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About klamacz

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    BI Developer


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    game developer

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  1. Hi, I have been searching for a long time but cant find out how to do this:

    I want to create a new game mode based around firing RPG's from benches on Hummingbirds.

    Is there ANY way to make this happen?

  2. klamacz

    AI Discussion (dev branch)

    Current plan is to tweak obvious problems till the point that standard skill markers behave similarly with previous implementation. As standard skill markers you can consider 0.2, 0.5 and 1.0 skills (so lowest, medium, and highest). We measure reaction times, spotting times, accuracy, decision delays etc and try to get them close to what you seen before with similar values. That means that conversion table would not be necessary. The big change is the curve of skill, we predict that with current code, actual reaction time, or accuracy would be linearly proportional with skill you've set. It means that you won't have to spend time tinkering with your settings for weeks, because you will get more what you actually set. Thank you, unbalance will be serious. Also, expect bunch of tweaking commits following that change, and be not too attached to momentary effects you see. Anything might get tweaked as we go through it.
  3. klamacz

    AI Discussion (dev branch)

    Yes, skills are still interpolated through cfgSkills, and skill sliders from settings. Yes, the change may break or unbalance any mission which uses AI skill.
  4. klamacz

    AI Discussion (dev branch)

    Good day community. There is a new change which will appear on dev-branch (revision 142512), which will affect AI a lot. It is called "AI skill inversion refactored" and changes the way AI skill set on units affects some of the AI features. Previously the effect would have hyperbolic curve, now it is more linear and predictable. In practice it means, that skill set on unit will translate to unit actions in more proportional way, difference between 0.3 to 0.5 will be more smooth and gradual instead of switching fast between no-brainer and terminator state. Also it is a fix for broken behaviors with skill close or equal zero. Following features are affected by this change: - aiming error, muzzle dispersion, allowed target size - during aiming and engaging - spotting, hearing, delay of reaction - during observation, target selection, ambush or sneaking scenarios - reloading weapon delay - reporting enemy for group delay Some of those things (especially spotting related) might be well out of balance now, and your feedback will be greatly appreciated.
  5. Hi there, I checked on Hunter, Marshall and Prowler, didn't see any issues. Can you please send me more details or repro mission? (can be by PM)
  6. klamacz

    AI Discussion (dev branch)

    Hi, thanks for report, I tried it on both internal and public versions and couldn't reproduce. They do waive weapon once (at the moment of switching combat mode) and they keep engaging. If you can, send me your mission ;)
  7. klamacz

    AI Driving - Feedback topic

    Good day everyone. So, next step about AI driving is tracked vehicles. As far as I would like to, they will not be part of 1.66 update. But you can try experimental version on dev branch already, by using command useAISteeringComponent true; // true to enable, false to disable, default False Mind that steering parameters for tanks etc are Work-In-Progress.
  8. klamacz

    AI Driving - Feedback topic

    Soon. Thank you for the report, yes the speed is too high, I will look into it.
  9. klamacz

    AI Driving - Feedback topic

    New driving routines are a feature which needs to be enabled per vehicle. All vehicles inheriting from Car class should retain the component and use the new driving system. Thanks to that, mod can use inherited, standard values or override some of them if needed. Some mods I've been checking worked just fine. If you have specific vehicles in mind or you are modding your own and have problems, please share your feedback, here or PM, thanks ;)
  10. klamacz

    AI Driving - Feedback topic

    Aren't you remote controlling commander at this moment? I checked it for drivers and seems to work just fine. Retweaking in progress, sorry for inconvenience. Zig-zagging can be lowered by lowering the speed of vehicle (waypoint limit speed or limitSpeed).
  11. klamacz

    AI Driving - Feedback topic

    Awesome, thanks a lot. Yes, fix for the main issue with reversing at 0:46, with few other improvements going to be on dev soon. As you can see, there is a piece of path underneath, with two segments going in opposite directions, which is the main reason. Also, proper offsetting from central line of road is slowly incoming.
  12. klamacz

    AI Driving - Feedback topic

    Ad 1: yes, this will work with any vehicle having AICarSteeringComponent, be it vanilla or modded. By default all entities inheriting from Car would have it. Ad 2: As much as I would love automatic repro missions, believe me when I say, that PID datasets wouldn't help much with it. In the end, failed test needs to be reviewed anyway, there are too many factors, which will not be represented in datasets.
  13. klamacz

    AI Driving - Feedback topic

    AIDriving debug should provide you with info: - current path of vehicle - current steer point as red circle on the path, during reversing violet marker on path - debug informations about most of real time parameters, like safe speed, wanted speed etc - 3 graphs, speed, steering and convoy - those are PID result graphs which shows how AI controls the driving process (green line is wanted value, red is current value, blue is wanted change - you can also call them Setpoint, Input and Output respectively) The most useful, from mission maker purpose - if you see strange AI behaviors, going out of the road - this diagnostic will provide you with knowledge why that happened, what path was created and if the problem is in the path or driving itself. In case you find problematic situations which you want to debug and/or report here, diagnostic will provide very precise info for us on what was really happening. Making a video with diagnostic enabled, for our internal purposes is great way to diagnose your issue. If I could ask you to not spam youtube with them, that would be awesome though ;)
  14. klamacz

    AI Driving - Feedback topic

    It was a bug, because "disableAI" command should disable only AI abilities not player's. Therefore when player is driving the same vehicle, it should be perfectly movable, which was just fixed, thanks for reporting. Yes, the collision avoidance for the same subgroup is limited by design, but in some cases it can be an issue. The last waypoint problem, thanks for report, if you have some mission on hand, feel free to send me by PM. Will check it out. Thanks
  15. klamacz

    AI Driving - Feedback topic

    I'll look at adding AIDriving to diag exe (https://community.bistudio.com/wiki/Arma_3_Diagnostics_Exe)