Hellop 0 Posted August 10, 2008 A scripting change: Change from dynamic scope to static scope like most other programming languages. I have to prefix every script with a "private[""]" statement containing all local variables to bypass the effects of dynamic scoping. Called functions should not be able to alter the "local" variables from their parents, like they do now. Because then, why bother passing variables into the functions? (execVM doesn't seem to do this like call) Perhaps, since Arma2 will require all variables to be declared, this strange behavior can be eliminated. Maybe I'm just used to C, where if you need more then one return value, you just pass parameters in by reference. But, Arma's typeless variables make it easy to return mixed arrays, so by-reference scalar parameters are not even needed. One other thing: a plain old "return" statement to return values from functions instead of "leaving the last semicolon off" would aid readability, and reliability. Share this post Link to post Share on other sites
six6six 0 Posted August 10, 2008 What I want to see if group actions. Things like going over high walls, where a number of people cooperate to do something they couldnt do alone. Share this post Link to post Share on other sites
dentist guba 0 Posted August 14, 2008 proper IR FCS are a MUST, tanks are way too good against each other and much too vulnerable to infantry. Share this post Link to post Share on other sites
NoRailgunner 0 Posted August 17, 2008 - running and throwing handgrenade little bit farther - smoke with AI viewblock - smokescreens from tanks - objects that are partly or fully destroyed with AI viewblock (eg trees) - improved AI:  - they know were to find cover or hide behind  - if they take good tactical positions they should hold it until there is no enemy in the immediate vicinity.  - units should have some kind of better trained weapon skill eg. machinegunner is better in using his default weapon than using sniper rifle.  - pilots with different air combat skills (attack/support) jet pilots, helicopter pilots There are many things left open - lets see what BIS is going to show us on Games Convention 21.-24.08. Share this post Link to post Share on other sites
Commando84 0 Posted August 17, 2008 - units should have some kind of better trained weapon skill eg. machinegunner is better in using his default weapon than using sniper rifle. - pilots with different air combat skills (attack/support) jet pilots, helicopter pilots There are many things left open - lets see what BIS is going to show us on Games Convention 21.-24.08. the thing with weapons and a.i soldiers in arma is that every soldier can pilot any vehicle and sometimes its a really good thing, cause thats one of the freedoms in Arma. I don't think they'll change that for arma 2 cause its too hardcoded in the engine at least the what weapons you can hold and what vehicles you can drive. But... you can have scripts in your mission to restrict stuff like that, but in mp enviroments sometimes that can be frustrating when you are used to have freedom and then suddenly you get a text saying only tank crews can operate the tank or something. I think it can be done scripts wise to certain mission but if they built whole game like that i think some people would get upset Share this post Link to post Share on other sites
NoRailgunner 0 Posted August 17, 2008 Commando84 thats not an "AI freedom of ArmA" there are only very simple AI units without proper skills. Its more challenging if you must be aware of such trained/better AI units. But if you like more arcade shooter gameplay.... Share this post Link to post Share on other sites
Hellop 0 Posted August 17, 2008 @NoRailgunner, Commando84.  I'll mark the things that I think can be currently done with scripting/addons with a comment in squarebrackets. - running and throwing handgrenade little bit farther  [several possibilities for scripting this] - smoke with AI viewblock [make a transparent "building" around smoke] - smokescreens from tanks [easy script] - objects that are partly or fully destroyed with AI viewblock (eg trees) [Durgs vegetation fix does this] - improved AI:  - they know were to find cover or hide behind  [possible to script, pretty easy if there was a getNearestTree function.]  - if they take good tactical positions they should hold it until there is no enemy in the immediate vicinity.  [easy to script]  - units should have some kind of better trained weapon skill eg. machinegunner is better in using his default weapon than using sniper rifle.  [For AI, the setSkill command] - pilots with different air combat skills (attack/support) jet pilots, helicopter pilots [can be scripted into any mission] Share this post Link to post Share on other sites
Second 0 Posted August 17, 2008 - improved AI: - they know were to find cover or hide behind [possible to script, pretty easy if there was a getNearestTree function.] Yes. Easy to script with even current scripting commands. Altough the way they search cover is bit odd and many times dumb + ignores some very good covertypes like terrain's forms and buildings. Not upto modern standarts anymore. Quote[/b] ]- if they take good tactical positions they should hold it until there is no enemy in the immediate vicinity. [easy to script] Not easy to script. In fact it's quite impossible with current scripting commands if we take individual soldier's point of view. How do you teach to AI a basics of good tactical position (what ever that may be in different situations, or is it wise to hold positions or move). However it's possible to halt them and order to take cover and restart moving only after there are no known enemies. That is something, however i wouldn't call it smart (=good) tactical position, as i've seen it too many times to turn against it's user. Quote[/b] ] - units should have some kind of better trained weapon skill eg. machinegunner is better in using his default weapon than using sniper rifle. [For AI, the setSkill command] There are very specific commands for many "subskills" of AIs, but they are still inactive. That would make it very possible to give certain minuses for certain weapons if user is not specialist. It's doable at moment but it's quite poor way, yes that's setskill and i think SLX did it to atleast player with setfuel when modelling suppression (made player fatigued). Quote[/b] ]- pilots with different air combat skills (attack/support) jet pilots, helicopter pilots [can be scripted into any mission] How? Overall: I'm not claiming to be expert on AI: There's alot room for innovations. Share this post Link to post Share on other sites
NoRailgunner 0 Posted August 17, 2008 Hellop I am talking about default AI. Â Share this post Link to post Share on other sites
dentist guba 0 Posted August 22, 2008 not sure if they fixed it in ARMA but in OFP the rain was just a texture over your eyes (if you turned the raindrops followed you). Share this post Link to post Share on other sites
Praelium 0 Posted August 22, 2008 not sure if they fixed it in ARMA but in OFP the rain was just a texture over your eyes (if you turned the raindrops followed you). No, it hasn't been fixed in Arma. Share this post Link to post Share on other sites
SaBrE_UK 0 Posted August 22, 2008 Sort of was, or at least a fix was moddable, with Madmatt's FX rain it wasn't an overlay. Share this post Link to post Share on other sites
Brendon 0 Posted August 23, 2008 I'd like to see houses with furniture in them, unlike the previous ArmA. Share this post Link to post Share on other sites
Hellop 0 Posted August 23, 2008 - improved AI:  - they know were to find cover or hide behind  [possible to script, pretty easy if there was a getNearestTree function.] Yes. Easy to script with even current scripting commands. Altough the way they search cover is bit odd and many times dumb + ignores some very good covertypes like terrain's forms and buildings. Not up to modern standards anymore. Well, just remember, that whatever complexity you want the AI to have, the Arma designers would have to code that complexity in as well.  So, negating any possible performance hits arma scripting has vs. code that is hard-coded into the game, if you want complex, you will have to code complex, and accept the associated performance hit.  So, if you want the AI to find cover behind a hill..  you could get the height values in a grid around the unit, then with some complicated coding magic, have them move to a depression, behind an outcropping that is between the depression and the enemy. Quote[/b] ]Quote[/b] ]- if they take good tactical positions they should hold it until there is no enemy in the immediate vicinity.  [easy to script] Not easy to script. In fact it's quite impossible with current scripting commands if we take individual soldier's point of view. How do you teach to AI a basics of good tactical position (what ever that may be in different situations, or is it wise to hold positions or move). Possibly not easy.  It depends on exactly what you want them to do.  If all you want the AI to do is wait at a certain position until there are no alive enemy nearby, it seems to me that a couple scripting commands could accomplish that.  e.g. NearestObjects , nearTargets...  You could have the AI move, or go prone, or crawl away based on the number of enemy Near, or "knowsAbout".  What exactly is the difficulty? Quote[/b] ]- pilots with different air combat skills (attack/support) jet pilots, helicopter pilots [can be scripted into any mission] Quote[/b] ]How? Uh...  well.  First define "different air combat skills."  Recon vs. attack?  Recon: turn off the AI's fire ability or Targets or ammo, have them fly around... check for NearestObjects under or in front of plane, create a radio message.  If different skills means some AI can fly a Heli, some can fly a jet.  Well, just code it in.  I can think of several ways.  1. If an AI get's in a plane that doesn't have that skill, eject them, put a msg, make them stop... 2. Change the AI's model for the different position they have. 3. Create a new dialog for ordering AI to do stuff(recon/attack). 4. Change skill level, adjust target or awareness level (using fake AI group soldiers on the ground), alter AI velocity vectors while flying to simulate novice flying. etc.. Quote[/b] ]Overall: I'm not claiming to be expert on AI: There's alot room for innovations. It's cool.  Thanks for the input and questions.  I'm always happy to discuss scripting possibilities. -hellop Share this post Link to post Share on other sites
Second 0 Posted August 23, 2008 Hellop: The difficulty is to refine good idea into good working script which handles everything ArmA-universe throws at it (and handles it well), that is something which is very hard to speculate before testing. Besides we definely have difference in point of view of what is forexample recon behaviour fo rairplane or what is good tactical position etc. I've tried and failed and i'm not willing to discuss any more about it. Share this post Link to post Share on other sites
dmakatra 1 Posted August 25, 2008 I'd like a function that will enable the map to be shown on another screen, should you be using more than one. Share this post Link to post Share on other sites
Praelium 0 Posted August 25, 2008 I'd like a function that will enable the map to be shown on another screen, should you be using more than one. Oh, as someone using two monitors, I think that's a great idea. Share this post Link to post Share on other sites
sparks50 0 Posted August 25, 2008 Shouldn't this topic be in suggestions? Im surprised it has lived for five pages here. Share this post Link to post Share on other sites
Praelium 0 Posted August 25, 2008 Yeah, it probably should be, but the reason why I put this here is because there was a "what would you like to see the most" topic already here. I figured they should belong in the same place. Share this post Link to post Share on other sites