teilx 4 Posted January 17, 2009 spangg: it works? no defective or missing features in ecs or ace? Share this post Link to post Share on other sites
spangg 0 Posted January 18, 2009 Well, I dont know about all the features and not even sure how to check if there is any defection. My personal interest is the AI tweaking, and so I dont even use the whole mod, just the necessary files in ecs. Ace seems to be ok for me also. What should I look for in arma.rpt(or somewhere else?) to tell if there is anything wrong? Share this post Link to post Share on other sites
teilx 4 Posted January 18, 2009 ah ok thx you can delete the arma.rpt and then run arma.and then check the new rpt. is easier to see what is wrong. Share this post Link to post Share on other sites
snkman 351 Posted January 18, 2009 What should I look for in arma.rpt(or somewhere else?) to tell if there is anything wrong? Well may ( I think ) there won't be any entry's in the .rpt about the formation bug/error. May the ( AddOns/Mods ) developers made something wrong in this part of the script/feature and ArmA just do, what they tell in the script. Share this post Link to post Share on other sites
teilx 4 Posted January 18, 2009 oh right,  they are no script erros in rpt file   only config and addon errors??  my fault  oh oh oh iam arma nooby Share this post Link to post Share on other sites
snkman 351 Posted January 18, 2009 Nope script error's are to find in the .rpt too, but if there are script error's, then they also will be displayed directly in ArmA too. So like i sad bevore, may there is something wrong in a script of any of thouse Mods which not must be a syntax error, but may there could be something wrong with the ( Logic/Behaviour ) of the script. Share this post Link to post Share on other sites
the_shadow 0 Posted January 18, 2009 why do i only see markers on the east squads, no matter what side im playing on? wouldnt it be logical if i only saw markers from the side im on? i think it´s a little strange to be honest... Share this post Link to post Share on other sites
snkman 351 Posted January 18, 2009 why do i only see markers on the east squads, no matter what side im playing on? Do you talk about the Example Mission? Well by default no unit/group got a Markers. In the Example Mission i choosed this way to show people what exactly which units/groups are doing. You can choose which kind of object ( unit/group ) should use a marker. For example: Put this in the init.sqf of a mission: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> GL3_Public set [23, ["OfficerE"]]; Now if the leader of the group is kind of "OfficerE" then the group will get a marker. Or: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> GL3_Public set [23, ["TeamLeaderE","SoldierEMG"]]; Now if any of the leaders of a group is kind of "TeamLeaderE" or "SoldierEMG" then the group will get a marker. It's not strange it's customizable. Share this post Link to post Share on other sites
the_shadow 0 Posted January 18, 2009 that kinda explains it yes... thanks Share this post Link to post Share on other sites
the_shadow 0 Posted January 18, 2009 another problem... it seams as AI no longer calls for backup... what could be the reason for that? i have a unit of 4 armed hmmwv´s with 5 soldiers in each (including the driver and gunner) rolling into a enemy controlled town (just infantry). the enemy have plenty of supporting units with BMP´s T72´s, artillery and so on but none of those are called... the friendly forces also have plenty of support such as cobras, helicopter transported infantry squads, Strykers, M1´s and m113´s (but no artillery) but none of those are called either... simply said... neither friendly or enemy AI units call for supporting units.. i even set the call for support line in the init.sqs to 0.01 but that didnt help either... could it be something else stopping AI from calling support? i ran the same mission yesterday and didnt have any problems with AI calling atleast the stryker teams and the BMP squads... but now it doesnt call anything. Share this post Link to post Share on other sites
snkman 351 Posted January 18, 2009 i ran the same mission yesterday and didnt have any problems with AI calling atleast the stryker teams and the BMP squads...but now it doesnt call anything. Well if the mission worked fine yesterday, then it looks like you made something wrong with the mission today. So it's up to you to find out, what it is, or you can send me the mission and i will look into it. Share this post Link to post Share on other sites
delta99 34 Posted January 18, 2009 Yes that's right.I understood the question wrong. I was thinking that spangg was talking about the Enemy A.I. units/groups. @Kremator Thanks. Nice to hear you like it. Well the MOST important thing is to use the GL3 E.E.H. ( Extended Event Handlers ) Config if using GL3 toghetter with A.C.E. Normally the problem with the AddOn load order is sloved since the E.E.H. was released. Without the E.E.H. the Mod loaded at last alway's will use all it's assigned Event Handlers and overwrite each Event Handler of the previouse loaded Addons, but with the E.E.H. this will not happend any longer. But ok. If this is the trick, then thanks for letting me/us know. I believe you are NOT supposed to use EEH with ACE. ACE has their own implementation of it (included in the mod itself) so running another version is not recommended by ACE. It is actually recommended not to run EEH I believe. Share this post Link to post Share on other sites
kremator 1065 Posted January 18, 2009 Well I think that ACE and GL3 are running well together. My commandline is -mod=DBE1;@Addons;@ACE;@GL3;@EEHConfig The only thing that I did wrong was i stripped EEHConfig out of GL3 and forgot to put everything into an Addons folder ! So now I get all of ACE functionality (yes I know there are now 2 event handlers) and GL3 functionality (voices/markers). What I havent been able to check is IF GL3 is calling reinforcements in an ACE mission so far with this setup. Will do more testing. [TAO] Kremator PS I have also tried it on my dedicated server and it works well Share this post Link to post Share on other sites
snkman 351 Posted January 19, 2009 Well I think that ACE and GL3 are running well together. PS I have also tried it on my dedicated server and it works well Nice!! Many thanks for testing and reporting. The only thing that I did wrong was i stripped EEHConfig out of GL3 and forgot to put everything into an Addons folder ! Yeah ( I think ) the E.E.H. part is the most confusing part of GL3, where most users do something wrong. Well as far as i have a perfect E.E.H. Config i will use the E.E.H. Config by default. Share this post Link to post Share on other sites
Kryptonite 0 Posted January 19, 2009 snkman, whats up with the AI no house clearing,have a ded server up with gl3. have been in many coop missions but still no AI moving in to clear house,all settings are at the default.running modwar sound mod and voice quiet addons.otherwise very good stuff. Kryptonite! Share this post Link to post Share on other sites
snkman 351 Posted January 19, 2009 Well enemy A.I. do House Search. I don't know under which conditions you wan't the A.I. to do House Search. They randomly check any House nearby the position, where the enemy ( You ) was detected. Of course they search 1 house after another and not 3 - 4 at the same time. The more enemys groups are in the town, the more House Searcher do GL3 use. But GL3 v.1.2 do only search for the definied/default buildings, this is already changed for GL3 v.1.3. Share this post Link to post Share on other sites
Kryptonite 0 Posted January 19, 2009 ok sounds good looking foward for the next update,sounds great without the default search on for AI search. Kryptonite! Share this post Link to post Share on other sites
verde13 0 Posted January 19, 2009 Great job with GL3, truly astounding work. One thing though that i'd like is the Ai to shoot from behind cover like over a wall or through windows. Is it possible to be done ? Right now they're either crawling in plane view or get shot standing up. If they could use cover while firing and/or moving, it would be unbelievable realistic. Share this post Link to post Share on other sites
spangg 0 Posted January 19, 2009 Ok, Im back after a bit of testing. SNKMAN, can you make something with the ai vs tank? I mean when there is any armor around the ai isnt able to do anything. Ive tested it in different situations: 1 The armor is far away and cant see us. When my ai couldnt see the tank(behind slope) i told him to target the tank and then engage. He just crawled around without targeting the tank at all. It seems like he was trying to find a good cover but it never happened. If I sent him to a spot where he saw the tank he fired 1 missile(didnt kill the tank). This lead to situation 2. 2 The tank is getting close engaging us. The ai is too scared to do anything just lie on the floor until the tank gets really close and kill everybody 1 by 1. Any time my ai against armor is a catastrophe. thx Share this post Link to post Share on other sites
snkman 351 Posted January 19, 2009 One thing though that i'd like is the Ai to shoot from behind cover like over a wall or through windows. Is it possible to be done ? @verde13 Well GL3 do use a ( such a ) Take Cover feature, but the A.I. of ArmA is something really strange. Sometimes they do stuff never told or need way to long to do stuff you told them. Creating such a feature would make you sick. Belive me, when i say... I already have stopped counting how many nerves i did lost while working on GL3. Such a feature surely would be possible, but stand alone else it would take off all your time. May in the future, but so far i'm only working on enhancing the GL3 Take Cover feature. @spangg Did you use any other Mods/AddOns while testing this besides GL3? Well i never ( As good as never ) saw this problem. The A.I. of my own team did always ( Very often ) hunt down enemy tanks. I know there are some problems with the Tanks in C.W.R. They do not engage, but not with A.I. AT or AA units. But of course i will look and test it again. If it happend's what you sad, then i surely will let the A.I. be some more aggressive in the hunt for tanks. Share this post Link to post Share on other sites
spangg 0 Posted January 20, 2009 Quote[/b] ]Did you use any other Mods/AddOns while testing this besides GL3?Well i never ( As good as never ) saw this problem. The A.I. of my own team did always ( Very often ) hunt down enemy tanks. Ok, it seems to happen with gl3 only loaded(with the eeh compatible config and the eventhandler loaded as well but dont think it has anything do do with it) Also, is there a way to rewrite the engage command in a way it let the ai find a good spot to shoot, but not overwrite the hold fire command ? In that way it would be possible to setup ambush on lets say a tank platoon. Now its working only with the target command, but then they dont move so if there is no line of sight they dont do anything. Share this post Link to post Share on other sites
madrussian 347 Posted January 20, 2009 Part of what spangg brought up about tanks has bothered me since the beginning of ArmA. Specifically, when an enemy tank rolls up and gets into killing range of ai infantry, the AT guys take their shots, as one would expect (for better or for worse). However, the problem is that everyone without any AT weapons just sits there and gets chewed up by the tank. Very unrealistic and frustrating (or comical depending on which side you are on at the time ). I'd like to see them run like hell instead! (And possibly run for cover inside the closest building with interior, if any are close enough.) Any chance to remedy this in GL3? Also, anyone reading this know of any good examples of any existing remedy? (for possible inclusion in GL3) Share this post Link to post Share on other sites
snkman 351 Posted January 20, 2009 Quote[/b] ]Ok, it seems to happen with gl3 only loaded(with the eeh compatible config and the eventhandler loaded as well but dont think it has anything do do with it) Also, is there a way to rewrite the engage command in a way it let the ai find a good spot to shoot, but not overwrite the hold fire command ? In that way it would be possible to setup ambush on lets say a tank platoon. Now its working only with the target command, but then they dont move so if there is no line of sight they dont do anything. Well this is the behaviour of the units in ArmA. Such stuff should be made by BIS. ( In my mind ) We all know the ArmA A.I. is very very stupid some ( Most ) times. I do not understand why this only happend when you are running GL3? I did not change anything in the GL3 Config which could have something to do with this... Â Really strange. The only thing i noticed VERY OFTEN!! If AA A.I. units of my team had spotted a Tank then they switch to the AA weapon, then switch back to the Rifle, then switch back to the AA Weapon, then take the binoculars and may if i got some luck after the 4 - 5 th. changing they finally shoot at the Tank with the correct weapon. Quote[/b] ]However, the problem is that everyone without any AT weapons just sits there and gets chewed up by the tank. Yes thats true. ( Sadly ) Quote[/b] ]And possibly run for cover inside the closest building with interior, if any are close enough. sounds funny! But well i would not do anything else, if i would not do have a LAW or AA Weapon by me. Run into the nearest building ( If any ) and wait till the Tank's leave or drive away for some meters. Share this post Link to post Share on other sites
madrussian 347 Posted January 20, 2009 Quote[/b] ]However, the problem is that everyone without any AT weapons just sits there and gets chewed up by the tank. Yes thats true. ( Sadly ) Quote[/b] ]And possibly run for cover inside the closest building with interior, if any are close enough. sounds funny! But well i would not do anything else, if i would not do have a LAW or AA Weapon by me. Run into the nearest building ( If any ) and wait till the Tank's leave or drive away for some meters. So if an enemy tank gets in lethal range of an infantry group with no AT and no buildings present, what about the "run for the hills" option? It may sound kinda ridiculous at first to picture yourself temporarily increasing your exposure to the tank to high-tail it out of there, but anything is better than everyone just laying there and getting mowed down! Plus it's likely to be a number of infantry running to escape in mass, increasing the number of targets and thereby the chances of individual survival. Especially in a city, they really don't have to run that far to evade the tank, as there are buildings would quickly provide cover as they displace. Just curious your thoughts. Share this post Link to post Share on other sites
spangg 0 Posted January 20, 2009 Also it might be a good idea to make the ai infantry more brave against armor as it seems most of the times they just run up and down without actually engage. I go back and test it again because I remember that ive seen the ai behaving very lethal against tanks sometimes. Share this post Link to post Share on other sites