting spawn radius (I tried 500, then 1000), and I've also tried limiting vehicles to 10% with only one allowed to spawn per area but even then, several still spawn at the same time in this city (really clustered together) which makes the mission unplayable due to FPS drops. Should I make spawn distance a really big number and see if that helps?

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Ok. So I think the game logic syncing of the ambience module is broken or I'm still just not grasping how to use it.

I originally had like a dozen game logics synced to ambience spread randomly all over the map on FATA in an effort to get a mission going. After learning from Incontentinetia that this wasn't necessary on this map (he said only the one city in the center of the map can spawn ambience) and not seeing any ambience at all when placed randomly everywhere, I removed all of the game logic modules and decided to try having only one synced to ambience instead. I placed on the one main city I was told works.

After doing this, the city where the module is placed, Ambience spawns several vehicles simultaneously. This is killing performance. I have tried adjusting spawn radius, and I've also tried limiting vehicles to 10% with only one allowed to spawn per area but even then, several still spawn simultaneously in this city which makes the mission unplayable due to FPS drops.

I don't really get why Ambience is suddenly working for me now. It's been weeks and only after placing the game logic on this city have I seen it working. But now regardless of the Ambience module settings it seems to be having carte blance, regardless of how I adjust the ambience module.

 

 

You may wish to try out TPW mod for ambiance as it also features civilians, vehicles and animals. See if its better for your performance.

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You may wish to try out TPW mod for ambiance as it also features civilians, vehicles and animals. See if its better for your performance.

Hey man. I didn't meant to sound like I was judging the mod! I'm not complaining about SpyderAddons! It's one of my favorite addons ever! Sorry if I came across as critical. TPW would t work for this purpose any way because it doesn't organically mesh into ALiVE's framework.

There's an unusual occurrence where on some maps, the Ambience module can't work because of the way the map itself was created. Normally ambience works perfectly (just plop the module down). So, for the odd maps, Spyder added in a workaround for the Ambience module, which "forces it to work" on these kind of maps by syncing it to Game Logic.

I still don't think I'm grasping how to properly use this method so it distributes animals and vehicles over a larger distance.

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LOL! Hey man I'm not complaining about SpyderAddons! It's one of my favorite addons ever! Sorry if I came across as critical.

No, I didnt mean anything critical either. I just pointed out you can try out TPW and see if it works better for you. Maybe its some scripting that causes lag or something. If its Spyder ambiance problem then at least you will have replacement until fix comes. I use TPW for parked cars and stuff and I didnt have any issues with it it and Spyder addons. Im just careful not to use same features on multiple mods.

 

Anyway, I was just dicking around with the vehicle spawner module. Its just lovely, so easy to create a operating base for my MSO with different spawn points for boats, planes, cars and stuff. Also, I can have separate spawning points for different bases. No more row and rows of vehicles I think I would like to have.

 

My only suggestion would be options to limit the max number of vehicles from a single module. Also a removal of destroyed and abandoned vehicles when spawning new vehicle.

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No, I didnt mean anything critical either. I just pointed out you can try out TPW and see if it works better for you. Maybe its some scripting that causes lag or something. If its Spyder ambiance problem then at least you will have replacement until fix comes. I use TPW for parked cars and stuff and I didnt have any issues with it it and Spyder addons. Im just careful not to use same features on multiple mods.

 

Anyway, I was just dicking around with the vehicle spawner module. Its just lovely, so easy to create a operating base for my MSO with different spawn points for boats, planes, cars and stuff. Also, I can have separate spawning points for different bases. No more row and rows of vehicles I think I would like to have.

 

My only suggestion would be options to limit the max number of vehicles from a single module. Also a removal of destroyed and abandoned vehicles when spawning new vehicle.

I edited my post for clarity.

I have one ambience module placed down and one game logic marker (synced together) placed over the one city ambience is said to work on on FATA. I don't use ALiVE's integrated ambient vehicles or any of that.

I have the ambience module set to spawn vehicles at a 10% chance in a 1000 spawn radius. Even then, at least when I teleport to the city to test it, 4-5 vehicles spawn all at once in I'd estimate a 300M radius in the city. This is why I think I'm just using the module settings wrong for the game logic workaround.

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Just a question: will the civilian interaction module work with any civilians, or they need to be spawned by the ambient module? I mean stuff like working with OPFOR and such.

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Just a question: will the civilian interaction module work with any civilians, or they need to be spawned by the ambient module? I mean stuff like working with OPFOR and such.

I think it's tied to ALiVE's Civilian Placement and Civilian Population modules. As well as the enemy faction and their ALiVE modules.

This is how civs reveal Intel on enemy positions and HQ's.

The framework is already there even without SpyderAddons. His module just enhances the experience. The module itself cannot spawn civilians.

Think of ALiVE as the cake and SpyderAddons Civilian Interaction as the icing.

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Ok. So I think the game logic syncing of the ambience module is broken or I'm still just not grasping how to use it.

I have one Game Logic marker placed on the main city on FATA and Ambience will spawn several vehicles simultaneously, seemingly regardless of my settings. This is killing performance. I have tried adjusting spawn radius (I tried 500, then 1000), and I've also tried limiting vehicles to 10% with only one allowed to spawn per area but even then, several still spawn at the same time in this city (really clustered together) which makes the mission unplayable due to FPS drops. Should I make spawn distance a really big number and see if that helps?

 

Does this happen without a game logic placed (test with Stratis if needed). From what I've tested, which consists of only using Stratis, everything has worked fine but if something is broken I'll fix it.

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Just a question: will the civilian interaction module work with any civilians, or they need to be spawned by the ambient module? I mean stuff like working with OPFOR and such.

 

Yes, it uses the data that ALiVE ties to civilians in order to fill the answer for most of the questions.

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Hi spyder, how do you think about stringtables with other languages almost for civilian interaction. Thanks for the mod, nice job!!!

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No, I didnt mean anything critical either. I just pointed out you can try out TPW and see if it works better for you. Maybe its some scripting that causes lag or something. If its Spyder ambiance problem then at least you will have replacement until fix comes. I use TPW for parked cars and stuff and I didnt have any issues with it it and Spyder addons. Im just careful not to use same features on multiple mods.

 

Anyway, I was just dicking around with the vehicle spawner module. Its just lovely, so easy to create a operating base for my MSO with different spawn points for boats, planes, cars and stuff. Also, I can have separate spawning points for different bases. No more row and rows of vehicles I think I would like to have.

 

My only suggestion would be options to limit the max number of vehicles from a single module. Also a removal of destroyed and abandoned vehicles when spawning new vehicle.

 

Thanks! Suggestions noted. I might try to stay away from having a built-in garbage cleaner to the module however because I'm a performance cruncher. I have added in a "Code" field which can be used to run code on newly spawned vehicles, which can include one of the many garbage cleaner methods out there. It's still a thought though, maybe a toggle option.

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