Jump to content

LSValmont

Member
  • Content Count

    694
  • Joined

  • Last visited

  • Medals

Everything posted by LSValmont

  1. This is exactly how battlefield's frostbite engine manages to achieve such high fps and have impressive graphics in tandem with 50 vs 50 player battles. Well done!
  2. I am working on turning @maxjoiner xenomorphs into agents so they can be faster, deadlier and also use up to 3 times less system resources! Later Max will be able to use this Agent Ai for his other mods such as the crocodile, the predator etc. @maxjoiner What I need to know is the name of the alien animations for: - Walking - Jogging - Running - Attacking - Any other relevant animation state.
  3. Also, I need to do some brainstorming with the creative minds here. How could we make the xenos able to scale walls? I was thinking some sort of urban rappelling inversed. Detecting a wall in front of the alien with linesInterctWith and then do a sort of urban rappelling that starts from the ground instead of the ceiling of a wall/building and makes the alien go up. If anyone has any idea I am all ears 😉
  4. Alright I was not lazy and figured the animations myself (Making @johnnyboy and @GEORGE FLOROS GR proud!) Beta version 1 of Xeno Agents is up: DEMO MISSION LINK: https://drive.google.com/file/d/1_x1j5HSJBHNOLMiwJPioKNkl_uVcAN5-/view?usp=sharing REQUIREMENT of the MAX_ALIENS mod of course: https://steamcommunity.com/workshop/filedetails/?id=1450865805 You will notice that these agent aliens behave more like in the movies: - They are faster and deadlier but die from a few shots. (Just like in the movies so no more slow and bullet sponge aliens!) - They attack in packs and circle around their preys avoiding being easy targets. - They can only attack if they can see their preys (scent tracking for future versions) - Their movement patterns are more erratic (again making them harder targets) - They can outrun anything and will predict the future location of targets that are in the move so they intercept better! - They can make Ai units run away in fear when they see the aliens charging. - They can make ai units drop their weapons/equipment when attacked. - They won't attack vehicles but that can be easily added in the future if Max likes the implementation. - The agent aliens don't need a virtual target attached so they use even less resources than my vDogs. (You can now have 60 agent aliens and they will consume what 20 regular unit aliens consume in terms of system resources) - The agent aliens don't use group slots like regular aliens do so that frees up group slots for the mission maker to have more regular units. - They are missing sounds since I had to use the "player aliens" because the default Ai Aliens in the mod have a FSM/Script preventing them from working correctly as agents. - Probably @maxjoiner can add a version of the aliens without that FSM/Script so that they can work as agents and have sounds. - I do also plan on adding a small health regen to the xenos after they eat a fresh dead corpse! PS: This first version features "Feral Xenomorphs", basically territorial xenos who will guard a location fearlessly. I plan on doing some Hunter xenos next, who will basically track down players first by scent (delayed) but once they get visual contact they charge! Note: This is by no means a fully fledged script and more a sort of proof of concept for @maxjoiner so that optimized and deadly agent aliens can replace the resource consuming regular unit aliens in future versions of his mod. Anyways, enjoy the first beta!
  5. That looks so much like the "Real Thing"!!! Well done, such talent!
  6. Yeah but I am lazy 😃
  7. LSValmont

    Ravage

    Wow!!! Well done EO! Can't wait to see your content in-game!
  8. vAiDriving Multiplayer Script by Valmont RELEASED! Improved Ai Driving and Civilian Pedestrian Simulation will now also increase your FPS rather than decrease it! (Three for the price of one, order NOW!) (promotion ends when Arma 4 releases or we run out of stock!) EDIT: -SOLD OUT- Inspired by (And adapted from) the work of the Ai Driving master @RCA3 ! REQUIRES CBA_A3 ! vAiDrive Main Features: 1) Greatly reduces the chances of Ai Driven Vehicles colliding with objects, vehicles and other units. 2) Greatly improved the chances of Ai Driven Vehicles evading other vehicles and units. 3) Since version 13 the script is able to handle the waypoints and movement of both vehicles and pedestrians and therefore it no longer needs manual waypoints setup by the mission maker. All that is required now is the placement of civilian vehicles and units on the scenario and the script does the rest. 4) By giving vehicles the optimal amount of waypoints, waypoint distance, timeout and position while also giving pedestrians custom routines that mimic real urban movement patterns the immersion of any mission using civilians is greatly increased. 5) Has the option to cache far away units and vehicles being handled by the script. 6) Due to its many optimizations, instead of having a toll on server performance this script actually INCREASES the performance (FPS) on the server! Extra Features: 1) Ai units in the way of vehicles will move away from the streets and into buildings. 2) Option for Handled vehicles to open closed bargates automatically. 3) Option to add random uniforms and gear to civilian pedestrians automatically. 4) Ai vehicle Drivers will occasionally use their horns when a obstacle is in front. 5) Ai Drivers are optimized for driving! And if their vehicle run out of fuel then they exit the vehicle and the script stops (liberating resources). 6) The script uses a combination of scheduled and unscheduled Environments to achieve that virtual CERO impact on performance. OBS: Since version 13 it is nearly impossible to have fatalities of any kind due to bad Ai Driving with vAiDriving enabled (for the CIVILIAN SIDE). CHANGELOG: How it works: Limitations: Usage: Script Optional Configs: The script (Updated to version 12): PS: This script aims towards making the Ai Driven vehicles brake better. If you actually want to make the Ai drive better then you should use @RCA3's amazing AI Driving Control. (Link in spoiler Below) Enjoy and I am looking forward for suggestions and testing input! Special thanks to @RCA3 again for his work and sharing his amazing scripts and mods with us! vAiDriving version 13 Demo Mission (Malden) DOWNLOAD LINK: https://drive.google.com/open?id=133RUlQmcrzXFxV9RLC27sdIQYOLkFyR5 PS2: I haven't tested this script as a CONVOY but I believe it should also help with convoy missions probably. (Please report your results)
  9. I am glad you liked it @RCA3! One key aspect is that I also disable most Ai features on Ai drivers so they are also consuming less scheduler time. The script updates for new drivers/vehicles/pedestrians/BarGates every 300 seconds (5 minutes), It could be set to less and still won't affect performance. Agents are amazing for these kind of scenarios. I am turning @maxjoiner's aliens into agents now and they will be deadly! (While also performing 3 times faster).
  10. LSValmont

    Unit Spawning Loop

    Well a mix of both then! Because freezes are far worst than delays... Or perhaps both are bad!
  11. LSValmont

    Unit Spawning Loop

    That my friend should be pinned here on the EDITING forums! 😉 How does remoteExec comes to play inside the scheduler? It works exactly like an ExecVM? So if I change all my scripts to non scheduled and just use CBA's waitAndExecute as a sleep do you think overall performance will improve or that would not necessarily mean a better experience?
  12. LSValmont

    Unit Spawning Loop

    Well I can no longer argue with that! Your insider status serves you well! Thank you for taking your time in clearing that up!
  13. LSValmont

    Unit Spawning Loop

    Yeah but it is a good practice never the less, so if you have something like this: waitUntil { sleep (2 + (random 6)); _seenBy = allUnits select {_x distance P1 < 500 || {(_x distance _pos < 1000 && {([_x,"VIEW"] checkVisibility [eyePos _x, getPosASL P1]) > 0.5})}}; (_seenBy isEqualTo []) }; I bet if you spawn more than 10 of these at the same time without that random 6 your server will certainly feel it. So it all depends on what your are checking, but as you said on most instances it is not necessary thou. 😉
  14. LSValmont

    Ravage

    Hey EO, please consider donating this compositions so @haleks can include them on the next ravage version. Also... you are the immersion master! PS: Have you ever considered doing post apocalyptic vehicle textures? The Default arma 3 vehicle textures are simply too clean and perfect to fit any post apocalyptic scenario.
  15. LSValmont

    Unit Spawning Loop

    Yeah, it tries to check every frame 😃 The random part is so that it dos not hit the server at almost the same time if you run the spawn on many objects/units simultaneously. (a spawn inside a call for example). In this case for example if you have 20 waitUntils executed at the same time all with a sleep of 1 is the same as having them with no sleep at all since it is checking all at basically the same time anyway, making it easier to overload the scheduler. So I believe that random does help reduce that chance of overloading. (In some very specific cases)
  16. version 13 "Automatic Vehicle Waypoints!" of the vAiDriving script RELEASED: Release Highlights: - vAiDrive now has the option handle the waypoints of vehicles automatically so that players and mission makers do not have to set up each vehicle and each waypoint individually nor have other vehicle movement scripts running.(vAiDriving_handleVehWaypoints=true). - vAiDrive now has the option to automatically cache vehicles and units to preserve resources when players are far away. (vAiDriving_handleVehCache=true) - It is now possible to set the vehicles handled by vAiDrive to never run out of fuel. (vAiDriving_vehUnlimitedFuel=true) - vAiDrive can now also randomize the look of pedestrians automatically. (vAiDriving_dressPedestrians=true) - All vAiDrive settings are now set by editing the "vAiDrivingCONFIG.sqf" instead of the main fnc file. - Fixed Ai civilians not looking at nearby pedestrians when "talking" to them. - Fixed Bargates sometimes not being handled correctly. While it started as a simple script to help Arma 3 vehicles brake better, AS OF VERSION 13, vAiDriving has expanded to become a fully fledged CIVILIAN vehicle and pedestrian handling script that does not require any input/extra work from the mission makers to work as intended and to have all its features enabled. It provides mission makers whose missions involve Ai vehicular driving and/or Ai civilian pedestrians with ALL the tools they need in order to have a more immersive, performance friendly and overall better Arma 3 experience. Version 13 DOWNLOAD LINK: https://drive.google.com/open?id=133RUlQmcrzXFxV9RLC27sdIQYOLkFyR5
  17. Thank you for sharing! This is another way of finding who is in front and who is behind but will not check the dir. Still useful: vAiDriving_isInFrontFnc = { params ["_vehicle", "_nearVehicle"]; private _inFrontArc= false; _inFrontArc=[getPosATL _vehicle,(getDir _vehicle)-0,90,getPosATL _nearVehicle]call BIS_fnc_inAngleSector; _inFrontArc }; vAiDriving_isBehindFnc = { params ["_vehicle", "_nearVehicle"]; private _inBehindArc = false; _inBehindArc=[getPosATL _vehicle,(getDir _vehicle)-180,90,getPosATL _nearVehicle]call BIS_fnc_inAngleSector; _inBehindArc };
  18. LSValmont

    Unit Spawning Loop

    Always use a sleep on waitUntil, otherwise it is checking the conditions on every frame and that is not really needed in this case (and most cases). waitUntil {sleep (1 + (random 1)); (({alive _x} count units _group) < 1)}; Also, while (true) is not recommended. All loops should have an exit condition unless your mission will last less than an hour.
  19. Then no. This script is compatible with mods that ONLY deal with the movement of the vehicles a nothing else. Ai Driving Control does what this script does (Makes the vehicles brake in time) but also handles the way vehicles interact with other nearby vehicles. So if you have Ai Drive Control you don't need vAiDriving. If you are not having performance problems with Ai Drive Control then there is no point in switching to vAiDriving.
  20. You mean the Ai Drive Control mod? Can you link the mod?
  21. @RCA3 May I ask: How do you check if a car is coming towards another car o going on the same direction? I need to find our of a vehicle is coming on the same but opposite direction of another car so that CAR A can turn to different directions.
  22. Perhaps... I am in the process of gathering a team so I can get help and help others do things faster and perhaps a mod version too.
  23. LSValmont

    multi threaded support

    Yeah multithreaded for 2008's quad cores maybe. But currently on modern hardware Arma 3 only uses perhaps 20% or even maybe 30% at most of my i7 9800's 8 Cores. My Nvidia GTX 1660Ti is also immensely underused during gameplay. I bet that if Arma 3 used at least 50% of my system's resources my FPS would be 120 like in Warzone instead of 40 that I get now. I can't speak about DayZ thou... DayZ is free this weekend so I downloaded it and I get 140 FPS with everything on MAX. But to be honest: 1) DayZ SA is a stripped down 15GB game compared to Arma 3's super complex systems and 30+ GBs of content so it is no contender nor a good example either. I mean I am sure that if we remove Arma 3's whole Ai, vehicles and units handling and half its models, textures and maps it would also run at 120 FPS or more just like DayZ does. 2) Arma 3 at MAX SETTINGS looks far better than DayZ at MAX settings. (Even thou the animations and the sounds in DayZ are WAAAAY better than Arma 3). There is no point in hiding old flaws at these stages, Arma 3 is what it is and it is still a great game, much better than maybe 80% of all the other games out there... Too bad that Arma 3 is just too big for itself... you can never really use it as a large scale combined arms simulator like it was supposed to be because of its technical limitations and that is a pity because the content is there and it is amazing but it is like putting a toyota corolla engine on a T-72 tank... it is gonna look amazing and menacing but move at 2 KM/2 at most... same as Arma 3... So instead of SQUAD/HELL LET LOOSE like scenarios we are stuck with 10 players COOP scenarios. Nothing that cannot be fixed for Arma 4 thou! Perhaps its foundations will be finally optimized enough to handle 50 vs 50 player matches with more than 100 FPS that are the current meta for new games and all those 144 hrtz monitors. Besides, Arma's greatest asset is its community. Always been and always will be.
  24. Your input is always welcome my friend, specially if I ever get into Single Player mission making. Ever since I started playing arma a couple years ago I never got into Single Player, it is all about the player interactions for me. Anyways about the motivation part... it comes and goes at unexpected moments. Covid is a big let down so even if we have more time now it is also harder to have the will for stuff since we are all kinda depressed. My current motivation is that all these scripts are really for my HUGE Script suite that I plan on using on my next super Multiplayer Mission 😉 If you ever wanna combine forces I believe we could do cool things faster than on our own. Additionally I am terrible at the marketing material specially since my english sucks! I could give you a private snippet of what I am working on if you are interested and perhaps could be a motivation to do something BIG.
×