Jump to content

Sparker

Member
  • Content count

    22
  • Joined

  • Last visited

  • Medals

Community Reputation

19 Good

About Sparker

  • Rank
    Private First Class
  1. AI Driving - Feedback topic

    If that vehicle is a part of multi-vehicle convoy group, try to select a new leading vehicle, if you notice that the convoy has stuck. It helped me a lot. Also I wouldn't do "forceFollowRoad true", because then they won't be able to drive around an obstacle in the middle of a road.
  2. AI Driving - Feedback topic

    Here's a script I made a while ago to prevent friendlies driving over friendlies to death: private _unit = _this select 0; //: Object - Object the event handler is assigned to. private _source = _this select 3; //: Object - The source unit that caused the damage. private _instigator = _this select 6; //: Object - Person who pulled the trigger if ((side _source == side _unit) && /*(_projectile == "") &&*/ (isNull _instigator)) then { 0 }; Add it to the "HandleDamage" event handler with addEventHandler of the unit you want to protect from vehicle collision dammage. Now, if you do want a specific soldier to be killed with a vehicle... just don't give him this event handler, or remove it from him.
  3. AI Driving - Feedback topic

    How exactly does the magic 'modular' design going to revive the AI? After all, the AI 'module' will have to do exactly the same things. Get data from same kinds of entities, analize what's going on around, and perform the same actions as now. Maybe the new engine's AI will be build not with FSMs but with something else? Of course if they redo the AI from 0 it might improve things, because, as you said, the core of AI has been there from OFP times. As I see it, arma's AI is pretty good, apart from some cases when it severely fails.
  4. Denton, you escaped Pasadena Ocean Lab but I'll face you at Area 51! Mark my words!!:tounge:

    1. Sparker

      Sparker

      My vision is augmented!

  5. Now it should be used like this in mission.sqm: briefingName="@STR_MISSION_NAME_SQM"; Actually now there is a hint in the mission editor saying how to use it, if you put the cursor over the mission name field.
  6. AI Driving - Feedback topic

    I've found another condition when a vehicle gets stuck: if you order an inf. group to board an assigned vehicle and assign a "MOVE" waypoint to the group at the same time. They won't even attempt to turn on the engine. But if you add the waypoint after they have boarded the car, they start moving instantly. Steps to reproduce: //m0, m1 are guys of group g0. //"car" is the vehicle m0 assignAsDriver car; m1 assignAsGunner car; [m0, m1] orderGetIn true; // If you execute the second part (below) after they get in, the car starts moving fine wp0 = g0 addWaypoint [[2700, 3800, 0], 0]; wp0 setWaypointType "MOVE"; g0 setCurrentWaypoint _wp0;
  7. AI Driving - Feedback topic

    Apart from all the things already mentioned, sometimes AI ground vehicles are stuck so much that they don't even switch on engine to move to the waypoint. Happens both whis wheeled and tracked vehicles. I have found out that assigning waypoints without index (groupName addWaypoint [center, radius] instead of ... addWaypoint [center, radius, index, name]) reduces the chance of such event a lot. Anyway they still might get stuck. Also I've found that if they get stuck, assigning a new leader usually solves the problem. I guess that their brain gets reset or something like that. If this is not going to be repaired any time soon, maybe we can get at least some commands to debug what's going on in their brain? Like why he doesn't want to move: because his pathfinding has failed or something else. Or even better, some commands to reset their FSMs, redo the planning, etc. Really, my attemts to make them move sometimes remind me of something like this:
  8. Thank you for making this! I've been using your plugin for a while and I must say it does a great job!
  9. How do you check if they are disturbed or not? You can check their behavior with this command: https://community.bistudio.com/wiki/behaviour Their default behaviour is usually AWARE. After they have spotted an enemy, it changes to COMBAT. Once they forget about their enemies(~ 3 minutes when the enemy is out of sight, must be fastrer if they just kill all enemies) the behaviour switches back to AWARE and you can order them to get into their vehicles.
  10. Yes, unless the script has been suspended with waitUntil or sleep. Now, If I have the majority of scripts suspended and a single one running an intense piece of code, the scheduler will mostly spend time executing this script while quickly checking and moving other suspended scripts to the top of the queue. So, I could say that 99% of scheduler's resource is utilized by this single script. Did I make a mistake anywhere? Of course a different way to estimate scheduler load is to measure execution time of everything between suspension statements, but it would still be hard to see the whole picture of how multiple scripts run concurrently. What If I have scripts that are made by other authors and I want to see their impact on performance? Another method I'm aware of is to spawn some script that does something and see how many seconds it takes the script to reach the top of scheduler queue. It is very strange that such a feature is not built into the game engine, considering that we have some diagnostics functions. I hope it will be implemented in the future.
  11. Hello! As ARMA's scripts spawned inside the scheduler behave as separate threads, it seems logical to me to have a way to estimate how much percents of total scheduler run time is taken by every spawned script, similar to what a task manager in any OS shows for started processes. Am I missing something, or is there really no such feature in ARMA? Thanks!
  12. I've tried the script and I like it very much! Well done!
  13. Vcom AI V2.0 - AI Overhaul

    I think there is a Github repository for VCOM: https://github.com/genesis92x/VCOMAI
  14. Sorry I don't quite know how remote control works in Arma, but it is in Antistasi and you can check how it's implemented. I've had some success customizing my units through the modified arsenal by remote controlling them. In Antistasi, you have to recruit some guys through the flag's menu at the HQ, then select one, press Y button and search for temporary AI control.
  15. Well if you remote-control AI and open the arsenal, then i think, yes. Or do you want it to work another way?
×