VictorFarbau 0 Posted August 15, 2009 (edited) Current version is build 019 - release date 07.Apr.2010 = These addons require "Extended_EventHandlers" of the CBA Project = VFAI consists of 2 independent addons 1. VFAI_Equipment enables units to independently equip themselves with weapons and ammo from dead bodys. Further information and details included in the readme file. I advise you to read the readme file - it might explain some behaviour you wonder about. Installation: read the readme file (it is easy). 2. VFAI_Smokeshell will cause units to throw smokeshells whenever they're hit. They will try to throw smoke into the direction of the gunner to block his view. More details in the included readme file. Installation: read the readme file (it is easy). All units will then be equipped with 1 smokeshell and will know when to use it. DOWNLOAD LINKS VFAI Download OLDER YOUTUBE VIDEO SHOWING VFAI (you get the point when seeing it) VFAI Project history 019: VFAI variables will not erratically reactivate 019: Weapons / launchers only taken when loaded (ammo available) 019: Handgrenade class error message (hopefully) resolved 019: Added user config entry to allow/deny taking small arms (pistol slot) 013: Simplified addon version (no group specific behaviour, no more dropping weapons, no control panel -> userconfig file) 013: Increased performance 013: Reduced amount of "Ready" shouts - Switching to build revisioning - 3.1 Equipment.AI: Handgrenade Bug corrected 3.0 Inital ARMA II Release © 2010 Victor Farbau Edited April 7, 2010 by VictorFarbau Share this post Link to post Share on other sites
.kju 3244 Posted August 15, 2009 (edited) Thanks Victor Farbau! It is a great asset and runs for every SP game here. :) Did you make the control panel now accessible via the ESC menu instead of useractions? Designing the system in FSM might make it easier to extend the system, if desired, to more complex and flexible AI management. Edited August 15, 2009 by kju Share this post Link to post Share on other sites
kremator 1065 Posted August 15, 2009 Another star hits the stage ! Thanks Victor - you are a man of your word :) Installing now ! Totally agree with kju about using the FSM..... sounds right up your AI street :) Share this post Link to post Share on other sites
VictorFarbau 0 Posted August 15, 2009 @kju: it's useractions still, next on my agenda is to implement that for VFFPSS and then for VFAI afterwards. FSM, haven't looked into this yet... VictorFarbau Share this post Link to post Share on other sites
dmarkwick 261 Posted August 15, 2009 Great work again Victor :) weird - I was just about to ask you whether there is a VFAI Smokeshell release imminent. Turns out there was :) Always used this addon in A1, and will continue with A2 now. Thanks for the release. Share this post Link to post Share on other sites
kremator 1065 Posted August 15, 2009 Works wonderfully! Shame that BIS broke the smoke grenades in 1.03 They will be fixed soon I hope. ---------- Post added at 07:12 PM ---------- Previous post was at 05:51 PM ---------- Victor, Does this addon use CBA? The reason I ask is that after installing it I couldn't get one of Heinblod's addons to work that was fine before. Share this post Link to post Share on other sites
Robalo 465 Posted August 15, 2009 Big thanks for releasing this. For the grenades, it looks like you put the ammo classnames in. Shouldn't it be: _vfgrenades = ["HandGrenade_West","HandGrenade_East","HandGrenade"]; instead of _vfgrenades = ["GrenadeHandTimedWest","GrenadeHandTimedEast","GrenadeHand"]; ? Share this post Link to post Share on other sites
VictorFarbau 0 Posted August 15, 2009 @DMarkwick - your turn :) Currently the smokeshells are a joke. Such a thin trail of smoke that wouldn't even confuse my ole grandma a bit. Useless. @Krematior - it uses ExtendedEventhandlers of the CBA project indeed to run it on each "Man" class unit. Which addons stopped working? @Robalo - I did put in the classnames according to the list of Arma II classnames published some time ago. Did you see this not working? Cheers, VictorFarbau Share this post Link to post Share on other sites
imutep 0 Posted August 15, 2009 Thx for your work Victor. Nice to see this addon now in ARMA II :cool: Share this post Link to post Share on other sites
kremator 1065 Posted August 15, 2009 Victor, If I want your smokeshells and equipments to be always on, do I need to have the control pbo there ? Share this post Link to post Share on other sites
VictorFarbau 0 Posted August 15, 2009 @Kremator - no, the control panel is optional in case you prefer to be able to turn on/off some features during the game. VictorFarbau Share this post Link to post Share on other sites
Robalo 465 Posted August 16, 2009 Check this: http://community.bistudio.com/wiki/ArmA_2:_Weapons#General_Weapons I don't think AI will grab grenades as it is now. Share this post Link to post Share on other sites
.kju 3244 Posted August 16, 2009 @ VictorFarbau You should read any type of weapons from config. An example to get the idea _ammoType = getText(configFile >> "CfgMagazines" >> _x >> "ammo"); _ammoClass = configFile >> "CfgAmmo" >> _ammoType; if (configName(inheritsFrom _ammoClass) == "MissileBase") then http://community.bistudio.com/wiki/inheritsFrom You may have to do this recursive through the class tree, as you only check the direct parent from what I recall. Share this post Link to post Share on other sites
kremator 1065 Posted August 16, 2009 Thanks Victor, had found it by the time you wrote back by removing the control pbo. I did find some very funny behaviour where friendly troops would keep running up to dead comrades and changing their weapons even though they had plenty of ammo left. If there a minimum level of ammo that the AI can have before the script activates ? Share this post Link to post Share on other sites
CrazyAce 0 Posted August 16, 2009 @Krematior - it uses ExtendedEventhandlers of the CBA project indeed to run it on each "Man" class unit. Which addons stopped working? Ah sweet, I was hopeing that it only used that file. Thanx Vic. Share this post Link to post Share on other sites
Guest Posted August 16, 2009 Release frontpaged at the Armaholic homepage. VFAI - AI Extension - ArmA IICommunity Base addons Share this post Link to post Share on other sites
Nazul 10 Posted August 16, 2009 Nice work. The AI rearming themselves should be in the game as standard, nothing annoys me more than micromanaging AI team mates to get more ammo. Does this addon affect teammates? Share this post Link to post Share on other sites
kremator 1065 Posted August 16, 2009 AFAIK it affects every non-human unit (friendly and enemy) Share this post Link to post Share on other sites
DJH 10 Posted August 16, 2009 Great addon, by the end of long missions I end up with medics with RPG-7s, machinegunners with a nicked PKP, etc. Nice to see the single-shot AT weapons being dropped after use as well [RPG-18, etc.] Slight problem with AI chucking smoke when they hurt themselves by jumping out of choppers/trucks, etc. But not a problem with the addon as much as the AI for injuring themselves in the first place! Share this post Link to post Share on other sites
CrazyAce 0 Posted August 16, 2009 Slight problem with AI chucking smoke when they hurt themselves by jumping out of choppers/trucks, etc. But not a problem with the addon as much as the AI for injuring themselves in the first place! True, but I think of it this way, when this does happen I know that a team mate is hurt or down and they require medical attention. To me it adds more imersion and I can send a medic to help out. Share this post Link to post Share on other sites
VictorFarbau 0 Posted August 16, 2009 (edited) they hurt themselves by jumping out of choppers/trucks The VFAI code will be paused as long as the unit is mounted in any vehicle - to avoid that exact behaviour. I am not taking the blame here :) Check this: http://community.bistudio.com/wiki/A...eneral_Weapons @Robalo_AS: dear me, I was looking at outdated information then. Thanks for the tip. I will update the code rightaway and push the updated version to DH. Thanks, VictorFarbau Edited August 17, 2009 by VictorFarbau Share this post Link to post Share on other sites
jblack9 10 Posted August 22, 2009 So I put all the addons into my addons folder, yet I get no VFAI control panel when I start a mission? Am i doing something wrong? Share this post Link to post Share on other sites
VictorFarbau 0 Posted August 23, 2009 So I put all the addons into my addons folder, yet I get no VFAI control panel when I start a mission? Am i doing something wrong? @Jblack9, either you're not group leader or you're using an older version of VFFPSS at the same time. The latter had a bug which would the VFAI cpanel to not show up. @Kju - the inheritance method sounds good for the grenade and launcher story. Will put it on the agenda, too. Regards, VictorFarbau Share this post Link to post Share on other sites
mr_centipede 31 Posted September 13, 2009 Hello victor, is there a way for me to disable the VFAI equipment initially (other than hardcoding the script) then use the control panel to enable it again? I use the VFAI_disable_all=1 parameter but I think that disable it for the entire mission. No matter what I did in the control panel will make it re-enable. Share this post Link to post Share on other sites
VictorFarbau 0 Posted September 13, 2009 Hello victor, is there a way for me to disable the VFAI equipment initially (other than hardcoding the script) then use the control panel to enable it again? I use the VFAI_disable_all=1 parameter but I think that disable it for the entire mission. No matter what I did in the control panel will make it re-enable. Right now the only way to do this would be to call the control panel right after mission start and disable VFAI for everybody - then enable it when you need it. Haven't thought about a delayed start yet, to be honest. VictorFarbau Share this post Link to post Share on other sites