Devastator_cm 434 Posted November 27, 2016 Hi Guys, my second project and this time for AI aircrafts. Helicopter Patrol Fixed Wing Patrol Features Developed for AI Aircraft (helicopters and fixed wings) Aircraft patrols between markers and adjusts the height based on setup Possiblity to limit speed In case enemy is noticed during patrol, aircraft engages Intel share from ground units in search distance. Which means if there is ongoing battle air unit will be aware of enemy positions if they are in search distance (adjustable) Adjustable communication delay for intel share Restarting the patrol after aircraft finds no more enemy after an engagement Possibility to have multiple aircraft patrols in a scenario Script can be called from triggers or init.sqf Detecting all enemies inside kill zone. From now on aircrafts will not ignore infantry which do not fire on them. Advanced optics will detect all inside kill zone (adjustable) Return to base (RTB) if fuel is low (20% considered as bingo fuel) RTB based on damage situation (less tolerance to damage during normal flight compared to being in combat) RTB based on ammo. The decision is made based on cannon ammo count. RTB if gunner dies. Refuel, repair and reload ammo at base Target priority rules. Enemy aircrafts are highest value targets. After that comes tanks, armored vehicles, static weapons and infantry. Dense enemy formations have value multiplier which means 10 infantry in close formation is more valuable target than a single Humwee Laser guidence is used if aircraft has any missiles/bombs which can benefit from laser lock. Future Plans Possibility to have multiple bases Known Issue(s) I didn't code anything to improve the aiming of AI pilots. So still vanilla skils and attack methods are in play which means helicopters are also doing fly by to attack and they cannot hit that accurate. Download Dropbox (version 2.1) Armaholic (version 2.1) Sample Mission Dropbox Usage Details are in readMe.txt inside the zip. Examples about how to add custom code or adjust patrol behaviour are inside AirPatrolEnd.sqf. Sample mission can be found above. Version History v.2.1 Fixed: Independent aircrafts were not using laser guidence. Fixed: Logic Objects on map can cause aircraft to stuck in combat mode over an area as such objects might be categorized as enemy. Added: After attack while waiting the restart countdown, aircrafts will do loiter over the area. Tweaked: Some code optimizations. v.2.0 Fixed: Workaround applied due to bug in BIS_fnc_EnemyTargets function which does not consider static weapons as enemy Added: Fixed wing support Added: RTB based on ammunition Added: RTB if gunner is dead Added: Aircraft uses laser for guided bombs Added: Target priority rules v.1.5 Fixed: Possiblity that aircraft stucks at a marker and starts turning around it Added: RTB based on damage Tweaked: Adjustable ServiceTime option removed from script call. Service time is now depending on how much fuel is missing or how much damage is taken Tweaked: AltitudeArray removed from script call. Multi-dimensional array will be used to hold markers and altitude together v.1.0 Initial version Enjoy! 16 Share this post Link to post Share on other sites
Devastator_cm 434 Posted December 2, 2016 A medium release which contains a bug fix and new functionality is just released :)Enjoy! Share this post Link to post Share on other sites
Guest Posted December 5, 2016 Thanks for the headsup about this release :) Release frontpaged on the Armaholic homepage. Devas Helicopter Patrol v1.5 Share this post Link to post Share on other sites
YesYoa 40 Posted December 5, 2016 Sounds nice! Do you think about to share a sample mission with us? ;) Share this post Link to post Share on other sites
Devastator_cm 434 Posted December 5, 2016 I am working on the extension of script for jets at the moment :( Maybe after that I can prepare a sample scenario or a video Share this post Link to post Share on other sites
Bezzen 11 Posted December 5, 2016 Does it work in MP dedi? Share this post Link to post Share on other sites
Devastator_cm 434 Posted December 5, 2016 Yes it does work. I am creating missions for my team as well and I have a dedicated server. So whatever I develop is based on the ideas for my own missions initally but then they grow with extra functionalities during development cycle :) As this is purely AI related work, it will work in mp at dedi without any issue because AI (also vehicles of AI) will be local to server Share this post Link to post Share on other sites
Devastator_cm 434 Posted December 16, 2016 Hi All, a major release ready. It fixes following point as well https://forums.bistudio.com/topic/199812-bis-fnc-enemytargets-does-not-find-staticweapons/ Thanks to Grumpy Old Man, I applied his workaround until BI fixes their function. Main changes are related to fix wing, laser guidence and RTB based on ammo. Enjoy! p.s. Foxhound can you rename the script at armaholic? It is from now on "Devas Aircraft Patrol" with fix wing adjustment :) 2 Share this post Link to post Share on other sites
Guest Posted December 16, 2016 New version frontpaged on the Armaholic homepage. Devas Aircraft Patrol v2.0 ** name changed as requested. Share this post Link to post Share on other sites
Devastator_cm 434 Posted December 16, 2016 Thanks Foxhound :) I forgot to put info regarding Added: Target priority rules can you please update armaholic ? :( Share this post Link to post Share on other sites
Guest Posted December 17, 2016 Added to the changelog ;) Share this post Link to post Share on other sites
TitansWeasel 6 Posted December 29, 2016 Hello i'am doing my first steps in Mission Building and using scripts. I have build an Airpatrol with one Y-32 and 3 waypoints. So far everything is good, but after the last waypoint it just flys straight. i want it to repeat the patrol and adjusted the AirPatrolEnd, but nothing is happening. Quote // AirPatrolEnd.sqf // © v.2 DECEMBER 2016 - Devastator_cm private _Vehicle = _this select 0; private _LastMarker = _this select 1; // Last marker which air unit reached if(_Vehicle == aircraft_1) then {_handle = [aircraft_1, [["pos_1", 200], ["pos_2", 200], ["pos_3", 200]], 3500, 200, 30, [10, 30, 60], Base1, 150] spawn DEVAS_AirPatrol;}; /////// CUSTOM CODE CAN BE USED FROM THIS POINT ON /////////// // From this point on, you can add the logic which you want to happen when air unit arrives to final point (i.e. calling your own scripts). // You can use the _Vehicle to choose different actions based on the air unit which arrived in case there are multiple air units in your Scenario. is that the right way to do it? greetings Mike Share this post Link to post Share on other sites
Devastator_cm 434 Posted December 29, 2016 can you show me the initial call to the script which you used for your Y-32 and 3 WPs? Share this post Link to post Share on other sites
TitansWeasel 6 Posted December 29, 2016 This is the init of the Y-32 i start it with a trigger. _handle = [aircraft_1, [["pos_1", 200], ["pos_2", 200], ["pos_3", 200], 3500, 250, 30, [10, 30, 60], base_1, 150]] spawn DEVAS_AirPatrol; thanks for your help! Share this post Link to post Share on other sites
Devastator_cm 434 Posted December 29, 2016 hmm looks fine actually. Can I see your mission? Share this post Link to post Share on other sites
TitansWeasel 6 Posted December 29, 2016 i have send you a link to my OneDrive. Share this post Link to post Share on other sites
Devastator_cm 434 Posted December 29, 2016 Okayyyy 1- So first mistake (which I didn't notice from your message right away) is the wrong syntax Right after I run the initial call it shows the error message in black screen http://i67.tinypic.com/jjsb51.jpg to fix it you need to put the ] properly _handle = [aircraft_1, [["pos_1", 200], ["pos_2", 200], ["pos_3", 200]], 3500, 250, 30, [10, 30, 60], base1, 150] spawn DEVAS_AirPatrol; 2- The base marker which you created is base_1 and not base1. You wrote wrong one in end script and also in your trigger fix both and all looks working Share this post Link to post Share on other sites
TitansWeasel 6 Posted January 2, 2017 Thank you for your help!! Everything is working now. greetings Mike Share this post Link to post Share on other sites
Devastator_cm 434 Posted February 19, 2017 I am back with a new release to fix some issues and optimize the code a bit. I add video to demenstrate the behaviour when the script is used. I also add a sample mission. All can be find in first message in thread Share this post Link to post Share on other sites
Jnr4817 215 Posted February 20, 2017 I really love this script. I have not tried this yet, but will it allow a group or flight of 3 aircraft(Pawnees or MELB) to work and fly together as one group controlled by the script? Will this work on dedicated? Thanks Share this post Link to post Share on other sites
Devastator_cm 434 Posted February 20, 2017 it works on dedicated. Formation flight is not implemented to so you need to trigger the script 3 times if you want 3 aircraft. They might look like they are in formation though :) Share this post Link to post Share on other sites
Guest Posted February 20, 2017 New version frontpaged on the Armaholic homepage. Devas Aircraft Patrol v2.1 Share this post Link to post Share on other sites
Devastator_cm 434 Posted February 20, 2017 20 minutes ago, foxhound said: New version frontpaged on the Armaholic homepage. Devas Aircraft Patrol v2.1 Thanks Foxhound! Can you please also add the videos to Armaholic page and maybe a link to sample mission (or host it by you instead of my dropbox?:) ) Share this post Link to post Share on other sites
kMaN175 34 Posted February 20, 2017 Awesome work and thanks for taking the time to make it and share it! Share this post Link to post Share on other sites
2RGT_NEON 0 Posted March 10, 2017 HELLO, THE MIX OF TRIAL NOT LEAVE NE HELICOPTERS NOT EVEN THE PLANE. Share this post Link to post Share on other sites