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Tuntematon

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Everything posted by Tuntematon

  1. Tuntematon

    Project OPFOR

    Hi. Tested this mod and run small script to spawn all units and vehicles. Here is RPT log if it help to fix some problems https://mega.nz/#!JKhhCajQ!bgE3VYXZEgOw11UAsuQdWuWAKPt81fz8ZLCwb6Uw8es My test mission make some log entries so it is easier to know what is making what. It spawn 52 units and ~20 vehicles for example, 16:22:12 (0:00:01) Unit Test - Testing faction = LOP_AFR_OPF 16:22:13 (0:00:01) Unit Test - Testing Infantry = LOP_AFR_OPF_Infantry_SL 16:26:00 (0:00:11) Unit Test - Testing Vehicle = LOP_AFR_OPF_Truck
  2. Tuntematon

    HETMAN - Artificial Leader

    Praise the lord Rydygier! Well they are moving. Because nature of the mission. Only unit what are cached have mostly Res. orders. I think that UAV recon dont work if unit is cached. Did not test that.
  3. Tuntematon

    HETMAN - Artificial Leader

    Just tested that in my mission. HAL did order groups to do stuff even when group was cached. So didint see any promblems. Same time i tested HC. i run HAL on server and spawned AI on HC. Everything worked fine.
  4. Tuntematon

    HETMAN - Artificial Leader

    No errors for me too. Our server HC is broken (nobody rembered to use it and now there is too much dust over it) Soo maby later this month i have chance to test HAL and HC in dedicated. I like that we have now way to set the range for defence or attack. But instead of multipliers. Would it be easier just to set exact range instead ( RydHQ_DefRange = 500; // defensive perimeter sizes is now 500 meters) I mean. I have no idea what default size is so i can just guess what multiplier is good. Is there reason for RydHQ_Front go false when HAL start? I have defined RydHQ_Front = True; in init.sqf, But after HAL say "Good morning, Dave". It goes False again. I have one leader (LeaderHQ) and trigger named HET_FA. I get the green marker for the front but that leader still give waypoints outside of that area. So does this works as intended? or im doing something wrong?
  5. Tuntematon

    Vcom AI V2.0 - AI Overhaul

    I noticed that when i use VCOM_UseMarkers = true. I got some kind of lag whit Zeus/HAL. It take much longer to HAL create waypoints when its true. Also get about 10 fps lower. I did not notice much difference with VCOM_AIDEBUG = 1. With default HAL settings. HAL start after 15s has passed ingame. without Vcom. It take about 45s to HAL finish. About same time when both are off, (Hal did forgot one group for some reason) So lets say it took about ~50s . When AIDEBUG was 1, it took about the same 50s to finish. But when UseMarkers was true, it took about 1min and 4s to finish (and once again Hal did forgot one group for some reason). im bad to explain things. So here is small video. Here is my test mission. More AI groups you add. More "lag" you can notice. https://www.dropbox.com/s/iu6bjp5csa3mwgb/Testi.Altis.pbo?dl=0 I know that these 2 mods conflict with things and stuff. But i love them both so dont make me chose
  6. Tuntematon

    HETMAN - Artificial Leader

    Well does HAL work with HC? I mean can HAL command units who are owned by HC? I have been thinking to use HC on my coop missions to get those rare Frames. I dont know almost anything HC but that it share cpu work from server. I dont need that HAL run on HC. Just that it can command units what are owned by HC. BTW. Is there anything specific to test in that new test version? I try to make some missions with it and force play them in my community . Do you have some debug messages in RPT or something what you want to see? (not promising when i have time to arrange these test missions but one day)
  7. Tuntematon

    HETMAN - Artificial Leader

    Cool. Well it would be enough if HAL only dont give waypoints in thoes areas, instead give waypoints go around it. It is just one of those nice to have things. How about Headlles Client?
  8. Tuntematon

    HETMAN - Artificial Leader

    Good to see that HAL is getting love again. HAL is the best AI commandin script/mod that i know. If it is possible. It would be nice that the trigger size for objects define the objective(RydHQ_Obj1 etc.) size for HAL. Also way to forbit HAL to order troops to go near some places in map or even force them go around. I mean if i put minefield in one place, i would love to tell HAL not to go there. Or some maps got death traps for Ai (Like beketov) where is small lake where AI just drive in and get stuck. And maby one day. This and VCOM AI working side by side. Making arma AI taking over the world. OR at least whole ALTIS.
  9. Tuntematon

    Vcom AI V2.0 - AI Overhaul

    Hi. New version looking good. Tested it last night and didint find any big errors or problems. One thing what i was missing was that dead markers in debug mode need different color for each side. So not game changing thing but would make my day. Going to test that 2.8.1 today. And if i cant find any big problems and can finish the mission(s). Then going to let my community to MP test this. EDIT: One more thing. The new player and AI suppression and adrenalin. Would like to see option to activate it on AI or Player only. Not for both or nobody. Maby even different mod for stuff that affect players? And keep Vcom Ai only for ai stuff and Vcom Players EditEdit: When using dissmissed waypoint. Units some times place fireplaces. Well in ace. fire + unit = burned steak.
  10. Tuntematon

    Feedback Thread

    Looking good. Love the map. Keep up the good work
  11. Tuntematon

    Task Force Arrowhead Radio

    Hi. I noticed that when im using TFAR. Offroad (armed) is always RED. And if i try edit vehicle appearance in editor, in camo it show N/A. But when i remove TFAR. I can see all the normal camos. Always same thing when i downloaded TFAR and CBA from Steam workshop or armaholic.
  12. Hi. Is there way to use Civilian side for Sector Control? https://community.bistudio.com/wiki/Arma_3_Module:_Sector I need to make mission with 4 teams. But im not sure if i can use Civilian side for one? Thank you.
  13. Tuntematon

    VCOM AI Driving Mod

    I was thinking im crazy when i was seeing can openers poping on and off all over the map. You know anything about that or im going insane :D
  14. Tuntematon

    HETMAN - Artificial Leader

    23:59:07 Error in expression <["RydHQ_LZ",false]) then {deleteVehicle _lz}; if ((isPlayer (leader _GDV)) and > 23:59:07 Error position: <_lz}; if ((isPlayer (leader _GDV)) and > 23:59:07 Error Undefined variable in expression: _lz
  15. Tuntematon

    Vcom AI V2.0 - AI Overhaul

    20:39:31 Error in expression <osestObject;}; while {(_Unit distance _ClosestPos) > 3 && alive _Unit} do { _> 20:39:31 Error position: <_ClosestPos) > 3 && alive _Unit} do { _> 20:39:31 Error Undefined variable in expression: _closestpos 20:39:31 File C:\Users\Mika\Documents\Arma 3 - Other Profiles\Tuntematon[HAKA]\missions\COxx_Brits_Try_Again.fata\VCOMAI\Functions\VCOMAI_GarrisonClearPatrol.sqf, line 31
  16. Tuntematon

    Vcom AI V2.0 - AI Overhaul

    I tested Vcom bit more. Whit old test version. I watched it in 4x and speed it up 200% in video editor. -Some unit leave their groups -Blufor slow down and almost stop in the end. https://www.youtube.com/watch?v=XQrETiXpNU0
  17. Tuntematon

    Vcom AI V2.0 - AI Overhaul

    i tested this in our community with 10 players. We didint get any errors in server rpt log. But i noticed that it is hard to get AI move. When they are in danger mode, they move very slowly and run back and forth, even when they are not close tho fire fight. All ai have MOVE or SAD waypoint where players are. After 30s on video, i put fast and aware status for ai groups, after that, they started moving faster (like you said in changelog) https://youtu.be/-QWgK2uqXHg
  18. Tuntematon

    Vcom AI V2.0 - AI Overhaul

    if debug mode is on. Choppers will just fly up. I think thoes blue arrows have something to do whit it :) When i put this on unit init field; this setVariable ["NOAI",1,false]; it give following error. 20:38:48 Error in expression <lse]; if (!(isNull _ConsideringUnit) && !(_Disabled)) then { if (side _Consider> 20:38:48 Error position: <!(_Disabled)) then { if (side _Consider> 20:38:48 Error !: Type Number, expected Bool 20:38:48 File C:\Users\Mika\Documents\Arma 3 - Other Profiles\Tuntematon[HAKA]\missions\CO_Normal_Landing_v1.Takistan\VCOMAI\Functions\VcomAI_QueueHandle.sqf, line 9 im using 2.6 test version.
  19. Tuntematon

    Vcom AI V2.0 - AI Overhaul

    aa ok, thank you. Cant wait next version
  20. Tuntematon

    Vcom AI V2.0 - AI Overhaul

    Hi. I have small question about scripted version. Who needs that userconfig file? Is it enogh if server have it? If mission have zeus, dose zeus player need it?
  21. when you try your missions. Is the ai enabled there? although you have disabledt it in description.ext
  22. Thank you guys. I didint try this again in eden befor this. Now in eden there is Driver and Gunner "slots" for UAV. And this way i can put in their init field thoes disable ai commands and it worked. Once again, I was just too lazy to actually try out this again in eden :rolleyes:
  23. I have problem whit this little friend. I would like to use this on our community TVT missions. But i cant find to way to disable its autonomous targeting and firing and that thing is small terminator if nobody is controling it. Thank you in advance
  24. tried that. I could not get them to work
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