b3lx 161 Posted December 12, 2018 On 12/11/2018 at 7:50 PM, JD Wang said: To be fair I've shot close to players with a 23mm ZU canon in Zeus and watched them do the exact same thing That's when you realise there should be another VCOM mod but for players 2 Share this post Link to post Share on other sites
b3lx 161 Posted December 12, 2018 I went ahead and decided to shoot at them with a ZU just for fun and guess what happened... they all went down, stayed put and didn't even bother to peep and shoot back. Conclusion of the experiment: AI doesn't care too much about rifles but when ZU is in town it's time to show some respect. 1 Share this post Link to post Share on other sites
headstone 4 Posted December 14, 2018 What about smoke grenades? I noticed that ai don't use smoke in current version of Vcom, it's not implemented yet? Share this post Link to post Share on other sites
Freddo3000 74 Posted December 15, 2018 @headstone Unfortunately it has not been implemented currently. Share this post Link to post Share on other sites
b0s 18 Posted December 16, 2018 Tested the current dev build a bit. No visible errors. It didn't seem FFE was used. Only when I set to use classic VCOM arti shells started raining. "VCM_ARTYENABLE" is double in the current config so maybe this was the cause. Nice to see the new CBA menus for all settings. Also whats that build about smarter tanks? :) Would be nice to have UAV usage and smoke shells back. Also noted that AI doesn't care much about cover when advancing towards a bulletstorm. Also it seems AI never use grenades if they have ammo for primary weapon. Also rifle grenades 1 Share this post Link to post Share on other sites
redarmy 422 Posted December 19, 2018 On 12/16/2018 at 11:06 PM, b0s said: Tested the current dev build a bit. No visible errors. It didn't seem FFE was used. Only when I set to use classic VCOM arti shells started raining. "VCM_ARTYENABLE" is double in the current config so maybe this was the cause. Nice to see the new CBA menus for all settings. Also whats that build about smarter tanks? :) Would be nice to have UAV usage and smoke shells back. Also noted that AI doesn't care much about cover when advancing towards a bulletstorm. Also it seems AI never use grenades if they have ammo for primary weapon. Also rifle grenades AI are using grenades fine on my end,both hand and underbarrel. But ye...really hope Genesis adds in smoke throwing for AI sometime.As far as i remember vanilla AI used smoke plenty of the time,so VCOM "breaks" that?Some function perhaps in the AI behaviour. Two things iv noticed AI are unpacking the UAV's but obviously not using them. Setting mine laying chance to 0 doesn't stop AI laying mines in combat. (EDIT:Tested on spawned in units if it matters) And a final question: Its mentioned that AI will take up building positions sometimes in combat.However im not seeing it alot(once in a few hours) Is there anyway of increasing this value?I would love some house clearing action.On the other hand the AI do a damn fine job of clearing the house im currently in,or other enemy AI for that matter 1 Share this post Link to post Share on other sites
Freddo3000 74 Posted December 20, 2018 @redarmy Quote Its mentioned that AI will take up building positions sometimes in combat.However im not seeing it alot(once in a few hours) Is there anyway of increasing this value?I would love some house clearing action.On the other hand the AI do a damn fine job of clearing the house im currently in,or other enemy AI for that matter There was an issue with it that made so that the function is never actually called. This has been fixed in the next update of Vcom. Furthermore, you will be able to configure the frequency of it happening. 3 2 Share this post Link to post Share on other sites
redarmy 422 Posted December 20, 2018 6 hours ago, Freddo3000 said: @redarmy There was an issue with it that made so that the function is never actually called. This has been fixed in the next update of Vcom. Furthermore, you will be able to configure the frequency of it happening. Wow that's bloody fantastic. Seriously best news to start the day with. Share this post Link to post Share on other sites
JD Wang 352 Posted December 21, 2018 The BTC Hearts and Minds mission has this cool effect where the AI will launch (although it may just spawn) drones which will fly over you and drop handgrenades. There's plenty of evidence of ISIS using drones to drop 40mm grenades etc from drones, was just thinking it would be kind of cool is if VCOM could take that into account (with the option to disable of course) when you guys get back to working on the AI use of drones. 1 Share this post Link to post Share on other sites
damsous 329 Posted December 22, 2018 1 hour ago, JD Wang said: The BTC Hearts and Minds mission has this cool effect where the AI will launch (although it may just spawn) drones which will fly over you and drop handgrenades. There's plenty of evidence of ISIS using drones to drop 40mm grenades etc from drones, was just thinking it would be kind of cool is if VCOM could take that into account (with the option to disable of course) when you guys get back to working on the AI use of drones. As far i know they use drone like an IED too, the drone carry an explosive device and its detonated by somebody or if manipulated... Share this post Link to post Share on other sites
Nichols 243 Posted December 23, 2018 @Freddo3000 I noticed you had a 3.2 release branch up on the GitHub. Does it have a changelog available for it so we can see what was worked on for that one? Share this post Link to post Share on other sites
Freddo3000 74 Posted December 23, 2018 @Nichols The changelog.txt on the branch should be up to date. 1 Share this post Link to post Share on other sites
Nichols 243 Posted December 23, 2018 1 minute ago, Freddo3000 said: @Nichols The changelog.txt on the branch should be up to date. This is the one I am talking about https://github.com/genesis92x/VcomAI-3.0/tree/release/3.2 It seems that the AI are a little more stupid now compared to previous versions. I am not seeing them flank at all now in 3.1; but they seem to run directly into the area. Last night we had a group in Vagalala on Tanoa near the gas station that was over 1km away from the group I was in on the hill due south of the town on a cliff, not exposed to the world below by the jungle, wearing camo and laying still. The AI spawned in via ALiVE and then once they were fulling in they made a beeline directly for the location and even when in the trees they only attempted to change course when they could not climb a vertical rock wall to get up to us. Also still seeing a lot of AI using the mines on death even though I have gone down to 10 and under on the "VCM_MINECHANCE = 10; //Chance to lay a mine" in the AISettingsV3.hpp file trying to keep that from happening all the time. Share this post Link to post Share on other sites
Freddo3000 74 Posted December 24, 2018 @Nichols The issue with AI bee-lining for players have been resolved, namely AI had a function that would cause them to move towards closest known enemy, which didn't have a maximum range. AI not flanking is probably due to that a maximum flanking distance was added, set at 300m. This is likely set too low, and will be upped in the next update as well as having a config option added. Mines being placed while dying has hopefully been resolved on release branch, if the issue is occurring on release branch please do create an issue on the Github. 3 Share this post Link to post Share on other sites
Percipio 3 Posted January 3, 2019 Hi, is there any current tutorial for setting up VCOMai MOD on a server? Thanks. Share this post Link to post Share on other sites
JD Wang 352 Posted January 4, 2019 Was playing around with the 3.2 test build and noticed Civilians are back to investigating dead bodies as per https://github.com/genesis92x/VcomAI-3.0/issues/29 Really cool to see VCOM AI driving in there as well. Really excited for the next release. Keep up the awesome work, and thanks again 2 Share this post Link to post Share on other sites
JD Wang 352 Posted January 5, 2019 Ok I have a little bit of a niche case that I'm hoping someone much smarter than I can help me with. I make a lot of ALiVE missions, and I'm not a huge fan of the way ALiVE will leave groups garrisoned in buildings etc. You'll often find some members of a group in a building while the team leader stands out in the open refusing to move from the spot he's in, even when under fire. While testing I found that using the ace ungarrison module in zeus actually free's the units and lets them maneuver in battle rather than just staying in the one spot the whole time. So I had a thought, is there a way to tap into the VCOM hearing function or something like that and ungarrison these groups once they detect enemy nearby? I'd rather leave it to VCOM to decide if these troops should garrison the building or not. Share this post Link to post Share on other sites
Freddo3000 74 Posted January 5, 2019 @JD Wang Depending on the method ALiVE uses, that may already be the case with the next update of Vcom. 1 Share this post Link to post Share on other sites
Dallas Medina 50 Posted January 11, 2019 I'm having a few major issues in the latest version: commaning AI is useless. In combat mode, they don't listen at all. When I tell them to regroup, it instead says "join group". When I have infantry following me on foot while I'm in a vehicle, they will not listen to the stop or move command, they just keep following, and when combat begins, they get in my way. They also refuse to switch to aware when I order them to, if they are in combat mode. Another issue: If your character dies and you swiitch to another guy in the group to command the squad, they absolutely will not follow orders, but on top of this, a few seem to get stuck in some radio glitch where they say the same thing on the radio over and over and over again. And I hate to say this, but the explosives glitch is still not fixed: if carrying mines, explosives, etc, your character will lay them down without you wanting to. Sometime, it does the mine laying animation when you don't have anything. Share this post Link to post Share on other sites
froggyluv 2136 Posted January 11, 2019 Im not sure about this mod but i do know from fiddling with AI that when they are given DoMove type commands it sometimes takes away your ability to command them. Usually pressing 0-1 (ie Done) command returns things to normal. Share this post Link to post Share on other sites
Markkos26 2 Posted January 11, 2019 Hello! how to disable the Static Weapons creations? Share this post Link to post Share on other sites
Freddo3000 74 Posted January 11, 2019 @Dallas Medina@froggyluv From the sound of things, the script is running on player groups, something that it is not supposed to.@Markkos26 It cannot currently be disabled. 1 Share this post Link to post Share on other sites
redarmy 422 Posted January 11, 2019 @Markkos26 try this event handler: Quote inGameUISetEventHandler ["Action", " if (_this select 3 == 'Assemble') then { hint 'You are not allowed to do this'; true } "]; Not sure its gona work on AI Share this post Link to post Share on other sites
Markkos26 2 Posted January 11, 2019 49 minutes ago, redarmy said: @Markkos26 try this event handler: Not sure its gona work on AI "enableWeaponDisassembly false;" works but i want to set it only to IA units. Share this post Link to post Share on other sites
BRPVP 69 Posted January 12, 2019 I run a dedicated server with AI serverside, i need to run VCOM only on the server? Share this post Link to post Share on other sites