genesis92x 810 Posted November 20, 2018 2 hours ago, TeaIsGoodForHealth said: Thanks for the great mod. I would like to report one issue: The AI-driven convoy tends to change formation based on the terrain. I don't want to set "VCM_FRMCHANGE = false" since I still want the infantry AI to be able to change formation. Would it be possible to disable AI capability to change formation only when they are in convoy and their behavior is "safe", sth like: if (unit is in vehicle && behavior is safe) then {VCM_FRMCHANGE = false;} It looks strange when a column formation convoy tries to go into a line formation when there is no threat. This is a good idea, expect this in the next update. could you put this as a request on the GitHub? Also, thank Freddo for this. He is amazing Just now, WAR326 said: I tested work together ASR AI3 and that mod - together they work fine. ASR AI3 forced AI shooting on 2-3 round. I load ASR AI3 before that mod. Thus to features it mod adds realistic firing mode. I wonder how ASR AI3, does this. 16 hours ago, SolarCataclysm said: Same, VCom is broken atm 16 hours ago, AtomicBoy said: hello, when you take the ARMA3 with the Vcom AI 3.1 Update mod, the following message appears: "script vcom \ Functions \ VCM_CBASetting.sqf not found." After reviewing the addon, the script exists but the error comes out. Br, AtomicBoy I don't get this error using the mod - try enabling filepatching, that still works just fine. 1 Share this post Link to post Share on other sites
genesis92x 810 Posted November 20, 2018 Here is a fix for the CBA issue :) https://www.dropbox.com/s/b345svaw8w4qyrh/%40VcomAI3.1CBAFix.zip?dl=0 1st post updated Would it be possible to have this updated over at ArmAholic? 4 2 Share this post Link to post Share on other sites
loopdk 92 Posted November 21, 2018 works perf Just rember that you need to loadup game in to mission befor you can accces the CBA settings for vcom, you can not in the editor. 1 Share this post Link to post Share on other sites
b0s 18 Posted November 21, 2018 Thank you again Genesis and Freddo! With Arma3 being the only game I still play and only VCOM making the AI interesting enough... this means a lot. This might be the best release. No errors thus far and all features seem to be working. One thing I noticed that an AI group w/o waypoints didnt want to advance in my direction when I shot at them from 500m Question. Do the CBA settings overrule the userconfig settings for the mod? 1 Share this post Link to post Share on other sites
Guest Posted November 22, 2018 It seems that even after the update VCOM still changes skill of AI units even though you set it off in the config file and cba settings. Don't know whether the problem is on my end or not, though I doubt it as it works flawlessly with the older version of VCOM (2.9.1 or whichever it was). No matter what, whenever I place an ai group in Zeus, their skill will jump up to 100 (but not their secondary skills like aiming and such, which stay bellow 100 or even at zero) after like 5-10 s and at this point you have to manually slide it back to your desired skill (which changes all their secondary skills equally). Ido have file patching turned on and config file in the right folder. I tried only the mod version though (both from steam and dropbox). Any idea what I could be doing wrong or where the culprit is? Thanks L Share this post Link to post Share on other sites
WAR326 7 Posted November 22, 2018 This amazing mod, but i'm notice one error. I'm use ACE and Blastcore mods and when vehicle blast show it: "...QSTHELP", false];]; private _trgtPos = |#|getpos _killer; if (isPlayer _unit) ex...' Error getpos: Type Number, expected Object, Location File vcomai\Vcom\Functions\VCM_Functions\fn_Clst_Warn.sqf [VCM_fnc_ClstWarn], line 30 Share this post Link to post Share on other sites
genesis92x 810 Posted November 23, 2018 On 11/21/2018 at 2:54 AM, b0s said: Thank you again Genesis and Freddo! With Arma3 being the only game I still play and only VCOM making the AI interesting enough... this means a lot. This might be the best release. No errors thus far and all features seem to be working. One thing I noticed that an AI group w/o waypoints didnt want to advance in my direction when I shot at them from 500m Question. Do the CBA settings overrule the userconfig settings for the mod? I would monitor them via zeus to see what waypoints they decided to generate. Sometimes they will generate waypoints to fallback, flank, or simply do nothing - if they are consistently doing this then I would be more concerned. CBA settings will override the userconfig settings. Thank you :) 20 hours ago, Lothear said: It seems that even after the update VCOM still changes skill of AI units even though you set it off in the config file and cba settings. Don't know whether the problem is on my end or not, though I doubt it as it works flawlessly with the older version of VCOM (2.9.1 or whichever it was). No matter what, whenever I place an ai group in Zeus, their skill will jump up to 100 (but not their secondary skills like aiming and such, which stay bellow 100 or even at zero) after like 5-10 s and at this point you have to manually slide it back to your desired skill (which changes all their secondary skills equally). Ido have file patching turned on and config file in the right folder. I tried only the mod version though (both from steam and dropbox). Any idea what I could be doing wrong or where the culprit is? Thanks L Try opening the userconfig folder and find the line VCM_AIDIFSET = Delete everything between the { } So it should look like this VCM_AIDIFSET = { }; 20 hours ago, WAR326 said: This amazing mod, but i'm notice one error. I'm use ACE and Blastcore mods and when vehicle blast show it: "...QSTHELP", false];]; private _trgtPos = |#|getpos _killer; if (isPlayer _unit) ex...' Error getpos: Type Number, expected Object, Location File vcomai\Vcom\Functions\VCM_Functions\fn_Clst_Warn.sqf [VCM_fnc_ClstWarn], line 30 Huh, looks like _Killer is not pulling an actual object, will have to add a check in the function Share this post Link to post Share on other sites
target_practice 163 Posted November 24, 2018 The AI don't seem to use the UAVs they deploy. Share this post Link to post Share on other sites
Freddo3000 74 Posted November 24, 2018 6 hours ago, target_practice said: The AI don't seem to use the UAVs they deploy. The UAV backpack is currently treated as a static weapon with no additional functionality. Improved functionality may come in later versions. On 11/22/2018 at 12:35 PM, Lothear said: It seems that even after the update VCOM still changes skill of AI units even though you set it off in the config file and cba settings. Don't know whether the problem is on my end or not, though I doubt it as it works flawlessly with the older version of VCOM (2.9.1 or whichever it was). No matter what, whenever I place an ai group in Zeus, their skill will jump up to 100 (but not their secondary skills like aiming and such, which stay bellow 100 or even at zero) after like 5-10 s and at this point you have to manually slide it back to your desired skill (which changes all their secondary skills equally). Ido have file patching turned on and config file in the right folder. I tried only the mod version though (both from steam and dropbox). Any idea what I could be doing wrong or where the culprit is? Thanks L This is a bug that will be fixed in the next update. 1 1 Share this post Link to post Share on other sites
target_practice 163 Posted November 24, 2018 7 minutes ago, Freddo3000 said: The UAV backpack is currently treated as a static weapon with no additional functionality. Improved functionality may come in later versions. Well that's weird, since they always used to work. I've also noticed that the "sides affected" option in the CBA config menu doesn't seem to work, as when set to WEST and EAST only indies still do things like steal vehicles. Share this post Link to post Share on other sites
Freddo3000 74 Posted November 24, 2018 @target_practice UAV functionality was something that was deprecated in the transition to 3.0. It may get revamped and added at a later stage. Looking into the "sides affected" issue, is this to only case or do they also generate waypoints, place mines, etc? Also, did you change the parameter after mission start? Share this post Link to post Share on other sites
target_practice 163 Posted November 24, 2018 No, but in any case the AI weren't in fact stealing vehicles, they were however creating an overhead consistent with VCOM being active. EDIT: Nevermind, it wasn't VCOM causing the lag at all. Share this post Link to post Share on other sites
Guest Posted November 27, 2018 @Freddo3000 @genesis92x I see. Thanks. Deleting that part of config, however, did work, but for some reason, the CBA menu disappeard. Share this post Link to post Share on other sites
Freddo3000 74 Posted November 29, 2018 If people are interested you can test out upcoming features on the github.Development branch AI Driving feature branch If feedback is provided it may lead to a more stable and quicker release, just be sure to mention that you are using the development branch. 1 Share this post Link to post Share on other sites
AtomicBoy 33 Posted December 5, 2018 (edited) To increase the number of forward observer when using the VCom artillery (Replaced by "Fire For Effect") you can modify the file FFE.sqf add the following list: if (isNil ("RydFFE_FOClass")) then {RydFFE_FOClass = [ "i_spotter_f", "o_spotter_f", "b_spotter_f", "o_recon_jtac_f", "b_recon_jtac_f", "i_sniper_f", "o_sniper_f", "b_sniper_f", "i_soldier_m_f", "o_soldier_m_f", "b_g_soldier_m_f", "b_soldier_m_f", "o_recon_m_f", "b_recon_m_f", "o_soldieru_m_f", "i_uav_01_f", "i_uav_02_cas_f", "i_uav_02_f", "o_uav_01_f", "o_uav_02_cas_f", "o_uav_02_f", "b_uav_01_f", "b_uav_02_cas_f", "b_uav_02_f", "rksla3_uav_watchkeeper_uk", "ad_oh58d", "FR2035_UGV_01_rcws_F", "FR2035_UAV_01_F", "B_UAV_02_JF", "B_UAV_02_CAS_JF", "JF_UGV_01_F", "JF_UGV_01_rcws_F", "FR2035_UGV_01_F", "CUP_O_TK_Soldier_SL", "CUP_O_TK_SpecOps_TL", "CUP_I_RACS_SL_wdl", "CUP_I_RACS_SL", "CUP_I_RACS_SL_Mech", "CUP_I_RACS_SL_Urban", "CUP_I_RACS_RoyalCommand", "CUP_I_RACS_RoyalGuard", "CUP_I_RACS_RoyalMarksman", "CUP_B_AH6X_USA", "CUP_B_USMC_DYN_MQ9", "CUP_O_RUS_Soldier_TL", "CUP_O_RUS_Soldier_GL", "CUP_O_RUS_Soldier_Marksman", "CUP_O_RUS_SpecOps_Scout", "CUP_O_RUS_SpecOps", "CUP_O_RUS_SpecOps_SD", "ffaa_ea_reaper", "ffaa_et_searcherIII", "ffaa_brilat_jefe_peloton", "ffaa_brilat_jefe_escuadra", "ffaa_brilat_jefe_peloton_ds", "ffaa_brilat_jefe_escuadra_ds", "ffaa_brilat_observer", "ffaa_brilat_observador_ds", "ffaa_et_moe_lider", "ffaa_et_moe_lider_ds", "ffaa_bripac_jefe_peloton_ds", "ffaa_bripac_jefe_peloton", "ffaa_bripac_jefe_escuadra_ds", "ffaa_bripac_jefe_escuadra", "FIR_A10C_OS", "I_RUS_SSO_Squad_Leader_01", "I_RUS_Recon_01", "LOP_TKA_Infantry_SL", "LOP_TKA_Infantry_TL", "LOP_RACS_Infantry_SL", "LOP_RACS_Infantry_TL", "min_rf_spetsnaz_desert_TL", "min_rf_spetsnaz_TL", "PLA_UAV_01", "vme_CH4B", "O_T_UAV_04_CAS_F", "O_mas_vdv_soldier_JTAC_F", "O_mas_vdv_soldier_JTAC_F_p", "O_mas_vdv_soldier_JTAC_F_d", "O_mas_rul_recon_JTAC_F_gc", "O_mas_rul_recon_JTAC_F", "O_mas_rul_recon_JTAC_F_bw", "O_mas_rul_recon_JTAC_F_dp", "O_mas_rul_recon_TL_F", "B_CTRG_Soldier_JTAC_tna_F", "B_mas_fra_recon_JTAC_F_ca", "B_mas_fra_recon_JTAC_F", "B_mas_fra_recon_JTAC_F_jp", "B_mas_fra_recon_JTAC_F_da", "B_mas_usl_recon_JTAC_F", "B_mas_ger_recon_JTAC_F_ca", "B_mas_usl_recon_JTAC_F_ca", "B_mas_ger_recon_JTAC_F", "B_mas_ger_recon_JTAC_F_jp", "B_mas_ger_recon_JTAC_F_da", "B_mas_usl_recon_JTAC_F_fr", "B_mas_usl_recon_JTAC_F_da", "B_mas_usl_recon_JTAC_F_hc", "B_mas_usl_recon_JTAC_F_jp", "B_mas_usl_recon_JTAC_F_bw", "rhsusf_army_ocp_jfo", "rhsusf_army_ocp_teamleader", "rhsusf_army_ocp_squadleader", "rhsusf_army_ocp_officer", "rhsusf_usmc_recon_marpat_d_officer", "rhsusf_usmc_recon_marpat_d_teamleader", "rhsusf_usmc_recon_marpat_d_teamleader_fast", "rhsusf_usmc_recon_marpat_d_teamleader_lite", "rhsusf_usmc_lar_marpat_d_teamleader", "rhsusf_usmc_lar_marpat_d_squadleader", "rhsusf_usmc_marpat_d_teamleader", "rhsusf_usmc_marpat_d_squadleader", "rhsusf_usmc_marpat_d_officer", "rhsusf_usmc_marpat_d_jfo", "rhsusf_usmc_marpat_wd_jfo", "rhsusf_socom_marsoc_jfo", "min_rf_pchela_1t", "rhs_pchela1t_vvsc", "rhs_pchela1t_vvs", "rhs_vmf_flora_sergeant", "rhs_vmf_flora_junior_sergeant", "rhs_prp3_vv", "rhs_prp3_msv", "rhs_prp3_tv", "rhs_prp3_vdv", "rhs_vdv_des_sergeant", "rhs_vdv_des_junior_sergeant", "rhs_msv_junior_sergeant", "rhs_msv_sergeant", "rhs_msv_emr_sergeant", "rhs_msv_emr_junior_sergeant", "RHS_M2A32", "RHS_M2A3_BUSKI", "RHS_M2A3_BUSKIII", "TACP_MRAP_gmg", "TACP_MRAP_hmg", "UK3CB_BAF_Officer_MTP", "UK3CB_BAF_RO_MTP", "UK3CB_BAF_FAC_MTP", "UK3CB_BAF_MFC_MTP_RM", "USAF_MQ9", "USAF_RQ4A", "UA_Team_Leader_old", "MIA_Team_Leader", "NGU_Team_Leader", "SBU_Team_Leader", "SOF_Team_Leader", "BGU_Team_Leader", "UA_Pack_B_UAV_01_F", "UA_Pack_B_UAV_02_F", "UA_Pack_B_UAV_02_CAS_F", "UA_Pack_B_UGV_01_F", "UA_Pack_B_UGV_01_rcws_F", "B_UAV_02_JF", "B_UAV_02_CAS_JF", "JF_UGV_01_F", "JF_UGV_01_rcws_F", "FR2035_UAV_01_F", "FR2035_UGV_01_F", "FR2035_UGV_01_rcws_F", "REV1_RPIMA_DA", "R3F_FANTASSIN_SOUSOFF_BLUFOR_DA_B", "R3F_FANTASSIN_SOUSOFF_BLUFOR_DA_J", "R3F_FANTASSIN_SOUSOFF_BLUFOR_DA_O", "R3F_FANTASSIN_SOUSOFF_BLUFOR_DA_P", "R3F_FANTASSIN_SOUSOFF_BLUFOR_DA_V", "R3F_EQUIP_BLUFOR_DA_P", "R3F_EQUIP_BLUFOR_DA_V", "R3F_EQUIP_BLUFOR_DA_O", "R3F_EQUIP_BLUFOR_DA_J", "R3F_EQUIP_BLUFOR_DA_B", "min_rf_soldier_desert_TL", "min_rf_soldier_desert_SL", "min_rf_recon_desert_TL", "min_rf_spetsnaz_desert_TL", "CFP_B_ILIDF_MQ_9Reaper_01" ]}; I've tried it and it works without problems From PDF manual of fire for effect RydFFE_FO ([])- if this array is set as not empty (even with objNull), limited spotting mode becomes active, so only members of groups, which names are inside this array or which leaders are of proper class (see below), will have ability of spotting targets for batteries. By default, in unlimited spotting mode, each unit of same side, as battery, or allied excluding civilians, will transmit known enemy coordinates to the battery; RydFFE_FOClass (["i_spotter_f","o_spotter_f", "b_spotter_f", "o_recon_jtac_f", "b_recon_jtac_f", "i_sniper_f", "o_sniper_f", "b_sniper_f", "i_soldier_m_f", "o_soldier_m_f", "b_g_soldier_m_f", "b_soldier_m_f", "o_recon_m_f", "b_recon_m_f", "o_soldieru_m_f", "i_uav_01_f", "i_uav_02_cas_f", "i_uav_02_f", "o_uav_01_f", "o_uav_02_cas_f", "o_uav_02_f", "b_uav_01_f", "b_uav_02_cas_f", "b_uav_02_f"]) This would be the previous list to not modify the file FFE.sqf RydFFE_FO (["i_spotter_f", "o_spotter_f", "b_spotter_f", "o_recon_jtac_f", "b_recon_jtac_f", "i_sniper_f", "o_sniper_f", "b_sniper_f", "i_soldier_m_f", "o_soldier_m_f", "b_g_soldier_m_f", "b_soldier_m_f", "o_recon_m_f", "b_recon_m_f", "o_soldieru_m_f", "i_uav_01_f", "i_uav_02_cas_f", "i_uav_02_f", "o_uav_01_f", "o_uav_02_cas_f", "o_uav_02_f", "b_uav_01_f", "b_uav_02_cas_f", "b_uav_02_f", "rksla3_uav_watchkeeper_uk", "ad_oh58d", "FR2035_UGV_01_rcws_F", "FR2035_UAV_01_F", "B_UAV_02_JF", "B_UAV_02_CAS_JF", "JF_UGV_01_F", "JF_UGV_01_rcws_F", "FR2035_UGV_01_F", "CUP_O_TK_Soldier_SL", "CUP_O_TK_SpecOps_TL", "CUP_I_RACS_SL_wdl", "CUP_I_RACS_SL", "CUP_I_RACS_SL_Mech", "CUP_I_RACS_SL_Urban", "CUP_I_RACS_RoyalCommand", "CUP_I_RACS_RoyalGuard", "CUP_I_RACS_RoyalMarksman", "CUP_B_AH6X_USA", "CUP_B_USMC_DYN_MQ9", "CUP_O_RUS_Soldier_TL", "CUP_O_RUS_Soldier_GL", "CUP_O_RUS_Soldier_Marksman", "CUP_O_RUS_SpecOps_Scout", "CUP_O_RUS_SpecOps", "CUP_O_RUS_SpecOps_SD", "ffaa_ea_reaper", "ffaa_et_searcherIII", "ffaa_brilat_jefe_peloton", "ffaa_brilat_jefe_escuadra", "ffaa_brilat_jefe_peloton_ds", "ffaa_brilat_jefe_escuadra_ds", "ffaa_brilat_observer", "ffaa_brilat_observador_ds", "ffaa_et_moe_lider", "ffaa_et_moe_lider_ds", "ffaa_bripac_jefe_peloton_ds", "ffaa_bripac_jefe_peloton", "ffaa_bripac_jefe_escuadra_ds", "ffaa_bripac_jefe_escuadra", "FIR_A10C_OS", "I_RUS_SSO_Squad_Leader_01", "I_RUS_Recon_01", "LOP_TKA_Infantry_SL", "LOP_TKA_Infantry_TL", "LOP_RACS_Infantry_SL", "LOP_RACS_Infantry_TL", "min_rf_spetsnaz_desert_TL", "min_rf_spetsnaz_TL", "PLA_UAV_01", "vme_CH4B", "O_T_UAV_04_CAS_F", "O_mas_vdv_soldier_JTAC_F", "O_mas_vdv_soldier_JTAC_F_p", "O_mas_vdv_soldier_JTAC_F_d", "O_mas_rul_recon_JTAC_F_gc", "O_mas_rul_recon_JTAC_F", "O_mas_rul_recon_JTAC_F_bw", "O_mas_rul_recon_JTAC_F_dp", "O_mas_rul_recon_TL_F", "B_CTRG_Soldier_JTAC_tna_F", "B_mas_fra_recon_JTAC_F_ca", "B_mas_fra_recon_JTAC_F", "B_mas_fra_recon_JTAC_F_jp", "B_mas_fra_recon_JTAC_F_da", "B_mas_usl_recon_JTAC_F", "B_mas_ger_recon_JTAC_F_ca", "B_mas_usl_recon_JTAC_F_ca", "B_mas_ger_recon_JTAC_F", "B_mas_ger_recon_JTAC_F_jp", "B_mas_ger_recon_JTAC_F_da", "B_mas_usl_recon_JTAC_F_fr", "B_mas_usl_recon_JTAC_F_da", "B_mas_usl_recon_JTAC_F_hc", "B_mas_usl_recon_JTAC_F_jp", "B_mas_usl_recon_JTAC_F_bw", "rhsusf_army_ocp_jfo", "rhsusf_army_ocp_teamleader", "rhsusf_army_ocp_squadleader", "rhsusf_army_ocp_officer", "rhsusf_usmc_recon_marpat_d_officer", "rhsusf_usmc_recon_marpat_d_teamleader", "rhsusf_usmc_recon_marpat_d_teamleader_fast", "rhsusf_usmc_recon_marpat_d_teamleader_lite", "rhsusf_usmc_lar_marpat_d_teamleader", "rhsusf_usmc_lar_marpat_d_squadleader", "rhsusf_usmc_marpat_d_teamleader", "rhsusf_usmc_marpat_d_squadleader", "rhsusf_usmc_marpat_d_officer", "rhsusf_usmc_marpat_d_jfo", "rhsusf_usmc_marpat_wd_jfo", "rhsusf_socom_marsoc_jfo", "min_rf_pchela_1t", "rhs_pchela1t_vvsc", "rhs_pchela1t_vvs", "rhs_vmf_flora_sergeant", "rhs_vmf_flora_junior_sergeant", "rhs_prp3_vv", "rhs_prp3_msv", "rhs_prp3_tv", "rhs_prp3_vdv", "rhs_vdv_des_sergeant", "rhs_vdv_des_junior_sergeant", "rhs_msv_junior_sergeant", "rhs_msv_sergeant", "rhs_msv_emr_sergeant", "rhs_msv_emr_junior_sergeant", "RHS_M2A32", "RHS_M2A3_BUSKI", "RHS_M2A3_BUSKIII", "TACP_MRAP_gmg", "TACP_MRAP_hmg", "UK3CB_BAF_Officer_MTP", "UK3CB_BAF_RO_MTP", "UK3CB_BAF_FAC_MTP", "UK3CB_BAF_MFC_MTP_RM", "USAF_MQ9", "USAF_RQ4A", "UA_Team_Leader_old", "MIA_Team_Leader", "NGU_Team_Leader", "SBU_Team_Leader", "SOF_Team_Leader", "BGU_Team_Leader", "UA_Pack_B_UAV_01_F", "UA_Pack_B_UAV_02_F", "UA_Pack_B_UAV_02_CAS_F", "UA_Pack_B_UGV_01_F", "UA_Pack_B_UGV_01_rcws_F", "B_UAV_02_JF", "B_UAV_02_CAS_JF", "JF_UGV_01_F", "JF_UGV_01_rcws_F", "FR2035_UAV_01_F", "FR2035_UGV_01_F", "FR2035_UGV_01_rcws_F", "REV1_RPIMA_DA", "R3F_FANTASSIN_SOUSOFF_BLUFOR_DA_B", "R3F_FANTASSIN_SOUSOFF_BLUFOR_DA_J", "R3F_FANTASSIN_SOUSOFF_BLUFOR_DA_O", "R3F_FANTASSIN_SOUSOFF_BLUFOR_DA_P", "R3F_FANTASSIN_SOUSOFF_BLUFOR_DA_V", "R3F_EQUIP_BLUFOR_DA_P", "R3F_EQUIP_BLUFOR_DA_V", "R3F_EQUIP_BLUFOR_DA_O", "R3F_EQUIP_BLUFOR_DA_J", "R3F_EQUIP_BLUFOR_DA_B", "min_rf_soldier_desert_TL", "min_rf_soldier_desert_SL", "min_rf_recon_desert_TL", "min_rf_spetsnaz_desert_TL", "CFP_B_ILIDF_MQ_9Reaper_01"]) BR VIVA ESPAÑA AtomicBoy Edited December 6, 2018 by AtomicBoy actualización 1 Share this post Link to post Share on other sites
JD Wang 352 Posted December 6, 2018 Is there any way to differentiate between normal waypoints and waypoint given by Zeus? I know theoretically if I give a unit a couple of waypoint then they shouldn't be affected, but in practise I haven't been able to get that to work reliably. I feel like when I'm running a Zeus mission for my guys I'm constantly fighting with VCOM, yet I don't want to get rid of it because it's amazing for all the CQB, weapon deployment etc. it would be great if there was some way to have VCOM turn off if the unit has an active Zeus waypoint, but once it gets to that waypoint then VCOM kicks in again. 2 Share this post Link to post Share on other sites
TeaIsGoodForHealth 2 Posted December 6, 2018 (edited) 16 hours ago, JD Wang said: Is there any way to differentiate between normal waypoints and waypoint given by Zeus? iirc one can add an EH to the zeus module: this addEventHandler ["CuratorWaypointPlaced", { params ["_curator", "_group", "_waypointID"]; //Here put the code to disable VCOM AI temporarily// //And...detect if there is no more waypoints...// waitUntil {sleep 0.5; (count (waypoints _group) == 0)}; //Here put the code to re-enable VCOM AI// }]; Ofc the code needs to be worked on (especially the waitUntil part shouldn't work that way..). but you see my point... Edited December 6, 2018 by TeaIsGoodForHealth 1 1 Share this post Link to post Share on other sites
AtomicBoy 33 Posted December 7, 2018 Hi, inform you that the Fire For Effect addon has been updated: The God of War - smart & simple AI artillery Br. AtomicBoy VIVA ESPAÑA Share this post Link to post Share on other sites
temon 131 Posted December 7, 2018 @genesis92xIs there any way to disable the function of loading AI in all consecutive cars? Run on all empty cars and occupy them, you order to leave, they then again get into it. Share this post Link to post Share on other sites
Hayes_ 0 Posted December 10, 2018 I have a bug, i spawned 4 infantry squads and 4 separate apc with crew, synced them to high command module and when i start mission infantry squads gether around one of apc and dont follow any waypoints, even if i task the apc to move, they running with that apc. Nevermind, solved Share this post Link to post Share on other sites
b3lx 161 Posted December 11, 2018 I do love VCOM AI but I'm frustrated it still doesn't help with what I see as the main flaw of AI: they just love to stand in the middle of the open field and shoot. I'm a terrible player but I still can easily wipe out a squad shooting form behind a rock. In the case shown in the picture they have plenty of rocks to choose for cover, but instead they either just stand and shoot or go prone in middle of the road. They can flank and they can provide cover fire but the basic instinct to just lower their damn heads or hide is still alien to them. Spoiler 3 Share this post Link to post Share on other sites
Hayes_ 0 Posted December 11, 2018 3 hours ago, b3lx said: I do love VCOM AI but I'm frustrated it still doesn't help with what I see as the main flaw of AI: they just love to stand in the middle of the open field and shoot. I'm a terrible player but I still can easily wipe out a squad shooting form behind a rock. In the case shown in the picture they have plenty of rocks to choose for cover, but instead they either just stand and shoot or go prone in middle of the road. They can flank and they can provide cover fire but the basic instinct to just lower their damn heads or hide is still alien to them. Reveal hidden contents I agree, I played one indie game, "Running With rifles" there AI use objects as cover, disappearing from the field of view of the enemy, to avoid hitting them, and shooting from behind cover, i would like a similar in arma someday but i dont think that possible in arma 3. Share this post Link to post Share on other sites
jandrews 116 Posted December 11, 2018 3 hours ago, b3lx said: I do love VCOM AI but I'm frustrated it still doesn't help with what I see as the main flaw of AI: they just love to stand in the middle of the open field and shoot. I'm a terrible player but I still can easily wipe out a squad shooting form behind a rock. In the case shown in the picture they have plenty of rocks to choose for cover, but instead they either just stand and shoot or go prone in middle of the road. They can flank and they can provide cover fire but the basic instinct to just lower their damn heads or hide is still alien to them. Hide contents In your picture I dont see a lot of places to take cover. A few bushes and weeds but..... any ai or players stuck in the open like that will get mowed down. Try an area with houses or rocks or trees. I believe the code calls ai to look for cover with things that are defined. Like rocks, trees and houses. Share this post Link to post Share on other sites
b3lx 161 Posted December 11, 2018 2 hours ago, jandrews said: In your picture I dont see a lot of places to take cover. A few bushes and weeds but..... any ai or players stuck in the open like that will get mowed down. Try an area with houses or rocks or trees. I believe the code calls ai to look for cover with things that are defined. Like rocks, trees and houses. Ok, I tried again in an open field with some low stone walls. It's a very common type of terrain in Altis. Same situation in two angles: A bunch of guys shooting a few meters behind a wall they could use to take cover. At least most of them are crouched: Spoiler Same situation but image taken from the front. Are they providing fire cover for the guy in the front? Maybe, but shouldn't they go behind the wall and suppress me while some of them try to flank m? I'm placed behind a sandbag that provides very good cover but I'm alone, and still they have to be lucky to get me. Spoiler I'll try with other kinds of objects, could be that these walls are not checked by the script Share this post Link to post Share on other sites
JD Wang 352 Posted December 11, 2018 To be fair I've shot close to players with a 23mm ZU canon in Zeus and watched them do the exact same thing 2 Share this post Link to post Share on other sites