Jump to content
Sign in to follow this  
VictorFarbau

VFAI - AI Extension

Recommended Posts

Dedicated server using the same version of XEH and VFAI_smokeshell (1.2 from 2.3 release) as I, client, player

connected to that server...

PS. I have tried to test it even, when all other addons on the server was disabled (only VFAI and XEH)

Hmm... at the time you tried with only the VFAI and XEH addon(s), where were they placed and what -mod=... shortcut did you use?

@ai_fixes\addons, and used -mod=dbe1;@ai_fixes for the server

You can try and connect:

http://stats.swec.se/server/data/52360

And chose test.sara or test2.sara missions - that are my sample

missions where I have tested it (in test, enemy AI has manually

added SmokeShell, in test2 - not)

Share this post


Link to post
Share on other sites

@Mr Groch - I think only you can solve this by trying in a clean (completely addonless) environment. But I can tell you one thing. If Smokeshell.AI is installed then every unit spawned on the map gets a Smokeshell added to its inventory (using the XEH init part).

If you have units on your clean map that don't have smokeshells at all then the addon has not been run at all - for god knows what reasons. Probably the event system has been broken by some other addon again.

VictorFarbau

Share this post


Link to post
Share on other sites
@Mr Groch - I think only you can solve this by trying in a clean (completely addonless) environment. But I can tell you one thing. If Smokeshell.AI is installed then every unit spawned on the map gets a Smokeshell added to its inventory (using the XEH init part).

If you have units on your clean map that don't have smokeshells at all then the addon has not been run at all - for god knows what reasons. Probably the event system has been broken by some other addon again.

VictorFarbau

I have been using only DBE1, nothing else... And offcourse

XEH and VFAI smokeshell. That smokeshell should be added

to all units on the server? Even players that don't have VFAI smokeshell addon?

PS. I am also testing XAM on our server (not together with VFAI offcourse), and there is also XEH used, and all is working fine

Only with VFAI I have problem on our server...

PS. This is Linux dedicated server.. Are you using something

windows-only in your addon?

Share this post


Link to post
Share on other sites
PS. This is Linux dedicated server.. Are you using something

windows-only in your addon?

I've tested XEH 1.0 and VFAI 2.3 on a dedicated Linux ArmA 1.08 server ("-mod=dbe1;test") and the smoke throwing works just fine.

I made a test mission with a solder and a civvie and when the latter takes a bullet, he will eventually stand up and throw a smokeshell.

Could it be that you have a third-party addon in the standard BIS addons/ and dbe1/addons folders that breaks XEH?

Share this post


Link to post
Share on other sites
PS. This is Linux dedicated server.. Are you using something

windows-only in your addon?

I've tested XEH 1.0 and VFAI 2.3 on a dedicated Linux ArmA 1.08 server ("-mod=dbe1;test") and the smoke throwing works just fine.

I made a test mission with a solder and a civvie and when the latter takes a bullet, he will eventually stand up and throw a smokeshell.

Could it be that you have a third-party addon in the standard BIS addons/ and dbe1/addons folders that breaks XEH?

After next wave of tests, I have discovered the source of the problem!

VFAI smokeshell addon will not work when DooACS is enabled

on the server... (Doolittle Anti-Cheat System)

http://www.flashpoint1985.com/cgi-bin....38;st=0

Why? I don't know, but I think that this can be considered as

a bug...

By the way, VFAI works with new XEH and old one (Extended Init

Eenthandler). VFAI works when addon is placed on the server

side only - players don't need to have this addon.

Share this post


Link to post
Share on other sites
Quote[/b] ]VFAI works when addon is placed on the server

side only - players don't need to have this addon.

Not entirely correct. Read the "Installation" section in the readme, it is important.

VictorFarbau

Share this post


Link to post
Share on other sites

lol Dooacs now that explains why i was unable to get it to work properly too smile_o.gif

but removed it because of other issues ...

thanks Groch that You figured this out...

Share this post


Link to post
Share on other sites
After next wave of tests, I have discovered the source of the problem!

VFAI smokeshell addon will not work when DooACS is enabled

on the server... (Doolittle Anti-Cheat System)

http://www.flashpoint1985.com/cgi-bin....38;st=0

Why? I don't know, but I think that this can be considered as

a bug...

Actually, that would be what's called a feature . smile_o.gif It means that DooACS is working properly and disables XEH.

(Maybe it would be useful to have DooACS allow XEH server-side though.)

Share this post


Link to post
Share on other sites

Amazing work there smile_o.gif

I was wondering if you could make something like a suppression AI

The AI (MG) should continue to fire for a while at the position he last saw the enemy, if he is uncertain if he killed him .

Can you code something like this ?

Share this post


Link to post
Share on other sites
Amazing work there smile_o.gif

I was wondering if you could make something like a suppression AI

The AI (MG) should continue to fire for a while at the position he last saw the enemy, if he is uncertain if he killed him .

Can you code something like this ?

There is a Suppression dl. It's Seconds Suppression script that somebody made into a .pbo.

Try this link:

http://www.flashpoint1985.com/cgi-bin....10;st=0

The dl is in the first post. Make sure to dl the "pbo from rapidshare" link.

People should be using the XEH compitable version: On the middle of the page, by Mr_Centipede.

Share this post


Link to post
Share on other sites

some suppression addon i tried earlier broke the sight adjustment addon

check this if you apply it

Share this post


Link to post
Share on other sites

not if both are XEH compatible ...

Share this post


Link to post
Share on other sites

The sight adjustment addon has been made XEH by Solus himself. It's called the bridge addon.

Look in the XEH thread in Addos and Mods complete.

Share this post


Link to post
Share on other sites

there is completely XEH compliant config.cpp so no need for bridge ...

i think KillSwitch done it ...

guess there is way too big chaos with multiple EEH XEH addon versions ...

Share this post


Link to post
Share on other sites
Amazing work there smile_o.gif

I was wondering if you could make something like a suppression AI

The AI (MG) should continue to fire for a while at the position he last saw the enemy, if he is uncertain if he killed him .

Can you code something like this ?

There is a Suppression dl. It's Seconds Suppression script that somebody made into a .pbo.

Try this link:

http://www.flashpoint1985.com/cgi-bin....10;st=0

The dl is in the first post. Make sure to dl the "pbo from rapidshare" link.

People should be using the XEH compitable version: On the middle of the page, by Mr_Centipede.

ofpforum,

Thanks for catching that for me. That's the one I was looking for, I didn't realize there are other versions.

I admit, I didn't read the first post. I looked for Mr. Centipede's post but couldn't remember the name, like an idiot I was searching for Mr. Burns instead.

My apologies to all.

Share this post


Link to post
Share on other sites

Thanks but I was rather looking for the AI to lay down some suppression fire on others, like in this clip

http://www.youtube.com/watch?v=3DXxwRVzy4s&feature=related

YouTube - MDX SuppFire Demo video

Regretfully the author has not finished this mod yet.

A suppression mod along with the VFAI mod would be great the AI would lay down suppression fire and not running out of ammo anymore

Share this post


Link to post
Share on other sites

Believe me: Once SLX mod will be public, you will never look for another suppression mod anymore!

Share this post


Link to post
Share on other sites
People should be using the XEH compitable version: On the middle of the page, by Mr_Centipede.

But that one also has the famous missing ; bug which might break stuff.

Instead of:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class Extended_Init_EventHandlers

{

class Man

{

2nd_suppress_init = "_this exec ""\2nd_suppression\Second_suppress_l.sqs"""

};

};

Should be:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class Extended_Init_EventHandlers

{

class Man

{

2nd_suppress_init = "_this exec ""\2nd_suppression\Second_suppress_l.sqs"";";

};

};

I was just checking to see if I have the correct version when I saw this, thought I'd share the info, sorry for the offtopic.

Share this post


Link to post
Share on other sites

Please move this discussion to the "Second supression" script thread - there is no point in repeatedly bumping the VFAI thread up while discussing a totally different addon. Thank you!

VictorFarbau

Share this post


Link to post
Share on other sites

VictorFarbau: whats the easiest way to disable civilians from picking up guns? My team wiped out entire village on a mission while I was absent from action previous week...

Share this post


Link to post
Share on other sites

@IceBreakr - if you use custom made missions no problem. They would just need this type of code in the init.sqs (if that's still the file executed at mission start, not 100% sure now).

Quote from the readme:

Quote[/b] ]

VFAI_disable_civ = 1;

publicVariable "VFAI_disable_civ";

This would disable VFAI_Equipment for all civilians

Otherwise you'd need to de-PBO your missions there and add this manually as well.

Regards,

VictorFarbau

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×