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About Machiya

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  1. Machiya

    LAMBS Improved Danger.fsm

    + 1 to the list of people loving this MOD. Awesome work. 11/10! One of the things with AI 'finding cover' is that the squad breaks-up (and never reforms). This works well for guerrilla tactics, less so for trained troops. VCOM; ASR same. TCL squads were a bit more coherent, MCC4's Gaia just set waypoints [it was more of a Macro AI Mod] -- but you go the sensation you were facing a squad (#fully support you not touching WP!!!) I would be intrigued to hear your perspective on above? You write, "Added isolated squad leaders will try to regroup" in the release notes. I think squad integrity is an aspect of tactical group movement that is worthwhile. Those of us that play with AI squads would (I imagine) be definitely up for something that stops squads 'evaporating in four directions' when you back is turned (whilst getting all of the 'good stuff' -- i.e. not simple stripping them of the MOD). Food for thought perhaps.
  2. Machiya

    LAMBS Improved Danger.fsm

    @nkenny I can confirm that the disabling the 'group' for zeus AI groups and BOTH 'group' and 'AI' for player groups (if you have AI in the player group) seems to work well. Looking forward to future versions.
  3. Knowledge Error from RPT (https://pastebin.com/UbrnDh9y)
  4. @snkman Long time since I have had a chance to catch-up... been involved in projects IRL) Will have a look at TCL this week - like the sound of some of the changes. Can I ask about the current status of Zeus stuff? - Are you including units placed after the first 5 secs? - I see you are with-holding TCL control from units that are given Zeus WP... is this all TCL stuff or just some?
  5. re. AI inits Yes, it's a Zeus thing, but also about a handles for other MODders to interact with TCL (e.g. like turn it off, so they can do something, and then turn it back on again). Essentially, it might be good to be able to re-init a unit, even as a function. re. Zeus Waypoints OK.
  6. Dug this link out from Shay_gman & Spirit's GAIA AI in MCC, https://mccsandbox.fandom.com/wiki/GAIA_cycles
  7. A couple of Zeus thoughts. A Zeus 'Hold WP' or 'Garrison WP' making a squad 'TCL_Hold' would be great. A Zeus 'Seek and Destroy' WP ought to make a TCL squad push inside the 300m zone. I was trying to think of a way that you can use Zeus WPs to automatically alter TCL_Status or a squad. One less thing to worry about. I could think of something that would naturally work for 'TCL_Defend' -- other than a Zeus Guard WP (but that comes with a pile of BIS hard-coded stuff).
  8. A query about inits from MadCheese (author of the C2 Mod), "I am using < this setVariable ["TCL_Disabled", true]; > to pre-init Player controlled elements, but I am not clear on the effect. If used both squads and HC level groups AND units. I had some issues with a TCL error hint telling me to never initialise multiple times.I'm a bit confused with the whole thing." I assume only squad (not unit) TCL_Disabled are effective [I don't know much about High Command level Groups.
  9. From the testing I did earlier this week -- and for people setting stuff up in Zeus -- Stealth + Vanilla + 'Crouch' and 'Staggered Column' made a positive difference to CQB movement PRIOR to COMBAT (seeing the enemy). Also, Fireteams moved better than squads -- basically you get two groups of four moving, which more real.
  10. Just tested TCL with AI Groups of TWO; set to Stealth and Slow. I also tested Squads of 8 -- and it wasn't as interesting. When TCL calls for reinforcement, its less of a rush [note the two OPFOR units to the rear not engaged YET]. TCL Reinforcement Request (Knowledge) is set up a notch at '1' [0-4; default =0].
  11. @TesACC If you want more 'authentic' BLUEFOR Arty then you might look at Drongo's Artillery MOD. Otherwise, look at the FFE MOD (Fire for Effect) which ups the Artillery game generally (inc. allowing time for calcs + spotting/ranging fire). With FFE, if they have got it, they will use it -- don't say I didn't warn you! @snkman TCL triggers Arty nicely, so -- before letting loose -- maybe think about a delay (simulating calcs) and emulating ranging (a couple of randomly located single shots on the 'perceived' position of enemy). Getting into shaping the sheaf (say based on AI knowledge of various groups in close proximity) might be a step too far?!
  12. Sometimes I just miss the simple stuff -- good call. @ZackTactical34 What does the 3-man team with an enemy look like? Does Combat vs. Stealth make a difference? If you 'Hold Fire'... does 'Engage' vs. 'Engage at Will' make a difference'? TCL could (I'm sure) switch to 'Open Fire' or 'Fire' at the last moment -- if the CQB movement was really convincing ;0) I was just thinking that the AI Engine is primed to fire ASAP, but -- as you demonstrated -- CQB balances pushing sectors whilst maintaining best cover elsewhere; so controlling firing might help.
  13. That is some seriously AWESOME stuff -- cannot wait to give it a try!
  14. Bingo -- that's definitely the main thing! Occasionally, TCL groups will have to un-garrison to move (do they re-garrison if they are way-pointed on a building?) Working through the process, Normal editor stuff. Press play. Re-direct units with WPs (as above). Basically, the groups act more like TCL_Enhanced whilst responding to a WP -- would they automatically, switch back to 'Aware'? Might be a bit odd if they are under fire? How they transition between TCL and WP (esp. under fire) may or may not need looking at. After that, If we can use BIS 'hold' WP then we probably don't need to tweak TCL_Status in Zeus ---as units will HOLD (as the WP never completes). If not, then it would be good to be able to change the <TCL_status> of a unit. Best would be via the Zeus side menu's drag and drop 'buttons'. For example, removing TCL_Hold from a unit. After that, its about 'finessing the groups 'micro' actions' by directing the group to do something (making it easier for a Zeus to keep control of the battlefield), say, Mount closest static. Smoke, Disengage and Fallback (say 300m). Stop standing in the open and take cover (not so much with TCl thankfully, but a common AI habit). select an Arty, Mortar or Tank unit and then map-click an area to fire at or suppress Re-arm ;0) I could use all of these. Stuff that would make the AI seem even more alive to the players. A bit of sleight of hand that would make TCL feel even better. I'm sure other people can add thoughts! However, It is important to keep all of this this in the AI arena. Don't let TCL bloat. You have 30-40 fps over the competition at the moment. For example, the Achilles MOD has a nice reinforcement workflow -- no need to replicate it (FYI, I run TCL with Achilles).
  15. Yeah, I made that mistake... It's the "checked once only" bit I think I am getting to. TCL favours 'pre-arranged' missions over more Zeus like environments. Got it. Those are beautiful thoughts... Great news - just a big fat faction on/off switch/cull would be awesome. Better, to be able to set the TCL_Status of a Faction (e.g. TCL_Enhanced for a Zeus game). Very kind of you to say -- I must say I really love what TCL brings to ARMA. I'm old time gamer -- but only got to ARMA with ARMA 3 (post Zeus), so its been there all along. In a Zeus led game, you have to turn off TCL movement and reinforcements ('cos as Zeus you control these things). I think I have hit the three key area that might facilitate turning this back on. Excluding (or better still specifying the <TCL_Status> of) a Faction (using the faction code???). Prioritising the latest WP (as opposed to back-tracking the pre TCL movement WP) or better disengaging when a WP is given (i.e. your commander is telling a group to do something specific). It could be a WP Priority Flag or %bias? It would favour 'live' / ' active' WP making. [ps. this might have to un-garrison units too]. Re polling a units TCL_Status, which would allow it to be changed in Zeus using <group this setVariable ["TCL_???Status???", True];> In which case, one might need TCL_Combat and TCL_Aware ;0) --- Lastly, a complete aside, I am not seeing alot of soldiers using FAKs or Re-arming (aka running around with pistols). If that is hard-coded BIS... err, it not exactly 5 x 5 (Loud and Clear).