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Leopard20

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Posts posted by Leopard20


  1. 1 hour ago, mmm said:

    That's unfortunate to hear, I considered your AI cover taking a core feature. In my ARMA fantasy land I think it could be dealt with when combined with a command overhaul, where the ai improvement provide the "corner candidate" positions, and let human player filter out the false positives by manually designate the position and facing in the 3D scene.

    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.

     

    37 minutes ago, froggyluv said:

    Hey Leopard curious if you seen the new VBS AI in which all cover positions are dynamically calculated- time to petition for cross platform eh ..:p

    Hi. No, I'll check it out. But how is VBS related to Arma?!

     

    37 minutes ago, froggyluv said:

    Also was wondering what your opinion on vanilla AI's habit of constantly standing up and spinning in different directions while in combat rather than staying orientated on known threats. I see that youve disabled some arma anima's - is this part of your overall gameplan? 

    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.


  2. 6 hours ago, mmm said:

    Wonder if you'd recommend any number of particular scenarios as your AI's intended ideal usage once it come out?

    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).

     

    6 hours ago, mmm said:

    Almost as with many things ARMA they're just destined to remain WIP for, well forever. I say let us see what the 80% solution looks like, what's really bothering the end user and what's not that big a deal even if it not perfect.

    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.


  3. 7 hours ago, LSValmont said:

     

    So basically both mods do the same but yours is more efficient and works on all vehicles and not only Aircraft?

     

    Is that correct?

     

    Or even with your mod enabled we should also get this one?

    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!

    • Thanks 1

  4. 1 hour ago, vuffin said:

    This is very much needed, will try. 

     

    About similar mods, sceptre has made one but for planes, https://github.com/SceptreOfficial/No-More-Aircraft-Bouncing

     

    If it helps you or not, no idea.

     

    Cheers

    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!

    • Like 1
    • Thanks 1

  5. 48 minutes ago, rainbow47 said:

    Any chance to implement a Sync Shot feature like in GR WIldlands? Team moves into position to take out marked targets and then regroups with leader.

    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.


  6. 5 hours ago, ZeekPlayzYT said:

    That's fair, we just don't want it to die like a lot of AI projects. Any chance of it being released this quarter? 

    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.


  7. On 7/10/2020 at 2:09 PM, Whirlybirds said:

    Unfortunately,  there is an error message coming up after ordering your ai squad to clear buildings (menu_1-4-5-2),, it seems if a squad member gets shot down as he enters the building the error message shows up - something about .....' ...expected destination... etc etc.. DO NOT PLAN...etc ...." ....it's not a big issue, it's just annoying, as it's a function I've used often for a long time. I had to revert to an older version without that error message. 

    Done.
    Update:
    https://github.com/leopard20/All-In-One-Command-Menu/releases/tag/v1.3.0-Beta

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

    • Like 1
    • Thanks 1

  8. 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.

    • Like 2
    • Thanks 3

  9. 2 hours ago, froggyluv said:

    AgTBlg7RuF4oiuCGlkMOSGKrqazPYxe3Gmpj6DGq

     

    Any chance you could have the Crew pop out have them reach under the tank with some sort of Deadlift animation have them growl nationalistic chants really loudly and have them heave the tank Right-Side-Up?

    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 @$$!


  10. 5 hours ago, kremator said:

    With auto-unflip, could you lock vehicles to stop soldiers getting out and abandoning them? Losing a tank to stupid PhysX before it even reaches the battlefield is pure stupidity from BIS. 

    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.

     

    5 hours ago, kremator said:

    Testing the previous version caught a few 'tank launch into outer space' moments but not all. 

    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.


  11. 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.
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    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.

    • Like 3

  12. 5 hours ago, kremator said:

    This is great !  Many thanks @Leopard20.  It really annoys me that devs have let something like this through for so long.  Once again the community comes to fix a problem.

    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. 

     

     

    4 hours ago, Janez said:

    Hah, awesome banner!

     

    I haven't tried the mod yet but I'm curious about auto un-flip thingy. I dunno how much you can do but do you think it's feasible to make it so you can like wiggle a vehicle using movement keys and un-flip a vehicle that is completely upside down? I'm probably explaining this really poorly but in some games you can like hold left and right couple of times and the car kinda gains some rolling momentum until it rights itself back on wheels.

    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?! 😉

    • Like 1

  13. 3 hours ago, Whirlybirds said:

    Unfortunately,  there is an error message coming up after ordering your ai squad to clear buildings (menu_1-4-5-2),, it seems if a squad member gets shot down as he enters the building the error message shows up - something about .....' ...expected destination... etc etc.. DO NOT PLAN...etc ...." ....it's not a big issue, it's just annoying, as it's a function I've used often for a long time. I had to revert to an older version without that error message. 

    Thanks for the report. I'll fix it.

    • Like 1

  14. Anti-Bounce System (ABS)
    by
    Leopard20

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    This is a simple and lightweight addon that attempts to improve (not fix) the weird PhysX problem where the vehicles bounce up into the air in a ridiculous way.

    I made this addon for my upcoming AI mod, as they had a tendency to flip their vehicles a lot while driving. But I suppose it is worth using by players as well.

     

    I have tried my best to make the vehicle movement look as natural as possible (basically no "teleporting"). There shouldn't be any undesirable side-effects (interference with normal vehicle physics)


    Please note that the problem with PhysX cannot be fixed with a simple addon, because it is engine related. Also, please note that this mod is still work-in-progress, so do not use it in any serious missions until you've tested it and made sure it satisfies your needs.

    I will try to improve the mod with your feedback, so please report all your issues and findings.

    For comparison purposes, if you know of any similar mods, please let me know (I couldn't find any).


    Mod Features:

    Spoiler

     

    1. Anti-Bounce System: Attempts to prevent the vehicle from flying into the air upon contact, caused by sharp edges in geometries (which apparently impart a large torque to the vehicle, thus sending it up into the air). It doesn't fix it completely however (due to vehicle acceleration):


    This building is about 800 m east of Stratis Airbase, next to the end of a road which you should be able to find easily (GRID: 025055). You can also place the building yourself (Land_i_Stone_Shed_V1_F)
    4AYNDm0DDr_HJJMHbfNJd-JL-fv1rwHRxdusbyTT

     


    2. Un-flip assistant: Gives the vehicle a small "boost" to help it unflip. Note that it doesn't always work (especially if the vehicle is completely upside-down).
    The vehicles gets back on its tracks due to the boost (force) itself. It doesn't "teleport" to that position (setVectorUp or other dirty methods) .
    B9k4fnNPxhJvTrv08y-bPopPjFiyXQUZGchxl2kW


    3. Manual unflipping: Use WASD keys to unflip your vehicle.
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    4. Customize the mod features using CBA settings and keybindings.

     

    5. Extremely lightweight (event handler based) and nearly zero performance impact, so it is used on all land vehicles.

     


    Notes:

    Spoiler

     

    1. Testing:
    The mod automatically activates for all land vehicles
    . If you want to remove the features for testing, execute this code in the debug console (in case you don't know what it is, it's the black box that you see when you pause the mission in editor):

    
    [vehicleName] call ABS_fnc_removeEHs

    vehicleName is the name of the vehicle you want to test. If you want to test it on the player's vehicle, you can use this code instead:

    
    [vehicle player] call ABS_fnc_removeEHs

     

    To re-activate, use this code:

    
    [vehicleName] call ABS_fnc_addEHs


    2. Customization:
    CBA Settings: [Pause menu] -> Game -> Configure Addons -> Anti-Bounce System    or     [Pause menu] -> Addon Options -> Anti-Bounce System

    CBA Keybindings: [Pause menu] -> Controls -> Configure Addons -> Anti-Bounce System

    3. Multiplayer Compatibility:
    The mod should be MP-compatible, but I haven't tested it yet. So if you want, you can give it a go in a casual test mission.

     

    4. Source code:
    The source code is available on GitHub. If you want, you can improve the mod in your own way!

     


    Download:
    Steam Workshop

    GitHub

    Armaholic

     

    Installation:

    Spoiler

    Unpack the zip file to get the @AntiBounceSystem folder.Copy the mod folder to your launcher's watched folder (default location is the installation directory of Arma, which you can find by right clicking on your game in Steam library)
    You can also check out this guide:
    https://www.armaholic.com/page.php?id=29755


    Requirements:
    Community Base Addons (CBA)

    • Like 12
    • Thanks 5

  15. 7 hours ago, ICE_PIC_JAPAN said:

    Hello, thank you very much for your reply.

    I don't want use ACE, cus it was very noisy when vehicles explodes. It was like fireworks never ending...

    So, please tell me how to use Revivability" cheat in my mission.

    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. 

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