raptoer
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FAMDB: A mission database and management system
raptoer replied to raptoer's topic in ARMA 3 - SERVERS & ADMINISTRATION
Thanks for your interest! I am not currently updating it simply because I can't think of anything to add. Once R3 finishes its big update I'll get around to adding its integration. I've considered adding some sort of feedback from players to mission makers, but we just use our forums for that and we can't really get those two to communicate. Each mission can have many versions at the same time. They can individually be downloaded, moved from mission making to main, marked for deletion, and marked for archival. https://imgur.com/a/i7NU3 Mission deletion has to be done when the Arma server is off, or else bad things can happen. Because of this missions are only marked for deletion until an admin turns off the arma server, and then pushes the cleanup button. -
1 or 2, but file patching isn't really neccessary. It does have to run on the headless client though, since by definition it will be running the AI behavior.
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1. AI behavior is controlled by whoever their leader is. If you only care about enemy AI then you only need to put it on the server. 2, It is standalone, do not attempt to run both at once, it will not go well.
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V1.2 released Causes vehicle crews to stay in if the vehicle has a turret (except for MRAPs, they're broken, crew will stay in forever) Some cleanup in code related to attacking. Groups will no longer attempt to counter-attack flying vehicles and boats. Boats and flying vehicles will no longer attempt to counter-attack Groups will now return to their original position after counter-attacking Groups will now attempt to regroup prior to counter-attacking
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So there are a few things here. 1- Counter-attacking may be the incorrect move. (Particularly if AI are in defensive positions) 2- Counter-attacking units will not return to their previous positions. 3- Counter-attacking units will remain in COMBAT mode forever. 1- is the hardest to address. AI in buildings won't counter attack unless you're within 50m, but trying to determine if our cover is superior to the enemy's is quite another matter. The fanciest I can really think to do is to look at the number of cover type objects near known enemies and comparing that to cover type objects near us. Handling multi-group formations is also difficult. Are these groups in a simple defensive line, are some in overwatch or ambush positions? what is the important of maintaining the defensive line vs removing problematic enemies from infront of your lines? Is this actually a defensive line at all? For now I'm going to leave multi-group formation handling to zeus and mission makers (through the ability to change each unit's attack response distance). 2- Will be fixed in v1.2 3- Will be fixed in v1.2 by changing the unit's behavior during their return wp.
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In version 1.1 and lower it won't affect the PE_ASR_AI behavior, mainly because I forgot this existed. In v1.2 I will be adding a check for this. The short answer is that it will cause exclusion of certain features of both base ASR_AI and PE_ASR_AI. The long answer is that ASR overwrites the base unit classes to use our Danger.fsm instead of the default one. We cannot toggle this dynamically, so if you skip those factions then they will still not get the default Danger.fsm behavior. That being said the default Danger.fsm really doesn't do much, so I'm uncertain how much of the default behavior you will miss out on.
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1- I'm not too sure about this, I don't want zeus input or map editor input to be ignored or deleted. Could make maps somewhat unpredictable in not a good way. The idea behind the counterattack is that the units do their counterattack, then either die or return to whatever they were doing before. 2 - I don't explicitly cause the AI to go backwards in the alert status. I make them go to COMBAT during the counter-attack, but never change it back afterwards. I might consider doing this. 3 - Well it's hard to handle this. If the enemy is near by, which is really more important? Once the AI reaches their covered position they're told to return to their formation, however I could see situations where they are unable to reach their cover. Part of the problem of the arma 3 AI is that you can control them in basically 2 ways, either you give them a waypoint which is basically a suggestion to get around to it eventually for an entire group, or you give individuals a do command (doMove, doStop, etc) which is considered highest priority and will be done immediately. 4 - Again, I never tell them to lone wolf. Their covered positions are determined by the leader, so they should never take cover far away from him unless thats the only cover available. Once they reach their covered positions they're told to return to formation and should follow their leader to the counter-attack. On the other hand I could see cases where the leader is the one lone-wolfing, because he has received the counter-attack order, but everyone else is stuck trying to reach their cover. I'll look into this. If only I had access to the AI source, it would make me the happiest man around. My friends wouldn't see me for a few months, but so be it.
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There is a CBA setting "Debug skills" which can be set on the briefing screen or in the eden editor. I have no idea what it actually does, but it probably writes something to your log files. ASR AI base handles the skill settings, but I'll take a look later today.
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I can only imagine that happening if you don't have CBA installed, or if you renamed the pbo. CBA automatically runs the XEH_preInit file which defines asr_ai3_main_fnc_pt_reactdanger.
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Updates to debugging code Make vehicles with passengers not SAD makes vehicle crew not attempt to mount other items Changes SAD wps to aggressive MOVE wps Gives individuals a SAD distance which will override the server set SAD distance. You can now set this per unit (uses the group's leader's value). This can be set in the eden editor or by setVariable on a unit "asr_ai3_main_AD_INDIVIDUAL". The per unit value will override the server's SAD distance.
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raptoer started following FAMDB: A mission database and management system
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FAMDB: A mission database and management system
raptoer posted a topic in ARMA 3 - SERVERS & ADMINISTRATION
FAMDB (Folk Arps Mission Database) is an external application that hopes to simplify the lives of admins and mission makers by organizing information about missions and automating the handling of mission pbos. Users can add a mission, giving various pieces of information about it http://imgur.com/fxiOtQu Once a mission entry has been created, the mission maker can upload pbos to the mission making server. http://imgur.com/woF5LUF The mission maker can also schedule pbos to be archived or deleted next time the server is offline. http://imgur.com/iYW4bgN Mission pbos can also be downloaded directly from FAMDB. http://imgur.com/aSXcptZ Admins can then move the mission from the mission making server to the main server. http://imgur.com/AYZ37Wq There are a number of filters to allow admins to find missions to run during their Arma sessions. http://imgur.com/bcmwxEg Session themselves can also be managed. By adding a mission to a session its play count and last played date are updated. http://imgur.com/KABaU9I Soon I hope to have integration with the R3 replay system, to automatically find which missions were played and link to their replays from the session interface. Give it a try and let me know what you think. -
Updated to 1.0-1.0 I made the new version 1.0 because I don't really plan on making more additions unless I get some good ideas from someone.
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Updated to Pe_ASRAI v0.2.4-0.9.34 Don't use the Play with SIX links, the link on their site still points to v0.1-0.9.27
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0.2.3 version fixes problems related to debug code.
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Thats debug code... oops. I completely messed up and left debug code in the production release. I'll changethat when I get home in a few hours.