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On 3/31/2019 at 9:05 AM, Explodie said:

I was also getting these sorts of errors:


0:57:40 Error in expression <& alive _x) then
{
_totalSuppression = (_totalSuppression + getSuppression _x);
>
 0:57:40   Error position: <_totalSuppression + getSuppression _x);
>
 0:57:40   Error Undefined variable in expression: _totalsuppression
 0:57:40 File Vcom\Functions\VCM_Functions\suppression\fn_GroupGetSuppression.sqf [VCM_fnc_GroupGetSuppression], line 22

but I edited fn_GroupGetSuppression.sqf with the following:


private _group = _this;
private _units = units _group;
private _rtrn = 0;
private _totalSuppression = 0;
private _unitsSuppression = 0; //added this

{
    if (!isNull _x && alive _x) then
    {
        _unitsSuppression = getSuppression _x; // added this
        _totalSuppression = _totalSuppression + _unitsSuppression; // was _totalSuppression = (_totalSuppression + getSuppression _x);
    };
} forEach _units;

//Set suppression to 0 if value is nil
if (isNil "_totalSuppression") then {_totalSuppression = 0};

_rtrn = _totalSuppression / ({!isNull _x && alive _x} count _units);

_rtrn

No longer seeing the errors - does that still achieve what was meant for this function?

Do you have a fix for grouphasradio.sqf ??

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Are mines handled differently?

 

Recently we just had an AT mine go off when an infantry dude got near it. He didn't go over it, just near it.

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On 4/14/2019 at 11:45 PM, DirtyDel said:

Do you have a fix for grouphasradio.sqf ??

 

Can you post what is in your log? I'll have a go at fixing it if i can

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On 4/13/2019 at 11:00 PM, damsous said:

Hello i just dowload the latest version of Vcom (script version) in the past i was using this line to init Vcom :

[] execVM "Vcom\VcomInit.sqf";

 

Now i noticed a new sqf, VcomInitClient.sqf, so maybe its a stupid question but wich init need to be call in the init.sqf ?

 

The current version execute only through the description.ext

 

The version I am currently working on executes through the init.sqf again.

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I'm currently having lots of fun with MCCs GAIA system... looks like I need to look into VCOM as well.

For already existing groups, GAIA does not take them as a default setting. I can set variables on groups for GAIA to take control over them. Can I have the same behaviour in VCOM? I mean to not have it control groups which it has not spawned by itself? I want to have GAIA and VCOM units on map, maybe even on the same SIDE.

GAIA automatically places groups and I want to prevent them to be controlled by VCOM at the same time. Vice versa, it's like every GAIA spawned group automatically should have "Vcm_Disable" set...

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Hello,

I wanna say you ve done an amazing job with your mod! I follow your work since the start.

I have ideas and I was wondering if it can be theoretically implemented.

It s pure theory but, I always thought the AI lacked a lot in therm defense capabilities. I mean that they are not able to  effectively defend a sector or a position, they always run around in a stupid manner.

Is it possible to add some kind a waypoint that make the AI watch a certain position or make them take position to get a view on it?

I think it could be a way to implement a AI script that makes them able to defend a location like:

-Put a waypoint: Guard on a building to make them move inside or next to a structure (like a trench)

-Put a waypoint: Watch 

Thus the AI would put themself in position to guard the sector while taking then watch the sector in question (we could put something like  amarker if we want a wider area for them to stay in like multiple buildings.).

Also an other waypooint like a Fall back waypoint that would make the AI behave a certain way to fall back to a position. Wich could be a great add to your mod to make the AI a lot more dynamic.

 

 

 

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On 4/16/2019 at 10:08 PM, tortuosit said:

I'm currently having lots of fun with MCCs GAIA system... looks like I need to look into VCOM as well.

For already existing groups, GAIA does not take them as a default setting. I can set variables on groups for GAIA to take control over them. Can I have the same behaviour in VCOM? I mean to not have it control groups which it has not spawned by itself? I want to have GAIA and VCOM units on map, maybe even on the same SIDE.

GAIA automatically places groups and I want to prevent them to be controlled by VCOM at the same time. Vice versa, it's like every GAIA spawned group automatically should have "Vcm_Disable" set...

You'd have to look into how GAIA spawns the groups in and just add a VCM_DISABLE (Or whatever it exactly is) to them, and just enable it for the groups you want. By default Vcom runs on every group

 

4 hours ago, marez12 said:

Hello,

I wanna say you ve done an amazing job with your mod! I follow your work since the start.

I have ideas and I was wondering if it can be theoretically implemented.

It s pure theory but, I always thought the AI lacked a lot in therm defense capabilities. I mean that they are not able to  effectively defend a sector or a position, they always run around in a stupid manner.

Is it possible to add some kind a waypoint that make the AI watch a certain position or make them take position to get a view on it?

I think it could be a way to implement a AI script that makes them able to defend a location like:

-Put a waypoint: Guard on a building to make them move inside or next to a structure (like a trench)

-Put a waypoint: Watch 

Thus the AI would put themself in position to guard the sector while taking then watch the sector in question (we could put something like  amarker if we want a wider area for them to stay in like multiple buildings.).

Also an other waypooint like a Fall back waypoint that would make the AI behave a certain way to fall back to a position. Wich could be a great add to your mod to make the AI a lot more dynamic.

 

 

 

Currently if you put the AI on a HOLD waypoint they will garrison the nearest structure

AI will randomly garrison structures during combat for a short time

 

A "watch" waypoint would be ideal, although it doesn't exist. Currently the AI will sometimes look for the highest ground in combat when trying to get vision on a position, but that's about it.

 

A few of the requests (fall back waypoints/garrison multiple buildings) are more mission specific items that fall to the mission designer to create. Vcom AI will aim to modify/compliment vanilla AI behavior and not 'completely' overhaul it.

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Oh  I understand but well it s already an overhaul compared to the basic one imo. 

When you command there is an order to make a unit watch a location is this what you are talking about?

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