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Leopard20

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About Leopard20

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    Gunnery Sergeant

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  • Gender
    Male
  • Location
    VR
  • Interests
    ARMA | Programming | Artificial Intelligence | Robotics

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  1. Thanks. It's too early to judge. We have yet to see if it's better or not! 😉 I plan to add MP support as well.
  2. I believe it will be. I'll test it myself when it's completed.
  3. Hi. No. I'm a bit busy so I might push back the release date by a few weeks. In the next couple of weeks, I'll try to find some free time to complete the feature set for the 2nd milestone (what I mentioned in a few comments back) and publish a video to show you what's done so far.
  4. Update: https://github.com/leopard20/All-In-One-Command-Menu/releases/tag/v1.1.9-Beta https://steamcommunity.com/sharedfiles/filedetails/?id=1893300731 * Changed the name of some menu items for clarity * Minor code optimizations (probably will help the issue with "lag" that someone reported on the Workshop)
  5. Those errors are from vanilla functions. Not mine (BIS_....). But I probably don't do something right that these errors pop up. Probably because the unit isn't ready. I'll see if I can fix it.
  6. Thank you. Hmm. I'm not sure what's going on. I had encountered and fixed the same issue with support not appearing before. I'll have to take another look at it. As for the artillery not firing rounds, there was this time where I'd created an artillery support group (M4 Scorcher) and ordered them to fire, but because the vehicle was engaging some units, it didn't fire any rounds until the targets were annihilated. This could be the same case but again I'm not sure. Perhaps setting the group's behavior to Careless will help?
  7. I guess I should add the event handler some time after the unit was created. Great idea! Thank you! There's also the hassle of keeping my code updated with the source! Thanks for the replies guys!
  8. I know. I'm talking about event handlers added by other modders (for compatibility between my EH and theirs) Not really. That's the one I'm dealing with right now. I want to add an event handler temporarily that disables the damage from friendly fire for a very short time. Obviously I can't use enableDamage false. I simply use this: _unit addEventHandler ["HandleDamage", { _unit = _this#0; _damage = _this#2; _shooter = _this#6; if (time <= _unit getVariable ["T_noDamageTime", 0] && [side _unit, side _shooter] call BIS_fnc_sideIsFriendly) then {_damage = 0}; _damage }]; However, if ACE is present, it'll interfere with the above code.
  9. Due to incompatibility between some event handlers of the same type, one might need to remove the other event handlers. But there are times where you might need to reuse the old EHs. For example, let's say I want to create a "HandleDamage" EH which reduces the unit's damage, but I also have ACE running which interferes with this. So I'll have to remove the ACE's EH. However, if I were to use ACE again, it wouldn't work because its EH has been removed. Is it possible to somehow remove an event handler temporarily? As in removing the EH but saving its code for later use?
  10. For buildings, it's a combination of partitioning (where the "rooms" are) + visibility raycasts. For open terrain (taking cover behind objs) I just use the visibility raycasts. It was neither 100% fake nor 100% real. I had to define the cover position for the AI (at that time the building meshing wasn't complete, so cover positions couldn't be found) so that part was pre-planned but the path finding, movement and peaking around the corner was done by the AI without any tampering on my end! That's how Super AI functions right now, i.e it doesn't activate for all units. It uses dynamic activation. Plus what good would it do to use it for distant units?! It's a CQB AI which is meant to give the AI near player (particularly your own squad) behave more human-like for immersion. Obviously they're gonna be much smarter. I'm trying to minimize the performance cost.
  11. I don't think I have enough time to moderate one. There have been many new features. I have rewritten the path generation functions from the scratch, both the one for open terrain and the one for buildings, to fix some of their fundamental problems. I've made some tweaks to the shooting function to make the bullet dispersion look more realistic (the old one was too random, as you see in the video) There have been many improvements to the movement, especially when moving around corners. The suppression and cover system have been improved as well. At the moment I'm doing some code optimizations to increase the current limit of super AI (~30 for above 60 FPS, which isn't good). I'm also investigating something I discovered recently. I'm also gonna add a control panel which gives you full control over (almost) all aspects of the AI (accuracy, path generation parameters, etc.) Once I've completed the above, I'll probably release another video to show you the new features. After this, I'll work on the teamwork aspect of the AI to make sure they can work together as a team. I've already added a few of these features. After this the mod will be ready for a preview release, if I decide to have one. Otherwise you'll have to wait for the full release (after proper testing is done and I've added MP compatibility)
  12. @Bvandiver I have. But their path is completely different. It's just an enhanced vanilla AI. Mine is a completely new AI. ____________________________________________________________________________ @mmm My Super AI is based on and motivated by TSF (it's my last year's work). At the moment I don't recommend using that one though, because of some annoying bugs. But as you said I plan to rewrite it to make it compatible with Super AI to give you better control over them. Not at the moment, but maybe I'll implement that feature after the rewrite. The current TSF is more like an RTS mode. That's the whole point of making a new AI. I didn't want to deal with the vanilla AI's restrictions anymore! Those features are already implemented (to some extent).
  13. They've just been eating my brain! 😉 Yes they can adjust their stance (including "intermediate stances", e.g. couching high/low/left/right) according to the type of cover and how much they're being suppressed. Yes. That means they can move on top of any surface/object/building, etc. I've improved it further to support multiple story buildings and also detect window positions. The accuracy of the mesh heavily depends on how well-defined the LODs are (I use GEOM and FIRE LODs). Some buildings have terrible lods, especially some CUP buildings and very few vanilla ones. You can even shoot through some of them! I created some sort of "aimbot" so that I could control the shots myself. At first I simply randomized the shots within the aim area (as in that video) according to the error factors (fatigue, suppression, weapon type, rate of fire, etc.). I've changed the randomness pattern now to make it look more realistic. Sadly I don't think it's possible (at least not the way the players can do it). Weapon resting animations requires manual manipulation according to the watch angle of the player, plus it needs "seamless" transition between the animations (go to ANIMATION VIEWER in Editor, then Misc animations and look for bipod_... anims to see what I mean). The other problem is that deploying bipods doesn't work via scripts. I have an idea to make it work (minus the bipod) so I might give it another shot later but don't get your hopes up. All of this stuff are naturally part of the new AI. Why would I call it a "human-like" AI if it couldn't do that stuff?! As a rule of thumb, as long as mods/missions use move commands (doMove, commandMove, etc.) to order the AI to move, there won't be any compatibility issues. I think it does apply to GetTactical. To put it more simply, if you see the unit's current command as "MOVE" (in the group bar), it will work. Meanwhile, mods that use moveTo don't work (requires doStop first, as in my AIO Command Menu, so you see "STOP" in group bar). I also have some "surprises" regarding the new AI; something I didn't think would be possible but managed to find a way regardless! But that'll have to wait till the next video!
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