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raptoer

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Everything posted by raptoer

  1. 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.
  2. 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.
  3. AI enhancement mod for Arma3. Download link: 1.2-1.1.3 Also on steam workshop This mod requires CBA. To install, extract userconfig from the archive into your main Arma 3 directory, extract @ASR_AI3 into your favorite mod folder location (usually same place, main Arma 3 directory). This mod uses the same pbo name as ASR_AI, partially because I am lazy and partially to prevent you from running both as it is inherently incompatible. Issue tracker Pooter's enhanced ASR AI takes the base ASR AI (currently version 1.0.0) and modifies the behavior of AIs who encounter danger. Specifically it causes AI to get into cover behind specific objects (any object that is tall enough is eligible). It also causes AI to counter attack if they have detected danger and then were left alone for long enough. If the AI are continuously detecting danger then they will not counter attack until the danger has ended. The mod is compatible with both single and multiplayer, however I have never tested the campaign with it. There are expanded settings in the CBA for various delays as well as the maximum distance at which the AI will attempt a counter attack. There are three downsides to using this mod: 1. Slight performance decrease per instance of AI detecting danger (mainly the first time each group detects danger). 2. AIs can be a little cowardly, especially at long ranges. The AI will go into cover, then may decide that it really likes the cover and sit there. Two very important notes: 1. In order for userSettings to be read you must start the game with -FilePatching: see https://forums.bistudio.com/topic/163742-asr-ai-3/?p=2927212 2. I will be offering only limited support to base ASR_AI features. I ONLY changed behavior related to how the AI react to danger. They take cover behind specific objects, change their stance in order to get out of fire and counterattack after being left alone. All other behavior is caused by base ASR_AI and should be discussed there: https://forums.bistudio.com/topic/163742-asr-ai-3/ Enjoy.
  4. raptoer

    Pooter's enhanced ASR AI

    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.
  5. raptoer

    Pooter's enhanced ASR AI

    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.
  6. raptoer

    Pooter's enhanced ASR AI

    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
  7. raptoer

    Pooter's enhanced ASR AI

    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.
  8. raptoer

    Pooter's enhanced ASR AI

    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.
  9. raptoer

    Pooter's enhanced ASR AI

    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.
  10. raptoer

    Pooter's enhanced ASR AI

    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.
  11. raptoer

    Pooter's enhanced ASR AI

    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.
  12. raptoer

    Pooter's enhanced ASR AI

    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.
  13. raptoer

    Pooter's enhanced ASR AI

    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.
  14. raptoer

    Pooter's enhanced ASR AI

    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
  15. raptoer

    Pooter's enhanced ASR AI

    0.2.3 version fixes problems related to debug code.
  16. raptoer

    Pooter's enhanced ASR AI

    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.
  17. raptoer

    Pooter's enhanced ASR AI

    Well the counter attack is supposed to begin after a duration of being left alone after an attack. It's not one or the other. I could attempt to have some of the AI in the group return fire while the rest move to cover, and I'll try that later today. As for canceling the WP it's more to ensure that AI don't get sidetracked from their mission created WPs. They'll gladly sit in the middle of a field where you were 10 minutes ago and stop patrolling.
  18. raptoer

    Pooter's enhanced ASR AI

    There is, I did a release on github, I just forgot to update the link on the front page. I'm surprised that the cover mechanics could cause AI to split because of it being invoked multiple times. The pieces of cover are selected relative to the leader. Even if the AI is miles away they are told to get to cover near the leader. Though I could see it being caused by AI being left behind because they like their cover while everyone else moves on to other pieces.
  19. raptoer

    Pooter's enhanced ASR AI

    Updates to ASR-AI 0.9.30 The only change to the PE parts were adding the config options to CBA's configure addons button. And on that note I'm actually curious as to people's opinions on the two halves of this mod. I have a feeling that people like the counter-attack portion, but the going to cover part just kinda gets in the way. One thing I am considering adding is automatically cancelling the search & destroy waypoint that the counterattack uses after a period of time so that the AI will go back to their previous jobs reliably.
  20. raptoer

    Pooter's enhanced ASR AI

    I didn't do the previous version because there wasn't much in it, but I'll do the current one in a few days.
  21. raptoer

    Pooter's enhanced ASR AI

    I'm assuming you're asking if base ASR handles counterattacks and the answer is that it depends a lot on what waypoints the AI are set to have. If AI are set to have no waypoints then they will tend to sit in their current positions until the end of time. This mod adds Search & Destroy waypoints when AI detect danger and decide to react to it. What I really want to do next is add finer control over stance so that AI will actually try to go down when under fire, far too often I see AI simply standing while getting shot at until they die. But that is a giant can of worms I'm not sure I want to get into.
  22. raptoer

    Pooter's enhanced ASR AI

    Clients only need the mod if they're going to be commanding AI. AI on the enemy team or not lead by a player are handled by the server. userconfig on the clients is only needed if you're running the mods on the clients. asr_ai3_rhs_c.pbo is needed if you want the full effect of ASR_AI when running RHS. While it is not strictly necessary for PE_ASR_AI it does handle a fair number of things.
  23. raptoer

    Pooter's enhanced ASR AI

    Yes and no. As far as I can remember the base ASR_AI has fancy skill settings that take modded units into account. The enhancements I have made do care what unit you are, however most modded units should be extending the units I modify (SoldierWB, SoldierEB, and SoldierGB). If they do not and instead extend the base class of CAManBase then my changes will not be applied (neither would most of base ASR_AI's changes). (latest github version updated.
  24. raptoer

    Pooter's enhanced ASR AI

    No, that's definitely not intended. In fact there is now a new version to fix that. I've already uploaded it to the workshop, and will update the other versions soon.
  25. raptoer

    Pooter's enhanced ASR AI

    Now Added to Steam workshop
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