vengeance1 50 Posted February 8, 2009 I am currently working with Xeno Attack AI-Enabled with NO ACE as ACE caused too many problems. It is also a Snow Island, weather, vehicles and infantry so lots of Mods, I will port it over to a standard Island and send it to you. Thanks for the Help! NORRIN Vengeance Share this post Link to post Share on other sites
kremator 1065 Posted February 8, 2009 norrin, Great to see you aboard the ACE team ... keeps getting better and better ! @vengeance1 cheers mate ...appreciate it. [TAO] Kremator Share this post Link to post Share on other sites
vengeance1 50 Posted February 17, 2009 Hi NORRIN, XENO ATTACK AI-Enabled Spawn move works now with your fix on Dedicated Server.  Tested for several hours last night worked pretty well until JIP.  Got same error as preveiously posted (x_pos, y_Pos) this caused me to lose control of all the AI but after a few Respawns they came back.  Wierd  Thanks for the Spawn Move Help! Vengeance Forgot working on Attack ACE AI-Enabled now also. Share this post Link to post Share on other sites
norrin 9 Posted February 22, 2009 AI_enabled Revive Update 0.61 beta Get it here: http://norrin.org/downloads/Revive_beta/AI_en_revive_test_61e.sara.rar (Updated 25/02/09) Changes in 0.61 • Script optimisations- Removed a great deal of unnecessary code from the core revive_player script and introduced a number of pre-processed functions to reduce the CPU overhead of the scripts. • Call for help option - When enabled allows an unconscious player to call for help from surrounding AI and players by pushing a button or the "H" key while unconscious.  Called AI will automatically move to the downed player unless they are already helping someone else.  Players will receive a hint that another player is calling for help.  This system works great if the automatic AI goto revive option is disabled as the group leader (the player) can specify when his AI should move to and heal a downed player (rather than them trying to heal someone in the middle of a fire fight), then if he is shot himself he can call for help. • Toggle dialog fade- Another new button in the unconscious dialog or the "B" key allows you to turn off the annoying dialog fade during the unconscious camera. The default setting is dialog fade off. • Other improvements to the unconscious camera - The camera no longer resets to the player's 3rd person view when a new dialog appears.  Automatically uses respwn point names when respawning at base rather than eg "base 1" • New information in unconscious camera- In connection with the other new features a lot more information is now displayed while units are unconscious such as who the current reviver is and there distance from the unconscious player, list of units that have been notified that you need help etc. • Free camera- Thanks to some code kindly provided by OFPEC (thankyou Hoz and Mandoble) there's now a free camera mode attached to the follow/free camera option - depress the right mouse button to move the camera and the mouse wheel zooms in and out. Many thanks to Hoz at OFPEC for his testing of the latest versions and his many suggestions and improvements to both the script and readMe file. Finally, check the last page of the readMe for some tips on enabling these scripts with ACE. Share this post Link to post Share on other sites
kremator 1065 Posted February 22, 2009 Norrin, Great script. Â I like the improvements BUT I had some problems with the mission. Now I'm running ACE and thats all. I found that the squad, at the start, were responsive and would engage at will and revive when called. Â Then after a while, perhaps they had been revived - I'm not sure, but they would not follow any move orders and would only fire if fired upon. Is this an ACE or revive script issue? As an aside - wouldnt it be GREAT if when 'downed' - ie unconscious the AI could come up to you and administer morphine, epinephrine and bandages in ACE. Â Hope you can make it so - I have seen medics do it in the mission but normal grunts should be able to patch you up a little. [TAO] Kremator Share this post Link to post Share on other sites
norrin 9 Posted February 23, 2009 Yeah I noticed a similar thing with an ACE version of the test mission that comes with the script, but not in vanilla ArmA - it occurs when the AI respawn or are revived after they have been shot.  So there does appear to be something weird going on between this revive and ACE related to AI unit respawning  - I did find that killing and then reviving non-responsive AI units in the ACE version sometimes gives the control of the AI unit back to the player though.  One other thing I've noticed is that in the test mission the AI often get stuck on some of the buildings near the start of the mission but this happens in both vanilla and ACE missions so I have to put this down to AI stupidity.  As you suggested I do want to make an ACE specific version of this script that uses the ACE drag animations and few other ACE functions, some of which haven't been released yet. Anyway, thanks for the report and I'll look into it. Share this post Link to post Share on other sites
norrin 9 Posted February 23, 2009 I found that the squad, at the start, were responsive and would engage at will and revive when called. Â Then after a while, perhaps they had been revived - I'm not sure, but they would not follow any move orders and would only fire if fired upon.Is this an ACE or revive script issue? AI_enabled revive for ACE 0.61 Sorry once again for the double post but I've now checked and it is an ACE issue. I've found the problem and implemented a fix and this version of the AI_enabled should be compatible with ACE: http://norrin.org/downloads/ACE_tests/AI_en_revive_61d_ACE.sara.rar NB: This test mission in this version uses ACE units and is set-up for use with ACE so don't try it in vanilla Let me know how you get on. Best wishes, norrin Share this post Link to post Share on other sites
kremator 1065 Posted February 23, 2009 Testing it now mate .... will report back. Okies tested it quite thoroughly with another human ! Firstly I LOVE this revive ! However there are a few things that need fixing. When my partner died for the first time he really dies (no moving head! and he ended up on the island (and dropped out of my team) and had to manually press ESC and respawn. He could then go to mobile and seemed to rejoin my team - wierd. Next I found the AI on my side were difficult to handle. If I told them to move they would only do so if they were in pairs (for fire and maneuver) and rejoining formation with me took AGES. I reckon this is ACE getting the AI to scan for targets and if found they will engage or watch. They would take out their binos and watch an enemy approach instead of nailing them sometimes. The H for help works well - like the new movable camera BUT its too fast in rotating. B for fade was fine but never really used it. All in all I think this is great. A much improved system - I even found the AI administer morphine and bandages IF they were close enough. Perhaps an idea would be for them to take enough morphine, bandages and epinephrine from mobile spawn (or other med tents), or if they are getting low on bandages to get them off fallen enemy - just an idea. Keep it up mate. This SHOULD be the standard for ALL missions and therefore should be put COMPLETELY into ACE. [TAO] Kremator Share this post Link to post Share on other sites
benxcore 0 Posted February 24, 2009 For some reason, when I become unconcious, there are dublicates of myself laying and rolling on the ground. I'm using the QG animations. I didn't have this problem while using the drag script, I decided I didn't want to use that, now I'm using just the AI_disabled_x_152c. Help. Share this post Link to post Share on other sites
benxcore 0 Posted February 24, 2009 Nevermind, an additional five minutes of looking gave me the answer. I had somehow deleted my respawn_west marker. Share this post Link to post Share on other sites
norrin 9 Posted February 26, 2009 OFPEC AI_enabled Revive Tutorial Ok then, without further ado, and with copius thanks to hoz for making this possible, I give you the OFPEC AI Enabled Revive Tutorial. You can find it here  This tutorial describes the various features and functions available in the script in detail and provides a step by step guide on setting-up and configuring the latest (0.61 version) of the AI _enabled revive scripts. PS: A new ACE version of the AI-enabled revive script is on the way that substitutes the unconscious state in ACE with the unconscious state in the revive scripts - all other wound effects are the same as vanilla ACE.  It also replaces the revive drag function with the ACE drag function and allows you to load unconscious units on vehicles. Share this post Link to post Share on other sites
vengeance1 50 Posted February 27, 2009 Well done NORRIN, I converted Xeno's Attack and BigChance (awesome mission) both to ACE AI-Enabled, as Kremator said soon the AI stop responding. Â Let me know when your ready to test ACE AI-Enable and I'll insert the code. Vengeance Share this post Link to post Share on other sites
kremator 1065 Posted February 28, 2009 vengeance1, the main reason they stop responding is due to them using binos. I've been doing a little testing on a newer version from norrin and he has doing an ALMOST perfect job. Â I've played his newest version demo mission over and over because it is soooooo good. Â AI respond well, using full ACE AI behaviour (which is good btw). I've put a few recommendations to norrin and hopefully he'll implement them. Â I think that EVERY mission should have norrin's revive (AI enabled or disabled! I'm sure you will all get some norrin goodies soon. Regards [TAO] Kremator PS Would LOVE LOVE LOVE to get my hands on the AI enabled versions of those missions mate...... got a linky for us ? Share this post Link to post Share on other sites
vengeance1 50 Posted March 1, 2009 NORRIN, Played all evening XENO BigChance with your version of AI-Enabled, with no issues what so ever. Awesome job NORRIN! Kremator, I normally only do missions for Global Alien or myself but I will test somemore and if things go well I'll send you a link. Vengeance Share this post Link to post Share on other sites
kremator 1065 Posted March 1, 2009 Thanks mate. We need more community-minded folk releasing stuff for us all. Cheers. [TAO] Kremator Share this post Link to post Share on other sites
norrin 9 Posted March 6, 2009 ACE revive (version 0.1) Firstly, my undying thanks go to the ACE mod team, which in my mind has totally transformed and improved the gameplay of ArmA - I simply cannot imagine playing the game without it.  Also to Kremator and Vengeance for testing the ACE versions and providing feedback and suggestions. This is a new version of the revive that fully integrates with the ACE mod.  It is based off the most recent AI_enabled script (so you can call for help while unconscious) but it can be used in missions with the AI enabled or disabled.  Its designed to make ACE a little more accessable to the casual player (like myself) and as always its great for essentially small groups of players that want to use AI buddies or single players playing with respawn on a MP server. Get it here: http://norrin.org/downloads/ACE_revive/ACE_revive_01c.sara.rar (updated with fix described a couple of posts down on 9/03/09) Here's whats different 1. The revive drag is replace by the ACE drag system - which looks heaps better.  You may have to look at different parts of the unconscious unit's body to get the revive and drag unit actions.  2. You can load unconscious units on vehicles - just drag an unconscious unit within a couple of metres of a vehicle with cargo seats and you'll get an action appear that allows you to load wounded - there's a SF Hummer at the start point of the test mission (there's no fuel so don't try and drive it) so you can try loading the unconscious units. NB: This will eventually be added to the ACE mod itself once a few more bugs with the ACE wound system are ironed out. 3. It replaces the ACE unconscious state with the revive unconscious state as I think its a bit silly to fall unconscious only to fall unconscious again when you die when you combine the two systems.  This means now when you fall unconscious rather than getting the fade in/ fade out effect you can now view the regular unconscious camera, call for help, access respawn points etc.  All other wound effects (bleeding and stunning etc) and stamina are as in ACE. 4. There a few new options over the previous non-ACE script - when you call for help you can now get AI to throw smoke on your position, if they have it available, before they come to revive (previously this was only available when the _goto_revive option was turned on)  Extra implementation notes When using the ACE version of the revive scripts (this is over and above whats written in the revive readMe): A. make sure you put the following code in the revive_init.sqf ACE_Respawn = false; ACE_RespawnFade = false; ACE_RespawnNoChat = false; if (!isServer) then {waitUntil {!isNull player}}; [] spawn { waitUntil {!isNil "ACE_FireBurn"}; ACE_FireBurn = {_nothing = nil}; }; B. if the AI with binoculars are annoying you (in the current build of ACE there is a problem with this) just remove them in the unit's init lines in the editor. C. make sure you copy the load_wounded folder to your mission folder. D. make sure you don't try and play missions that use the ACE revive without the ACE mod as these scripts won't work. E. Don't add 30 playable AI to your group and play single player on a MP server as the scripts will cause lag if one machine has too many iterations of the scripts running  (I've had reports that, although there's a little slow down at times, 8 playable AI in a players group is fine). Finally The ACE mod is growing and evolving constantly so whenever there's an update to the mod there's a good chance that coding changes will have to be made to these scripts.  I will endeavour not to change the revive config script (revive_init.sqf) so this will hopefully be a fairly simple matter - swapping in and out folders - rather than a total reconfig of your missions. Share this post Link to post Share on other sites
shark-attack 2 Posted March 7, 2009 hi simon .. been playing with this .. excellent  job ! edit quick question mate .. after messing about loading the wounded into a medivac ch47 for a bit in the editor .. im wondering if there would be a way to start a unit in an unconcious state ? have a few missions running it on RTY ACE server  Share this post Link to post Share on other sites
norrin 9 Posted March 8, 2009 Hi mate, Try something like this in the init.sqf <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">player setDamage 0.8; [player, "", 0.8] call ACE_Sys_Wound_HitEH Be warned though the unit will eventually bleed out and die Share this post Link to post Share on other sites
norrin 9 Posted March 9, 2009 ACE revive fix There is a problem with the current implementation of the drag code that results in an unconscious unit's head vibrating rapidly once it has been dragged or pulled out of vehicle. Â You can get a fix for this bug here: http://norrin.org/downloads/ACE_revive/Revive_player_fix.rar Unrar the file and just copy it over the existing revive_player.sqf that's currently in your revive_sqf sub-folder and you should be good to go. If you're starting from scratch and you want the full ACE revive script, download a version that contains the fix from here: http://norrin.org/downloads/ACE_revive/ACE_revive_01c.sara.rar Share this post Link to post Share on other sites
lucifervivo 0 Posted April 1, 2009 Hi norrin, congrats for your great revive script, I use since months and its great!!! I got a problem with your last 061 IA enables revive script, it seems to be various gugs i´m not sure why. I got errors like those that fleepee posted in OPFEC http://www.ofpec.com/forum/index.php?topic=28835.45 Sometimes My Ia mates go to another IA revive capable inconscius unit and try to revive them, but they cannot and remain in that place trying all time. If i go myself and try to revive i cannot. Other thing is that when some units are inconscius some time more than 180 segs (configured in revive init), they do not respawn at the marker of the beggining. So they stay allways there unconscius. thanks in advance your script is very good i hope it works fine soon to implement it to my missions. Regards from spain!!!! Share this post Link to post Share on other sites
norrin 9 Posted April 1, 2009 I got errors like those that fleepee posted in OPFEChttp://www.ofpec.com/forum/index.php?topic=28835.45 Sometimes My Ia mates go to another IA revive capable inconscius unit and try to revive them, but they cannot and remain in that place trying all time. If i go myself and try to revive i cannot. Other thing is that when  some units are inconscius some time more than 180 segs (configured in revive init), they do not respawn at the marker of the beggining. So they stay allways there unconscius. I never heard back from fleepee so I never got a chance to determine whether the bugs he was seeing related to the scripts or were related to his mission set-up. If you could, can you please send me your mission and a list of any addons you've used to norrin@iinet.net.au and I'll take a look. Share this post Link to post Share on other sites
styxx42 0 Posted April 4, 2009 Hey Norrin is it possible to make the weapons in the ACE backpack respawn with the character like all the other weapons do? Would that be too much work? I know diddley squat about scripting. If you need a couch moved, or a fridge lifted I am good, but this wonderful think you have created is WAY beyond me. IT is a nice to have. Not a must have. I was hoping it was just a case of capturing the BP in the load out as well. Thanks for I think the single most important improvement in ARMA. Cheers from Canada Styxx Share this post Link to post Share on other sites
norrin 9 Posted April 5, 2009 Hi mate, No its not impossible and I've got a fix for it on the way. Â In fact, if your ACE mission is designed so it can only be played with the AI disabled I can send you a version of the script that incorporates the new back pack respawn and few other fixes now - so shoot me a PM and I'll send it to you. Â If you're after the ACE_revive (posted above that works with either AI_enabled or disabled) script it'll be a couple more days before I get the new code added. norrin Share this post Link to post Share on other sites
styxx42 0 Posted April 7, 2009 Hi mate,No its not impossible and I've got a fix for it on the way. Â In fact, if your ACE mission is designed so it can only be played with the AI disabled I can send you a version of the script that incorporates the new back pack respawn and few other fixes now - so shoot me a PM and I'll send it to you. Â If you're after the ACE_revive (posted above that works with either AI_enabled or disabled) script it'll be a couple more days before I get the new code added. norrin Hey Norrin That is great to hear. - Yes it would be the ACE revive that I am after with AI. It is just so immersive to have AI throwing smoke and laying down suppressing fire to get get to you. I can wait. Â but I am anticipating the fun it will be when you do get it working. Thanks for the great work. Share this post Link to post Share on other sites
bearbison 10 Posted April 10, 2009 Hey norrin, Great script, I have set this up for use in the mission I am currently making. I have found a possible bug (or maybe it's me being daft when configuring, not 100% sure). I am using the script with unlimited respawns and the mobile respawn, all works perfectly until you hit 10 deaths and then you lose the option of where to respawn and always respawn at 'respawn_west'. Any ideas? Thanks, Bear Share this post Link to post Share on other sites