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A.I.M

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About A.I.M

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    On the A.I.M server...
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    Modding, talking about modding, thinking about modding.

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  1. Links in post 2 now... still some things we want to look at including some performance stuff.
  2. I'm getting there lol.... Im trying to get all the video links in but i think i have too many and its not displaying them properly links to videos are there... its coming... ;)
  3. Issues to be looked at in v2.0.1
  4. Release Links v2.0.0 https://www.dropbox.com/s/b8yuifdeydi4htq/%40Feat%20Of%20ArmsReleasev2.0.rar?dl=0 Test missions from Feat of Arms Instructional Series https://www.dropbox.com/s/nirhv9t5ik083gy/FoaTestMissions.zip?dl=0 Roadmap 2.0.1 - performance and troubleshooting 2.0.2 - a few New features
  5. A.I.S.S. 3 : Feat of Arms V2 ///////////////////////////////////////////////////////////////////////////////////////////////////////// ///////////////// ///////////////// ////////////////// /// /// /// /// /// /////////// /// /// ////////////////// /// /// /// /// /// /// // ///////////////// // /// /// // /////////////////////////////////////////////////////////////////////////////////////////////////////// We were happy with the original FOA, but over time there were things that we wanted to see happen. So in spring 2015 after FOAs initial release, we started talking... First and foremost, we wanted a realistic human behaviour to the AI. This didn't mean robotic and patterned behaviour, but certain things that we felt people would do in a given situation that may have been missing from the default AI. The default AI has improved and it became more about meshing our expectations with the improvements in BiS vanilla AI routines. -Moving to cover upon contact -More active use of cover in combat -better use of stance in Combat -Less to little Ramboing, no charging -an impression the AI value it's life -Use of smoke -Continued use of given waypoints despite changes in reactions to contact -Ai using prone in a more realistic manner -Much less predictable behaviour -Flanking and alternate routing in combat (flanking not fully implemented yet) -Garrison of buildings and building searching, really ... just use buildings lol When you gain in one area you tend to lose in others. We wanted an AI that could accomplish this in Open ground and Cqb situations and that became a trade off game. How far will they go for cover, how often should that be and on and on it goes. FoA evolved into A.I.R which then was reworked back into FoA for this edition. In the end we are happy with where it is at for this initial release. We built test missions that were shared across the testing group to see if we could see the same things and then we each tried within our own Arma Environment. This is the result. Hopefully you like it. There are more features we would like to add. -AI suppressing and a few others. -menu for adjusting Foa parameters to eliminate -filepatching issue. This particular build was about getting the cover mechanics working, building searching working and making it all adapt to the changes in BIS ai. -Modules Module Instructions and Example Missions You can always highlight the Parameter title for the description in any of the modules !!! -FoA SP respawn - Allow player to respawn in SP -Apply to - who the module is applied to -Respawns - number of total respawns available (quantity) -Respawn Delay - respawn time delay (time in seconds) -Respawn Postion -location of respawned unit -Respawn Radius - radius around respawn postion Video link -FoA AI respawn - Great for Waves of AI. -Apply to - who the module is applied to. - one module can be synched to multiple groups -when a unit is killed or wounded very bad like 1 unit left with damage or .9 or so it respawns that 1 uni. The module does not respawn battalion at once. -Strength - Strength of force. This affects AI respawn rates. Platoon = 40 men,Company = 160 men, Battallion = 480 men. So Platoon = 40 divided be size of group. -Respawn Postion -location of respawned units, module or group postion -Respawn Radius - radius around respawn postion Video link -FoA Garrison -Use to force units into Garrison postions at mission start after slight delay. - Garrison Radius - radius that units will use to search for garrison postions. - Garrison timeout - min/max value determines random time then units search for new position in radius - sync the module to group leader and the units will garrison nearest structures. -Units will prioritze nearby static turrets and empty vehicle turrets. See Vid 2 Video link -FoA Exclude - Exclude Units from FoA control. - sync the module to group leader to exclude from Foa Control. Video link -FoA Patrol - Units will patrol the area automatically. - sync this module to the group leader to have the units patrol the surrounding area. - Radius of patrol in min max values for synced unit types [infantry,vehicle, air] Video link -Battlelines Modules -Add stategic Location -Battlelines Sector HQ -Sector Tracking more documentation coming soon Credits A.I.M Mikey74 StTosin CosmiC10R Froggyluv Feat of Arms Logo by Graeme Shute VO by -Froggyluv -Pulstar Testing thanks - in alphabetical order -ebarstad -Evil Organ -Incontinentia -Kremator -redarmy -RedGameR -GigaS aka jCae2798 This is WIP, The roadmap is to optimize and troubleshoot this version for v2.0.1 and then release new features in v2.0.2 - We have seen some fps drop in some situations, and in particular in Battlelines when air, arty, tanks and infantry are running around. - Look, the ai isn't perfect, there may be the odd janky crap... let us know and we will do what we can :) -You may be expecting some heavy duty AI changes, at this time the effects are subtle. We have not added single pistol shot, dive roll, curved bullet through a window, down a corrider, then 90 degree headshot AI
  6. A.I.M

    Feat of Arms

    We love what you have done with C2 mad_cheese, we hope we don't disappoint! ;) We can look into that. I understand the request so we will see if we can make something happen. I would not call this an AI overhaul, this is an AI enhancement. It adds behaviour to vanilla AI as outlined above... it is subtle but these videos should give you some idea... We will add features but the Cover mechanic is central and is the foundation the other systems will be built upon. I would imagine we have tested... well over 100 versions of the cover mechanic... And reversed This reversal was an A to B test. How would the different sides handle the FoA change to behaviour within a controlled circumstance. The intention is not to create the perfect robot... they made the t-1000 for that, we wanted a more believable AI that still made mistakes... There will be an instructional video for each module released with the mod. It will be part of the instructional video series released with FoA. This should give you some idea of what to expect and what we were trying to achieve. More to come in the next days...
  7. A.I.M

    Feat of Arms

    A.I.S.S. 3 : Feat of Arms V2 ////////////////////////////////////////////////////////////////////////////////////////////////// ///////////////// ///////////////// ////////////////// /// /// /// /// /// /////////// /// /// ////////////////// /// /// /// /// /// /// // ///////////////// // /// /// // ///////////////////////////////////////////////////////////////////////////////////////////////// We were happy with the original FOA, but over time there were things that we wanted to see happen. So in spring 2015 after FOAs initial release, we started talking... First and foremost, we wanted a realistic human behaviour to the AI. This didn't mean robotic and patterned behaviour, but certain things that we felt people would do in a given situation that may have been missing from the default AI. The default AI has improved and it became more about meshing our expectations with the improvements in BiS vanilla AI routines. -Moving to cover upon contact -More active use of cover in combat -better use of stance in Combat -Less to little Ramboing, no charging -an impression the AI value it's life -Use of smoke -Continued use of given waypoints despite changes in reactions to contact -Ai using prone in a more realistic manner -Much less predictable behaviour -Flanking and alternate routing in combat (flanking not fully implemented yet) -Garrison of buildings and building searching, really ... just use buildings lol When you gain in one area you tend to lose in others. We wanted an AI that could accomplish this in Open ground and Cqb situations and that became a trade off game. How far will they go for cover, how often should that be and on and on it goes. FoA evolved into A.I.R which then was reworked back into FoA for this edition. We built test missions that were shared across the testing group to see if we could see the same things and then we each tried within our own Arma Environment. This is the result. In the end we are happy with where it is at for this upcoming initial release.
  8. A.I.M

    Feat of Arms

    In order to ease the editing and setup of related threads. This account will be used for official releases. :)
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