duda123
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Everything posted by duda123
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Can you explain some more? There's already the ability to set fly in height for groups. Is there another way you'd like to set this?
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Ah, I see. That makes sense. I will add this in. I'll also add in the ability to split up a group in half, and split a group into individual units.
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The ability to combine/split up groups sounds like a good idea. However, in your case, if you combine all the single-unit groups into your group, the rest of the features in this addon won't be too useful :)
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Just right click should work. Don't need to hold ctrl.
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Not right now, but you could add it very easily. Know anything about SQF scripting? There's an example how to add a new group command menu action on the first page of this forum. If you add the sqf code (modified to set group formation) to your init.sqf file, it will add a new group action to the command menu.
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You could place a commanders module and sync it to the squad lead. Then, sync the commanders modules to a groups modules synced to pre-populated heli. That would give the squad lead the ability to control the heli and make it land somewhere for extract.
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Updated to v1.1.1 Published on steam & https://github.com/sethduda/AIC/releases/tag/1.1.1 Changes: - Fixed key binding issue preventing use of user-specific Action Context keys. (was only accepting space + middle mouse on command menu)
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G_Revive custom executions - AI ability to revive downed players / Good revive script?
duda123 replied to Sokoloft's topic in ARMA 3 - MISSION EDITING & SCRIPTING
It would take a bit to get it to work with another revive script. I had to heavily modify the INS revive script to allow non-players to do the revive. The ins_ai_revive_init.sqf script is also build to work specifically with INS revive. It can't be switched without a lot of development work. -
Also is there a way to default the commander actions to all players or would I have to sync them all? - Yes, if you don't place any modules via the editor, that will be the default functionality. All players will have control of all groups on their side.
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G_Revive custom executions - AI ability to revive downed players / Good revive script?
duda123 replied to Sokoloft's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Sure, give it a try! -
v1.1 published: - Fixing issue for JIP players that prevented them from being assigned the commander role - Changed default group color to blue instead of red
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Thanks for the ideas. Setting basic WP types sounds like a good idea! Is the player switching into your players slot already in the game in other slot (non commander) before switching? Or are they joining the server for the first time? Update: Try v1.1 and see if that solves the problem!
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Anyone want to help me create a mission using this? Maybe a 2 player MP mission (commander vs commander). One commander has to defend while another one attacks. Each commander would have a large number of groups/vehicles at their disposal. I think that would be fun...
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Released v1.0 on steam and github! Changes: - Improved editor-based module configuration. Made editor modules optional. Thanks everyone for the feedback so far! See the original post (or https://github.com/sethduda/AIC/blob/master/README.md) for directions on how to configure the editor-based modules. By default, if you don't place any modules in the editor, all players will get control of all groups on their side.
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Sorry, yes, it's due to the module based install. I'll be publishing an update soon to fix this.
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More updates coming soon to improve the editor modules. I've updated the documentation here (https://github.com/sethduda/AIC) to show how to use it. However I haven't published the new version yet - will try to publish it tomorrow.
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G_Revive custom executions - AI ability to revive downed players / Good revive script?
duda123 replied to Sokoloft's topic in ARMA 3 - MISSION EDITING & SCRIPTING
My group uses a modified version of INS Revive + a lot of custom scripting to do this. It supports players reviving players, AI reviving players, players reviving AI and AI reviving AI. Groups made up of entirely AI units will automatically revive any revivable AI/player if they get within ~50m. The AI unit closest to the downed player/AI will run over. If they're in a vehicle they'll hop out, revive and then will hop back in. AI in a player's group won't automatically revive. We use a modified version of the "6" action menu that lets you command specific units to revive. Also, if the group leader dies, their squad AI members will also run over to the downed leader and get them up. Finally, we have setup limits on how long AI are revivable. I think it's set to 5 mins. Once that passes, the AI is dead and can't be revived. You can try it out using this MP mission: https://github.com/sethduda/SATemplate -
Here's what I'll do: If only the commanders module is placed, it will work as it did before, but give command to only the synced units. If both commanders and groups modules are placed, it works as it does in the latest release. Finally, if you sync the commanders module with an object, it will only give command to players who have the object picked up. (see post above)
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Realthing, In the meantime, to make it work like before, add this to all playable unit's init lines, depending on what side they should have control over (West, East or Guer). I'll update the module so that it's not required to place the groups module. If no groups module is placed, the commanders will get control of all groups on their side. ["ALL_WEST",true] call AIC_fnc_showCommandControl; --- or --- ["ALL_EAST",true] call AIC_fnc_showCommandControl; --- or --- ["ALL_GUER",true] call AIC_fnc_showCommandControl; Or, if you want something really neat, you can make an object that gives you command when you pick up the object. Instead of what I wrote above, try this: Try adding this to your init.sqf file, and place a marker called "command_radio_marker" near the playable units: [markerPos "command_radio_marker", [[1,"Take Command","FUNC_takeHC",true,true,false],[2,"Release Command","FUNC_releaseHC",true,false,true]], false, 1] call AIC_fnc_createCommandRadio; FUNC_takeHC = { ["ALL_WEST",true] remoteExec ["AIC_fnc_showCommandControl", _this select 0]; }; FUNC_releaseHC = { ["ALL_WEST",false] remoteExec ["AIC_fnc_showCommandControl", _this select 0]; }; Once you start the mission, you should see an object on the ground at the marker's position. Walk over to it and pick it up via the action menu. Once you've picked it up, you should see the command controls on the map. You can transfer ownership by dropping and having someone else pick up the object.
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Ok, I've got this working with the editor modules now - published on steam and github (v0.4) In the example above, two playable units on each side have been setup as commanders. Both units on the same side will see the same command map (and can see each other's changes). Each commander will be in control of two AI groups. Make sure all modules and units are synchronized together. Only one unit from each AI group needs to be synchronized to the Advanced AI Command - Groups module.
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Ok, give the latest version a try. I've just implemented this and also added group speed control.
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How about this: If there's more than one group in a vehicle and one of those groups are in control of the vehicle (driver), then hide all group icons except the driving group. Then, provide an action when you click on the driving group icon called "unload other groups". This will cause all other groups to have the vehicle unassigned, causing them to get out.
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Sorry, but I really don't like high command :) I think its user interface is way to complicated and non-intuitive for what it's trying to do. Yes, I agree, multiple groups in the same vehicle is tough. You have to zoom in really close to select the correct group. I've thought through a few options, but they all tend to fall apart when you consider that groups can have multiple vehicles & can contain multiple groups. I'll keep thinking about a solution.
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There're a lot of possibilities for controlling AI groups. My objective is to keep the interface simple to use with a limited number of fundamental actions. Then, I will provide a scripting interface (like the addAction command) that lets people build out custom actions as needed. It's very close to this point. Here's an example of what it took to add the behavior action to the group: AIC_fnc_setGroupBehaviourActionHandler = { params ["_group","_groupControlId","_params"]; _params params ["_mode"]; [_group,_mode] remoteExec ["setBehaviour", leader _group]; hint ("Behaviour set to " + toLower _mode); }; ["Careless",["Set Group Behaviour"],AIC_fnc_setGroupBehaviourActionHandler,["CARELESS"]] call AIC_fnc_addCommandMenuAction; ["Safe",["Set Group Behaviour"],AIC_fnc_setGroupBehaviourActionHandler,["SAFE"]] call AIC_fnc_addCommandMenuAction; ["Aware",["Set Group Behaviour"],AIC_fnc_setGroupBehaviourActionHandler,["AWARE"]] call AIC_fnc_addCommandMenuAction; ["Combat",["Set Group Behaviour"],AIC_fnc_setGroupBehaviourActionHandler,["COMBAT"]] call AIC_fnc_addCommandMenuAction; ["Stealth",["Set Group Behaviour"],AIC_fnc_setGroupBehaviourActionHandler,["STEALTH"]] call AIC_fnc_addCommandMenuAction; Here's some function documentation. AIC_fnc_addCommandMenuAction Description: Adds an action to the command menu. Must be executed locally on all clients. Parameter(s): _this select 0: STRING - Label that will appear in the command menu _this select 1: ARRAY - Path (default []). Defines command menu path to action (e.g ["Set Behaviour","Test 1"] will result in Set Behaviour > Test 1 > [Label] _this select 2: SCRIPT - Action handler (Defaults to {}) _this select 3: ANY - Action handler params (Defaults to []) _this select 4: STRING - Input selection type (Defaults to "NONE"). Supported selection types are "NONE", "VEHICLE", and "POSITION" (e.g VEHICLE will ask user to choose a vehicle and will pass that vehicle to your action handler) _this select 5: SCRIPT - Script to determine if action is enabled (Defaults to {true}) You can try this out if you'd like by defining custom actions in the init.sqf file. It will work with the current addon. The other thing I'd like to do is add the ability to define custom actions for waypoints. These are a little trickier since they can't execute immediately. They would only execute (server side) once a group has reached a waypoint. It's essentially a delayed group action that can be added/removed by all commanders before a waypoint is reached.
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Would people prefer a module that can be placed and synchronized to units to configure the commanders & groups that can be controlled ? (similar to high command)