Jump to content

Leopard20

Member
  • Content Count

    762
  • Joined

  • Last visited

  • Medals

Everything posted by Leopard20

  1. @drdetroit A few notes: 1. Do you run the mod in multiplayer? Note that it's not fully MP compatible. 2. The mod doesn't issue orders by itself (except for the auto-medic feature) 3. The issue with changing team colors did happen, but it's supposed to be fixed. I'll check. The new vanilla menus (1, 2, 3, etc. keys), yes (except for key 6, Actions). The custom features in the AIO menu, no. Possibly. I'll add compatibility with LAMBS in a future update.
  2. That looked...familiar! See the part where the AI detects the cover? That's EXACTLY how I do it! Using several intersecting lines. Of course mine has another parameter, penetration detection, which tells them to go where the cover is the least penetrable. It does have an advantage over mine though. It seems that it can fully see the object's LOD to make its job easier. I have to detect that myself using a trial and error method. 😞 Is it just me or was path finding actually the same as A3?! Remember that part of the video where the AI was moving inside a building, then stopped to peek around the corner? That's what's been removed. You can already do that with the vanilla AI. Just tell them to watch a direction.
  3. The cover feature is there, so is the "situational awareness" feature (looking at blind spots). What I meant was the "stopping and peeking around corners" feature. My AI can find cover inside the building if needed (under fire), so that feature was just redundant. Hi. No, I'll check it out. But how is VBS related to Arma?! That turning bug isn't part of the animation. It's part of their "targeting". It typically happens when the AI is in cover and is looking out for enemies. Or if its guess on the "approximate target position" is way off. (it gets extrapolated a bit too much if the target was moving) Naturally it doesn't happen with my AI. They almost always stay on target (unless they can't engage, e.g. out of ammo) I haven't disabled their animations. I've just recreated the whole animation system for the super AI (which is why it's not compatible with vanilla anims) That enabled me to add some cool stuff that were not possible before, as well as fix some other issues.
  4. Missions/mods that interfere with the basic features of the AI (e.g. playing anims, using disable/enableAI commands, etc.) won't be compatible. The main source of incompatibility is animations. Some mods/missions that play animations on the AI might not work themselves, and also cause Super AI to misbehave. As a rule of thumb, most missions that put you in charge (being leader) of the AI will be compatible. Also, almost all dynamic missions will be compatible. Ironically, my AIO command menu is not (yet) compatible! 😉 Due to these incompatibilities, I won't add auto-initialization to the mod. It has to be activated by the player (using an interface, of course, not scripting). Those features were abandoned due to lack of reliability (only working in very specific cases) and performance issues. I don't think anyone would want that. For example, one feature was "corner cheking" that I showed in the video. It required very lengthy mesh post processing to detect the corners, and it would sometimes produce a lot of false positives (you would catch an AI leaning from behind nothing, or looking in the wrong direction, etc.). I might bring it back if I come up with a better way to implement it.
  5. No, my mod only affects Land vehicles. Air vehicles do not seem to be affected by the PhysX bug. As for efficiency, since the two mods do completely different things, it's not fair to compare them that way. Even though I said "it does it per frame", the code was very fast so you won't see any negative side effects. If you want, you can grab that one too. Seems to be working well!
  6. I just took a brief look at the scripts. It actually does something very similar, but not related to PhysX. This is what it does: 1. It triggers when an air vehicle is killed. 2. Prevents upward velocity (similar to my mod, although my mod just damps it) 3. Slows down the falling plane while it's 5 meters above the next surface and its horizontal velocity is less than ~1.5 m/s. (again similar to my mod, when it detects large horizontal acceleration) The biggest difference is that my mod does the process only once, while this mod does it per frame (as long as its moving faster than ~1.5 m/s). Anyway, thanks for letting me know!
  7. If you mean in the current AIO command menu, no, because vanilla AI aren't reliable enough for such stuff. Maybe when Super AI comes out, but no promises.
  8. Hopefully. At least I plan to. I've been trying to speed things up lately. So I've scratched some of the unnecessary parts of the mod (they just "weighed it down" performance wise), and I'm trying to finish up some of the leftover parts that I've been putting off due to lower priority. So things are going a bit faster than the past couple of months. I was fixating on some issues that are probably never going to be fixed, but I had to try nonetheless.
  9. It is still in development. I just don't feel like posting updates, at least not until I'm done with the things I have planned.
  10. My bad! That was the link to the item stats! https://steamcommunity.com/sharedfiles/filedetails/?id=1893300731
  11. Done. Update: https://github.com/leopard20/All-In-One-Command-Menu/releases/tag/v1.3.0-Beta https://steamcommunity.com/sharedfiles/filedetails/?id=1893300731
  12. Yeah, tried all those. Even a few "workarounds". Nothing.
  13. Update: https://github.com/leopard20/Anti-Bounce-System/releases/tag/v0.3 # Improved: * Anti-Bounce: The mod should be able to detect large lateral accelerations and cancel them as well! * Auto-unflipping: Since the code is fast enough, it now runs the entire time (during PhysX contact only) to make sure the vehicle is fully unflipped. So it now has a 90%+ success rate! I have removed the "jolt", because it might've made the vehicle fast enough to kill any infantry units in its way!. * Manual-unflipping: It will cancel Auto-unflipping if it's currently in progress. So you don't need to enable the option "Disable automatic unflipping for player vehicles" anymore. * Manual-unflipping: The force is now applied in alignment with the center of mass. As a reminder, please note that the mod (except for manual-unflipping) only triggers when the vehicle has PhysX contact. So it shouldn't have any noticeable performance impact (unless you have hundreds of vehicles constantly colliding with each other or the environment) @kremator I couldn't find a solution for AI disembarking from flipped vehicles. The stupid AI leader just tells them to get out no matter what you do! But since the vehicle can get up successfully in most situations now, it shouldn't be a problem anymore.
  14. The idea itself isn't bad (kind of funny too!), but it could lead to more problems.
  15. What?!!!! 😄 I don't think there are any such animations in the game! Plus, doing it with the AI (especially vanilla) is a pain in the @$$!
  16. This one is annoying to me to (it affects my own AI as well). I still haven't been able to fix it. I'll try my best. Did they literally launch up in the air?! 'cause that shouldn't happen. I did however notice them gaining a supernatural lateral acceleration a few times. I have some ideas to fix this too. Let's see if one works.
  17. Update: https://github.com/leopard20/Anti-Bounce-System/releases/ # Improved: * Manual unflip: Replaced moment with force for consistency (before this, a quad-bike would unflip so fast that it might have ended up spinning afterwards!) * Slightly better auto-unflip # Fixed: * "Rightward unflipping" key was missing in hold mode!
  18. Update: https://github.com/leopard20/Anti-Bounce-System/releases/ Added: 1. Manual Unflipping using WASD keys (can be changed using CBA keybindings): You can now unflip your own vehicle using WASD keys! Thanks to @Janez for this cool idea! There are two modes: Tap and Hold mode. Hold mode runs every frame when you press the key (see customization options). It looks better, but it always checks the condition, even if you're not in a vehicle, or your vehicle isn't upside down. So technically it's a waste of performance. But I promise you it won't have any noticeable effect, unless you're aiming for 1000+ FPS! 😉 (I use lazy condition check, plus they're all really fast conditions) If you're still not convinced, feel free to use TAP mode. You can also set the angle at which the mod unflips your vehicle! Default is 60 degrees. 2. Customization options (CBA Settings) Many new options, both CBA settings and Keybindings.
  19. Thanks! It doesn't fix it completely. I tried fixing it but since the vehicle has an absurdly large acceleration, it just cannot be stopped in a natural way. The current trick works better on heavier vehicles such as tanks. Thanks! I think it is possible. It's actually a really cool idea! I'll see what I can do. I think by some games you mean GTA?! 😉
  20. Or maybe : count list _trigger != 0
  21. Hello everyone. As you may have noticed, some objects (which are typically part of the terrain itself, such as most rocks on Stratis and Altis) do not have a type (typeOf _x == ""), which means you can't read their config properties. I was wondering if it's possible to somehow read their config properties (such as 'cfgVehicles' properties, e.g. "epeImpulseDamageCoef")
  22. Hi. It can, but it's pointless, since other AI can't revive each other.
  23. It's very easy. Simply select the units you want (using F1....F10 buttons), and then go to the cheats menu and select the "Add Revivability" cheat. The units (and the player) will be revivable afterwards.
×