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Singularity80

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About Singularity80

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  1. Hope all works out Phronk, hoping to talk to you when you are back.
  2. Singularity80

    Vcom AI V2.0 - AI Overhaul

    Genesis92x, After many more hours of testing I have been able to figure out most of what was going on with the mod - I am guessing I perhaps had a space in the parameter line or some such else because filePatching never enabled I could never see the debug modes work...once I did that I started seeing the mod do its job. :) I still have a concern about how Arma knows what difficulty to use - but otherwise testing is going quite well. I don't have any evidence that clobbering is going on but if I think I do I'll post a short video or something. This mod and ALiVE make for a tense combination in CQB scenarios.
  3. Singularity80

    Vcom AI V2.0 - AI Overhaul

    I have been running tests of various setups for a few days now, I and I could use some insight into how to make this mod produce noticeable differences: I have enable file patching and altered the difficulty settings from enemies that should be completely inept (all settings 0.1) to unbeatable (all settings 1.0) and with little variance I see the same results over and over. I also have Eden Enhance installed to offer myself more options, but then I tried unloading it and I am still seeing the same results over and over. Result: The enemies eventually will shoot me if I stand still long enough, but even with basic evasion and cover they have no chance against me. I want to believe I am not making this mod function correctly. Between the default game, Eden Enhanced, and VCOM, how does Arma know which difficulty settings to accept? How might I prevent any one of those items from clobbering the other? That is what feels like is going on given I cannot seem to produce AI that change in any noticeable way. Do I have to set one of the difficulty presets to 1 instead of 0 so it takes effect? I would appreciate some insight if anyone can offer some.
  4. Thank you celludriel and T-800a for clarification and insights. As it seems like you have this on the development radar, I won't try to force it but the code examples furthered my understanding. Asking you guys was partly for me to make sure I wasn't misunderstanding how T8 works, I didn't think group-level skill assignment was possible as-is, so again, I appreciate your time in helping me understand at least on the surface that I read the code correctly.
  5. Hello all, I am still looking if anyone knows how to enable this script to push the skill presets down to an individual group instead of the entire BLUFOR or OPFOR. Otherwise to position snipers in my mission and give them longer ranges than infantry they will have to be instantiated via init in Eden. I have been testing it but so far have not found a way.
  6. Hello T-800a, As many before me, this is a great body fo work by yourself and others who have contributed to this project. I am already enjoying a lot of success and enhanced gameplay even through simple testing in using your code. I affectionately like to think of it like an AI-API. One item of inquiry has arisen that I haven't been able to devise a way to do, if it is possible yet: I know I could create a unit if I wanted to compose 1 entity (say "_unitSniper" for reference") but what do you suggest as the best practice if I wanted to apply the Skills/Behavior presets to only this group? At present the documentation only provides to apply these settings to entire sides (EAST, WEST, etc). The use case for this: Designated marksmen would have a greater accuracy/spot distance/firing range than a squad of infantry. So i am looking to extend the skills/behavior settings to apply to a particular class, not necessarily all the classes that make up one side.
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