sickboy 13 Posted June 16, 2008 A quick, dirty and BETA release of "Pack3" This is Beta. However the code is pretty damn stable. Please report any bugs found Special thanks to Rommel for allowing me to (ab)use his <span style='color:blue'><span style='font-size:19pt;line-height:100%'>Rommels Improved AI</span></span> scripts and to release them in edited form Download: 6thSense.eu "Pack3" Beta5 Wiki & More Info: http://community.bistudio.com/wiki/6thSense.eu:Pack3 Other recommended addons to use inconjunction: [*] VFAI Equipment [*] VFAI Smokeshell [*] JDT SmokeEffects+ViewBlock (DMarkwick) Share this post Link to post Share on other sites
dmarkwick 261 Posted June 16, 2008 Ooh another six pack looking forward to trying it out, I've been following the Rommel AI thread for a while. Share this post Link to post Share on other sites
sickboy 13 Posted June 16, 2008 Updated to beta2, fix for wrong direction calculation :-P Heya DM Mate Share this post Link to post Share on other sites
RUKH 0 Posted June 16, 2008 Sorry for my script noobness...but does this work in Warfare "out of the box" or do I have to scriptjiggi something? Share this post Link to post Share on other sites
sickboy 13 Posted June 16, 2008 Sorry for my script noobness...but does this work in Warfare "out of the box" or do I have to scriptjiggi something? Works out of the box in any mission Share this post Link to post Share on other sites
kuIoodporny 45 Posted June 16, 2008 Was it fixed yet or AI still can't fire in short bursts instead of popping in linearly calculated intervals with "full auto" mode selected? In my CF I disabled it using FullAuto for automatic rifles (AK, M4A1, MP5) and forced it to use internal Burst class hid from player instead. Share this post Link to post Share on other sites
sickboy 13 Posted June 16, 2008 Was it fixed yet or AI still can't fire in short bursts instead of popping in linearly calculated intervals with "full auto" mode selected? In my CF I disabled it using FullAuto for automatic rifles (AK, M4A1, MP5) and forced it to use internal Burst class hid from player instead. Good Question :-) ATM our values are mostly experimental, while trying to find a nice balance between wasting ammo, and suppressing the enemy :-) I'll ask Sonsalt to take a look at it, aswell as your config fix Share this post Link to post Share on other sites
kuIoodporny 45 Posted June 16, 2008 Was it fixed yet or AI still can't fire in short bursts instead of popping in linearly calculated intervals with "full auto" mode selected? In my CF I disabled it using FullAuto for automatic rifles (AK, M4A1, MP5) and forced it to use internal Burst class hid from player instead. Good Question :-) ATM our values are mostly experimental, while trying to find a nice balance between wasting ammo, and suppressing the enemy :-) I'll ask Sonsalt to take a look at it, aswell as your config fix So I'll need to make some cuts in it that addon is gonna be must-have Share this post Link to post Share on other sites
sickboy 13 Posted June 16, 2008 So I'll need to make some cuts in it that addon is gonna be must-have Feel free to evaluate & experiment, I would be interested to receive any enhancements made, especially including explanation why the method is better, and how Share this post Link to post Share on other sites
mrcash2009 0 Posted June 16, 2008 Quote[/b] ]Please do not use in conjunction with old TrueRangeAI or our six_repl_ai_accuracy and six_repl_ai_range, as the settings might collide Does this mean it works just as well without using this, or you have to return to the old engagement ranges to use this? Thats a shame becuase I checked out Rommels scripts and they are great, and now with less scripting hassle is great. I do like further engagement range though which is a shame. Any chance to get them working together better? Or am I wrong, with this enhancement does the engagement range pretty much stay the same? Share this post Link to post Share on other sites
layne_suhr 0 Posted June 16, 2008 I just played Warfare and it seems that they where trying to save ammo with the MG nest and wasn't really suppressing and most of the time they were just running towards or away from me. They where actually trying to preserve ammo aswell. So basically it was easy to kill them unless there was a lot of them then they would actually kill me and suppress me. So it seems (from my point of view) that they are somehow stronger in groups and less cowardly if that makes any sense Share this post Link to post Share on other sites
Stavanger 0 Posted June 16, 2008 Mirror by ePrison.de 6thSense.eu Pack3 v0.1 BETA2 Regards, Stavanger Share this post Link to post Share on other sites
sickboy 13 Posted June 16, 2008 Thanks for the mirror! Quote[/b] ]I just played Warfare and it seems that they where trying to save ammo with the MG nest and wasn't really suppressing and most of the time they were just running towards or away from me. They where actually trying to preserve ammo aswell. So basically it was easy to kill them unless there was a lot of them then they would actually kill me and suppress me. So it seems (from my point of view) that they are somehow stronger in groups and less cowardly if that makes any senseMG Nest = a vehicle. Vehicles aren't handled by the suppression scripts. Their behaviour might however be tweaked through the changes in six_sys_ai. Â Try running with and without it.You are running with Extended EventHandlers, latest version by Solus / KH? Also important is that if you play on a server, the server needs this addon Also make sure you got BETA2. Quote[/b] ]Please do not use in conjunction with old TrueRangeAI or our six_repl_ai_accuracy and six_repl_ai_range, as the settings might collide Does this mean it works just as well without using this, or you have to return to the old engagement ranges to use this? Thats a shame becuase I checked out Rommels scripts and they are great, and now with less scripting hassle is great. I do like further engagement range though which is a shame. Any chance to get them working together better? Or am I wrong, with this enhancement does the engagement range pretty much stay the same? There are 2 addons in Pack3: [*] six_sys_suppression - Which contains Rommel IA etc [*] six_sys_ai - Which contains updated Engagement Ranges and firemode tuning. If you want to use THIS addon, dont use it together with the other mentioed. Basicly, either choose to use TrueRange, one of my old six_repl_ai addons, or this new six_sys_ai. But not all together Share this post Link to post Share on other sites
NoRailgunner 0 Posted June 16, 2008 Will try it later - are there any vids or one example/demo mission that shows the differences between BIS - six_sys_suppression - six_sys_ai ? Share this post Link to post Share on other sites
sickboy 13 Posted June 16, 2008 Will try it later - are there any vids or one example/demo mission that shows the differences between BIS - six_sys_suppression - six_sys_ai ?Nope. Anyone is welcome to make it though As mentioned in my first post, it's a simple quick and dirty release Share this post Link to post Share on other sites
mattxr 9 Posted June 16, 2008 Well our server is running it. Seems really interesting watching the AI battle it out on Warfare Share this post Link to post Share on other sites
lecholas 2 Posted June 16, 2008 My first impressions are very good. Some remarks though: - it's not compatible with team switch. If you switch to a unit that uses suppressive fire you'll find yourself firing without touching your LMB. - I'm not sure but i looked into the code and I didn't find any means to prevent units from using suppresive fire when in strange animation states (while moving, while going prone, etc. - while they're pointing their weapons straight into the air or into the ground). This can be prevented by allowing units to fire only when in appropriate animations: ? (animationState _unit) == "amovpercmstpsraswrfldnon" OR (animationState _unit) == "amovpknlmstpsraswrfldnon" OR (animationState _unit == "amovpprnmstpsraswrfldnon") Share this post Link to post Share on other sites
sickboy 13 Posted June 16, 2008 My first impressions are very good. Some remarks though:- it's not compatible with team switch. If you switch to a unit that uses suppressive fire you'll find yourself firing without touching your LMB. - I'm not sure but i looked into the code and I didn't find any means to prevent units from using suppresive fire when in strange animation states (while moving, while going prone, etc. - while they're pointing their weapons straight into the air or into the ground). This can be prevented by allowing units to fire only when in appropriate animations: ? (animationState _unit) == "amovpercmstpsraswrfldnon" OR (animationState _unit) == "amovpknlmstpsraswrfldnon" OR (animationState _unit == "amovpprnmstpsraswrfldnon") Thanks for the tips Lecholas; Keep em coming! Will use for now <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">if ((animationState _unit) in ["amovpercmstpsraswrfldnon","amovpknlmstpsraswrfldnon","amovpprnmstpsraswrfldnon"]) then {};For a final solution I think I will add config properties so that other / new animations can be "Tagged" without the need for editing the scripts As to teamSwitch; It actually should work, however, it takes a couple of seconds for the script to terminate. As the while loop terminates on ({isPlayer _x} count (units _group)) > 0 The biggest problem is that the units you are able to teamSwitch into, may vary per client and might even be dynamic. I can devise a system for it, but the question is if it's necessary while the script auto terminates on groups you teamSwitched to, after some seconds. Share this post Link to post Share on other sites
sickboy 13 Posted June 16, 2008 Updated to Beta3: ftp://dl1.6thsense.eu/arma/6thSense.eu-Pack3_v0.1beta3.rar Changes: [*] AI Doesn't suppress from the wrong animationStates any longer (Thanks to Lecholas for the tip and list of animations) Share this post Link to post Share on other sites
Stavanger 0 Posted June 16, 2008 Thanks for the mirror! np Sickboy, Mirror from ePrison.de updated. Good work! Regards, Stavanger Share this post Link to post Share on other sites
lecholas 2 Posted June 16, 2008 Ahh... dammit. I didn't check the animation list (just copied it from my old suppression-wanna-be-script). Now as you posted new version with the list provided by me I felt responsible and I checked it and find that one animation is wrong. It should be "amovppnemstpsraswrfldnon" instead of "amovpprnmstpsraswrfldnon". I'm terribly sorry for inconvenience. Share this post Link to post Share on other sites
sickboy 13 Posted June 16, 2008 Ahh... dammit. I didn't check the animation list (just copied it from my old suppression-wanna-be-script). Now as you posted new version with the list provided by me I felt responsible and I checked it and find that one animation is wrong. It should be "amovppnemstpsraswrfldnon" instead of "amovpprnmstpsraswrfldnon". I'm terribly sorry for inconvenience.NP, thanks for letting me know.ftp://dl1.6thsense.eu/arma/6thSense.eu-Pack3_v0.1beta4.rar As Pack3's a quick and dirty release, it's my own fault for not checking the list Share this post Link to post Share on other sites
Stavanger 0 Posted June 16, 2008 LOL.... ok np, Mirror from ePrison.de updated! thanks for the Info! Regards, Stavanger Edit: Version <span style='color:red'>BETA5</span> online!! Share this post Link to post Share on other sites
Guest Posted June 16, 2008 Beta 5 frontpaged at the Armaholic.com homepage. The Armaholic.com download page can be found here: http://www.armaholic.com/page.php?id=3371 (beta 5) Share this post Link to post Share on other sites
sickboy 13 Posted June 16, 2008 Thanks guys! Beta5 Download: ftp://dl1.6thsense.eu/arma/6thSense.eu-Pack3_v0.1beta5.rar Changes: [*] Better Dead Unit handling [*] More debug options and strings (ROMM_IA.sqf header) [*] Added "doWatch" to suppression fire cycle; Hoping it will resolve most "Wrong Angle" unable to fire problems. (Need feedback) [*] Moved HandGreande Check to the end, as it also triggers smokeShells, and they have a long life This is a debug log of a run between a couple of AI west and east. I have spawned extra east / west groups whenever one side was becoming fairly non-existent http://pb.6thsense.eu/pb/102 There's many times problems with the Angle, aswell as the Animation State. I've adjusted the scripts to add a doWatch just before attempting to fire, however, this isn't successful most of the times :-) Another Round but now without low-level debug messages: http://pb.6thsense.eu/pb/103 Open to ideas and suggestions Share this post Link to post Share on other sites