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Leopard20

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Posts posted by Leopard20


  1. 4 hours ago, h - said:

    There seems to be some sort of length bug or smth, when code reaches lines in the several hundreds (in this case 543 lines).
    This seems to depend somewhat on how much text the code is as a whole because the line count is not always the same :shrug:
     

     

    yes. use the Built in (SQF) preprocessor instead (check settings)


  2. On 8/6/2023 at 11:19 AM, h - said:

    The IntelliSys thingy thinks that switch-do 'default' is somehow in "external" scope or smth, pseudo code:
    undefvar.png

    Also, if you do weird things like I do and do something like this:

    
    #define NAMESPACE player
    #define COMMA ,
    #define SVAR(xx, yy) NAMESPACE setVariable ["MYTRAG_varib" + xx, yy]
    
    SVAR("SomeStuff", [primaryWeapon player COMMA secondaryWeapon player])

    Error is 'Invalid number of macro args' but the game is completely fine with that kind of macro (of course if you use , instead of the macro COMMA it is not..)
    No idea if that's worth wasting time fixing tho..

    One more:

    
    #define WEPTYPE(xx) ["", "primary", "handgun", "", "secondary"] select (getNumber(configFile >> "CfgWeapons" >> xx >> "type"))
    
    WEPTYPE(currentWeapon player)

    This reports undefined variable 'currentweaponplayer'

    Forgot the default. Thanks
    As for macros, they're still kinda broken anyway, because right now it checks macros within scopes which is wrong (first you have to preprocess the file then do linting). I have to rewrite it completely but I don't have time rn.


  3. On 7/22/2023 at 6:53 PM, Rick E said:

    I've been using C2.  Recently, somebody mentioned this mod in a C2 thread, so I decided to investigate.  I installed the mod and disabled C2 to compare the two.

    Question:  The vanilla Medic AI is horrible.  I'll tell a Medic to heal an injured soldier and he doesn't.  He just stands there looking stupid.  Does All-In-One fix that?

    I wouldn't say it "fixes it" but it's better. There's also an auto-medic feature but I don't recommend it. Just tell the AI to heal you manually.

    • Like 2

  4. Version 1.5.0

    # Added:
    * Ability to edit all friendly sides in Zeus
    * Ability to edit enemies in Zeus (you must check the option "Allow editing non-friendly units")

    # Improved:
    * Zeus interface can now open slightly faster in bigger maps
    * Future proof method for detecting medical items (except for ACE and other mods with non-vanilla medical features)

    # Fixed:
    * Medical items from GM and SOG were not detected.
    * Minor fixes to misc medical features

     

    https://steamcommunity.com/sharedfiles/filedetails/?id=1893300731

    https://github.com/Leopard20/All-In-One-Command-Menu/releases/latest

     

    Please note that the Zeus and Medical features might behave differently. Leave a feedback if you notice anything unusual!

    • Like 3

  5. 9 hours ago, h - said:

    Weird problem happening using this + current dev (haven't tested stable):
    When saving in SP with only this mod running the game CTDs (STATIC_ACCESS_ERRORNOTATALLHELPFULL)

    I did run into this some time ago already but completely forgot to report it, back then it went as such:
    when saving a game after save is done error message saying "circular reference found in HashMap, this will cause a memory leak!"
    Trying to load the save = CTD.

    So maybe that is a hint? 
    There was some hashmap related fix in some recent-ish dev branches so maybe that just made the same prob act different :shrug:
     

    I pushed an update with a workaround. But I checked and I don't have any circular references so I have no idea what it's talking about :shrug:
    I'll send a crashdump to the devs for investigation.

    • Thanks 1

  6. 8 hours ago, h - said:

    Weird problem happening using this + current dev (haven't tested stable):
    When saving in SP with only this mod running the game CTDs (STATIC_ACCESS_ERRORNOTATALLHELPFULL)

    I did run into this some time ago already but completely forgot to report it, back then it went as such:
    when saving a game after save is done error message saying "circular reference found in HashMap, this will cause a memory leak!"
    Trying to load the save = CTD.

    So maybe that is a hint? 
    There was some hashmap related fix in some recent-ish dev branches so maybe that just made the same prob act different :shrug:
     

    I'm pretty sure I don't have a circular ref anywhere in any of my hashmaps. It's most likely a game bug. I think something similar was reported a while ago in Arma Discord?
    Anyway, will investigate. Thanks for the report.


  7. On 10/21/2022 at 7:25 AM, Zyryanoff said:

    Hello! Bumped into your beautiful mods and wanna thank you for investing your time and code into them. Using with pleasure.

    I've watched some vids from 2019 with your attempts of trying to fix ARMA3's AI.

    Also seen your TSF project where you forced bots to move by drawing lines. I guess it's pretty broken for now as disclaimer says.

    Any updates about your AI rework project for ARMA 3 or waypoint system is unbeatable for creating a normal bots movement behavior?

    Or time has passed and your priorities have changed.

     

    PS I follow Dayz development process for years and it hasn't been really funny to see how Bohemia tried to "fix" zombies in Dayz for years. Finally managed to do it only when they moved to Enfusion.

    I never was a big ARMA player but when finally decided to dive into third then was surprised how Bi combined beautiful complex systems with messy bot AI. They say that's for open-landed combat - tell me that after one more tank goes back into water in vain attempts to generate a route)

    Hi. I'm currently taking a break from gaming. I'll get back to it in a month or two.
    As for the progress, this is what I am (was) doing:

    There were some limitations that I couldn't overcome, such as caching object animations which didn't work on wind turbines (and any object with time dependent animations), but they were relatively minor (the turbine, for example, would only cause problems for air vehicles)
    The new async path finding algorithm is also partly done. But that's just about it. So the development of the new "AI engine" is still far from complete.
    Unfortunately most of the features I needed were ignored by the devs, and from the looks of it they may never add it. So the project will never look as good/complete as I wanted.

    • Like 4
    • Thanks 3

  8. V3.0 update:
    https://steamcommunity.com/sharedfiles/filedetails/?id=2369477168


    # Added:
    * Debugger: Say goodbye to `systemChat`, `hint`, etc. Debug your code using breakpoints like a pro! The debugger has a feature-rich variable viewer to help you monitor your variables.
    There are 2 ways to set breakpoints: Directly via console, and indirectly using external text editors.
    1. Direct: Place breakpoint by clicking next to a line number. To disabled the breakpoint, press Ctrl+ Left Click. To set the breakpoint condition, press Ctrl + Right Click.
    2. Indirect: Add '#include "\dbug\debug.h"' at the top of your file. Then place breakpoints using the BREAK macro. In this mode breakpoints are not customizable (disable/condition not available)
    Breakpoint limitations:
    1. You can only place breakpoints before the code is executed. However, you can edit breakpoints (remove/disable/set condition) after the code is executed (if breakpoints were added via console)
    2. Breakpoints cannot pause the game in unscheduled environment (because that equals total game freeze). However scheduled scripts can be paused if you want to (available in mod options)

     

    * Variable Viewer: Used to view variables in debug mode. It can display different types, e.g. objects/positions are shown in the world, and controls are highlighted using Red boxes.


    It is possible to add custom watches per variable type using the + button. To remove a watch, select it, then right click on the watch window.

    * On-the-fly function edit: If you add your functions using CfgFunctions and enable allowFunctionsRecompile = 1, you can edit your functions directly through the console and set breakpoints. This feature can be disabled through mod options.

    To use this feature, open your function though the Function Viewer.

     

    # Improved:
    * The built-in preprocessor now fully supports all vanilla preprocessor features, and SQFVM PP is now deprecated. Be sure to switch to the Built-in (SQF) preprocessor in Mod Settings.
    * IntelliSys can now handle macros properly.

     

    # Known issues:
    * IntelliSys caching was broken and it's force-disabled. This makes intellisys slower than before. This issue will be addressed in the next update.


    Video of breakpoint feature:
    https://twitter.com/Leopard2O/status/1559221867701047299

    • Like 3
    • Thanks 1

  9. 3 hours ago, h - said:

    I'm getting this error when including a file from a pbo. Used to work just fine before the latest update:

    
    Error in expression <		continue;
    			};
    			
    			private _add = _pcnt#((_para find _word) + 1);
    			_cntO>
    Error position: <_pcnt#((_para find _word) + 1);
    			_cntO>
    Error Undefined variable in expression: _pcnt
    File //DEV_TOOLS/functions/console/intellisys/fn_intelliSys.sqf..., line 1122

    EDIT:
    All the macros from that file work though, it just spams that error

    Yeah left over code due to copy paste. Will remove. Thanks for reporting the problem.


  10. On 5/13/2022 at 12:23 PM, rainbow47 said:

    Hi,

    I was reading the comments about “scheduled” vs “unscheduled” above and it’s potential effect on FPS/healing. Can someone explain what these two modes are and where to change those settings? I could not find anything in the mod’s manual. 
     

    Thank you

    rainbow

    https://community.bistudio.com/wiki/Scheduler
     

    22 hours ago, rainbow47 said:

    is the Super AI still in development or has the project been stopped?

    It's not. If it was I would announce it. No need to ask every time.

     

    22 hours ago, rainbow47 said:

    mentioning some limitations of the Arma engine

    They're not really engine limitations. The engine is capable of the features I want. They're just "locked" (not accessible via scripting commands)
    Two of the most important ones for me are:
    1. No command for manually controlling AI aiming. This limits my AI movement a lot. I have a workaround for it but I'd rather use the native engine aiming, because that would be faster and better looking.
    2. No command for controlling vehicles (acceleration and steering). There's only setDriveOnPath which is not sufficient.

    They don't prevent me from completing the mod, but I might remove some stuff if those features are not added.

    • Like 3

  11. 1 hour ago, redarmy said:

    Hi again Leopard,

     

    Is it possible for you to count units for the High command "after" mission start?

     

    Say for example i place a tank with call sign "Tank 1" but he has a 0% probability of spawn,he still shows up in the options to add to high command,regardless of his presence on map or not.

    I don't know what could be the problem because I simply grab the list of all groups using the allGroups command.
    Maybe when probability is 0 it still creates the group but it's empty?
    Anyway, I'll look into.


  12. 26 minutes ago, redarmy said:

    issue still there.

     

    you really cant reproduce it in editor? All i did was load Arma3 with your mod and cba,placed my charater on Altis,placed two NATO weapon teams down,brought up High command menu from your mod and the error pops up.

     

    Quite strange indeed. Just to be clear,everything still works,its simply popping up errors and im keen to understand why

     

    EDIT: I l unsubscribe from the mod just to triple check and resubscribe

     

     

    EDIT EDIT: OK THAT FIXED IT!  

     

    Had to resubscribe. No more errors.

     

    THANK YOU MATE

    Ah so it was a classic Steam update issue.
    BTW you can just right click on the mod and select repair.
    Anyway, glad it's sorted out.

    • Thanks 1

  13. 2 hours ago, redarmy said:

    Thanks for quick response.

     

    Tested.

     

    Issue is still there,however now the player needs to be much closer in proximity to have the error occur. Also frames are really bad when initialising upon loading scenario in editor

     

    EDIT

     

    Cant reproduce frame issue,maybe was something on my end,disregard

    I made another update. Please test it again.
    If this doesn't fix it I'm gonna need the full mission to be able to debug the problem because I can't reproduce it at all.


  14. 2 hours ago, redarmy said:
    
    AIO_Recruitsubmenu5

    So its not just "submenu4"..itcould be "submenu3" or "5" or whatever the array is.But,above is the variable when i booted up to test now. The error message is very short and appears when activating the high command menu when within 100 or so meters of friendlies(more than 10units or so/if i delete a few and access HC from your mod menu i dont get the error,but no "specific" units,just a certain number. i cant think of anything else causing this except one known oddity...if i ask a unit to join my group...he becomes "unit 1"and i am "unit 2 " in the command bar though im still the leader...possibly relevant.

     

    I am running mods but not many,i assume this may have something conflicting with JEBUS respawn but this is very hard to identify. The thing is that the units im near dont have JEBUS script attached to them. Other mods are just unit mods but units in question are vanilla

    I updated the mod and made some tweaks. Let me know if it still happens.


  15. 5 hours ago, redarmy said:

    Hi Leopard.

     

    when using high command menu (just after opening it) im getting an error:

     

    "recruit submenu 4 pushback. undefined variable in expression"

     

    Things still seem to work ok just wonder what it means. its really odd,its only showing this error when nearby a group of particular AI while in base. Trying to troubleshoot. After deleting some AI in the area where this happens(no particular ones,just a set amount) i dont get the error anymore. is there some issue with too many AI in the scene? only had about 15 AI split into two groups who are hanging about at base that i want ready to recruit.

    There shouldn't be any error. Which variable does it say is undefined? I looked at the code and even tested to be sure but didn't get any errors


  16. Update:
    https://steamcommunity.com/sharedfiles/filedetails/?id=2369477168

    # Added:
    * Function DBUG_fnc_diag_mergeConfigFile: Use it instead of diag_mergeConfigFile to prevent crashes in Config Viewer after using diag_mergeConfigFile. This crash is caused by invalidation of config pointers after merge and I can't fix or detect it using my mod. This function deletes the stored config data to prevent the crash, and there's no need to close the Config Viewer either.
    Parameters of this function are the same as diag_mergeConfigFile (the function is simply a wrapper)

    # Tweaked:
    * Ctrl+S saving in Debug Console is reverted to old behavior (save to profile namespace/edited text box using magic word). To save scripts permanently (which you can access in the Saved Scripts window), use Ctrl+Shift+S.
    * Newly opened scripts no longer show the "unsaved" red icon.

    Also, huge thanks to Instant Arma for reviewing the mod! Be sure to check out this amazing video: (German Voice + English subtitles):

     

    • Like 3

  17. 4 hours ago, redarmy said:

    Also is there an issue with the revive? im not always revived by my AI nor do they always revive each other. In its current state i cant reliably use the revive

    What revive system do you use? Ideally the revive should only be used with the "Add Revivability" cheat.

     

    4 hours ago, redarmy said:

    Iv disabled most things like cheats/zues/medic etc.

    None of those affect your FPS.
     

    4 hours ago, redarmy said:

    and im using a "scheduled' envoirnment as per your tool tip says better performance which leaves me wondering,in what situations could this mod negatively affect my FPS?

    That's only used by the tasking system (e.g. giving waypoints)
    Well I don't say "scheduled has better performance". It basically has no performance impact, at the cost of being less accurate if you have a heavily scripted scenario and/or your FPS is low. The game queues running scripts in the scheduled environment, and only executes 3 ms of a script every frame and moves on to the next script in the next frame, so under heavy load it may take a lot of time for the game to circle back to a script.

    TL,DR, the script becomes less "responsive". e.g. your medic plays the healing animation but you don't see any healing effect, or the healing takes a lot of time to finish, because my mod only heals during the healing animation, but due to this scheduler behavior it may never see the animation.

    I recommend unscheduled instead. Under normal usage it doesn't affect your FPS noticeably.

    As for what affects FPS:
    1. Having too many "Super pilots" active
    2. Having too many tasked squad units when unscheduled tasking is selected.

    There's not really anything else in the mod that affects the FPS. The AI themselves hurt your FPS several times more! 😉

    • Like 1

  18. 3 hours ago, rainbow47 said:

    Thanks Leopard.  I am trying to call the command form an .sqf. file (while AIO mod not loaded). The reason is that my units show the out of ammo alert on the group bar althugh they have enogh ammo. The Refresh fuction inAIO fixed that issue but for some reason joinSilent does not fix it for me. 

    I am using this in my sqf file:

     

    {
    [_unit] joinSilent (group player);

     sleep 0.2;

    }

     

    This doesn't work because you've wrapped it in a code {} which is not being executed. Also _unit is not defined. You can write it as:

    {
    	[_x] joinSilent group player;
    } forEach (units player - [player])


    Anyway, this is not the place for this. You can ask scripting related questions here or the #scripting channel in Arma Discord. Discord is preferred because communication is much faster there.


  19. 49 minutes ago, rainbow47 said:

    Got it, thank you Leopard.

     

    On a different note, may I ask you which command/function you use to refresh the sqaud ( command under ROE )?

    The function itself is AIO_fnc_setBehaviour, called as:

    [arrayOfUnits, 5] call AIO_fnc_setBehavior


    Most of what it does is related to the legacy version of the mod. It does the following:
    1. Rejoins the AI into your squad (return to formation):

    [_unit] joinSilent (group player);

    2. reset combat mode to yellow
    3. enable all AI features (not needed anymore)
    4. removes the selected units from the "Fire on my lead" list.

    I guess the only reason you might need it is to remove the units from the "Fire on my lead" list.


  20. On 4/20/2022 at 12:40 AM, h4wek said:

    Following commands lineIntersectsWith, lineIntersects,lineIntersectsObjs not discovering any objects on line i DEV version (what happen there people - every next update make more bugs ?!)

     

    ?imw=5000&imh=5000&ima=fit&impolicy=Lett?imw=5000&imh=5000&ima=fit&impolicy=Lett

    in normal version too is the same bug.

    Anyway I don't rememeber it this command work in past too so take care of it beacouse using 

    lineIntersectsSurfaces is little frustrating if are commands to detect intersections with objects in on shot.

     

     

    You're checking the line intersection under the terrain.
    Those commands use ASL height, not AGL or whatever it is you're using.

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