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klamacz

BI Developer
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Everything posted by klamacz

  1. Hi, there When it's possible/useful, we will try to post brief descriptions of recent AI changes done on the development branch. We hope this will help demonstrate the tweaks that we're making and generate useful feedback to help us validate and polish our work. For now, the first batch of notes to kick things off: It wasn't supposed to fix rotation speed of AI soldiers, but is letting them use "aiming deadzone" as specified in the unit config (minGunTurnAI, maxGunTurnAI) which is typically 60 degrees cone. Therefore currently AI should be able to follow targets better without moving whole body. RPG and NLAW are supposed to be unguided, but AI was still able to use them as guided weapons. This was corrected. Quite big change, now AI is able to calculate and predict accurate ballistic of bullet, therefore is able to aim and engage targets on all ranges, both static and moving. Also, this improves AI ability to hit moving targets by more precise time of leading calculation. Good way to check this change is try to fight AI sniper on 1km+ range. Of course it still depends on his skill. AI was considering animals as friendly, therefore denied to shot in theirs direction. Example: put yours character, enemy soldier and snake animal between you. After this fix AI won't bother with friendly fire against animals.
  2. 0.9.7.53 Changelog (incremental from 0.9.7.48) Game Added: Conflict - Client data can now be re-applied after server restart Fixed: ScenarioFramework - Title and description for task notifications is not properly updated when overriding default values Fixed: Conflict - Wrong capture point count when resuming a scenario Fixed: Conflict - No longer possible to build already built structures when resuming a scenario Fixed: Conflict - Wrong faction variants of buildings spawned when resuming a scenario Fixed: Scenario menu inputs - double click = Play or Continue, Join and Restart has now different actions on controller Fixed: Conflict - When resuming a scenario, the HQ composition would be spawned on a random starting point as well as on the proper HQ Fixed: Conflict - Incorrect amount of supplies restored in bases with supply depots Fixed: When possessing AI in GameMaster, head of AI would not always disappear in first person Fixed: Missing structures when resuming a scenario with prebuilt compositions Fixed: ScenarioFramework - Message about finishing the objective is shown incorrectly Fixed: Conflict - Missing spawnpoints in small scenarios Changed: Disabled spawn occupants in vehicle (context action in GM) until proper fix can be made Tweaked: Fragmentation damage Stability Fixed: Crash when saving loadout Fixed: Make loadouts area type safer and not crash when not setup Fixed: Race condition causing crash on aborting download Fixed: Potential crash in WeaponComponent::GetSightsTransformation Fixed: Possible crash in AI abort defend waypoint Fixed: Possible AI Crash in RequestAction Multiplayer Fixed: If player tries to reconnect during their ban duration they won't be able to rejoin the server even after the ban expires resulting in the connection failure. Fixed: Backend - Crash related to auth fail and kick during player reconnect Fixed: Possible stall and kick when streaming of replicated objects merges multiple hierarchies Fixed: Possible stall during JIP if some nodes didn't have parent on server Fixed: Possible continuous Room removal process Fixed: Marking BEServer_x64.cfg as userconfig, so Steam won't redownload it
  3. 0.9.7.48 Changelog (incremental from 0.9.7.46) Fixed: Backend Crash when player is removed during authentication Fixed: Crash when inheritance of unrelated classes, fixes crash on modded loadouts Fixed: Script error when entering a turret compartment with an empty weapon slot Fixed: Conflict: Wrong assets spawned around relay towers Fixed: Leaning not replicated properly Fixed: Character state stayed modified even after the item in hand was deleted Fixed: Crash because HelicopterControllerComponent doesn't perform validity check when running simulation Added: custom arsenal into combat ops and possibility to save loadout and spawn with it Enfusion Blender Tools Changed: TXA export is done through Workbench Bridge (running version of Workbench is necessary) Tweaked: Significant improvement to TXA exporter speed while exporting more complex actions Fixed: Exporting of weapon IK poses Changed: New TXA export interface Better general look - no longer need to expand right panel to see parameters Export profiles & diff poses are reliable stored in the file itself Ability to search through export profiles and diff poses
  4. 0.9.7.46 Changelog (incremental from 0.9.7.41) Stability Fixed: Crash when there is type mismatch in BTNode inputs Fixed: Crash on ResetVehicle not handling missing entity Fixed: Memory leak in scripted camera Fixed: Crash in audio caused by delays Fixed: Crash when BaseLoadoutClothComponent's area type is not set Fixed: Memory leak when server shutdowns immediately after creation Game Fixed: Login dialog password obfuscation Fixed: Explosions are now traced agains center of mass, not origin Fixed: Explosions would not be blocked by walls Tweaked: Damage computation for explosions Fixed: Avoid swapping ai movement component if the controlled entity is a player Fixed: Gamepad usage of GadgetMap (DPad Right + B) does not prevent GetOut action Fixed: ScenarioFramework - Task notification pop-up duplication when someone assigns/unassigns task Fixed: Missing penalty component to CombatOps Fixed: Weapon unequippable after being slinged and then moved in inventory to a different slot. Fixed: ScenarioFramework Deliver Intel glitch can cause Exfil task to appear Fixed: Game slowdown caused by shooting into water bodies (ponds, lakes, rivers), fixes incorrect behavior of water impact particles Tweaked: 2D Map - Update default values on Rasterization export Added: Conflict - MP serialization, client data (stored faction & rank)
  5. Arma Reforger Changelog 0.9.6.64 Fixed: Misaligned and mispositioned zeroing setup for M60 and RPG Fixed: Player penalty system not registering some of the kills Fixed: Script leaks cleanup when compilation failed during OnAfterCompileScripts event Fixed: Missing ocean underwater PP for PIP sights Fixed: Tutorial - No available spawnpoint after resuming the scenario Fixed: Tutorial - Blinking map in deploy screen Tweaked: Normals on RPG ironsights Tweaked: Character should no longer be able to prone or roll into water Tweaked: Character roll while prone only when input is over 50% Changed: Analytics - Disabled playerSpawn + playerScore + playerDie events Added: Grass should be flattened in vehicles for passengers and shouldn't clip the vehicles
  6. Arma Reforger Changelog 0.9.6.60 Fixed: 2D scopes persisting after death Fixed: Conflict - Radio boxes missing in HQ office buildings Fixed: Crash when destructible entity would get destroyed too soon Fixed: Possible crash on character init possible if animations data is inproper Fixed: Crash on detaching weapon Fixed: BaseLightManagerComponent reading past its buffer boundaries (happens with wrecked vehicles) Fixed: Crash when animating a door with BoneAnimated animation type without an animated mesh object Fixed: Registering kills when both the victim and the instigator were inside the same vehicle Fixed: Inability to construct Heavy Vehicle Depot on Soviet side Fixed: Some airport lights were too bright Fixed: M203 and GP25 zeroing position Fixed: Memory leak on dedicated server related to widgets Fixed: Focus in freelook by moving sight switching combo to Ctrl+RMB and RB + Left Trigger on gamepad Fixed: Improved door network synchronization Fixed: CarControllerInputs not default initialized possibly leading to unpredictable results Fixed: Crash when interrupting weapon switching Changed: Polished search lights for Uaz and Ural Tweaked: Don't animate door physics in the resource browser Removed: Weapon inspection rotate keybind that had no function
  7. Arma Reforger Changelog 0.9.6.55 Fixed: Attempted fix of dedicated server freeze due to VME in Conflict
  8. We are receiving feedback about gankers/TeamKill, especially on Xbox servers. Main issue is that some of ways of killing people are not recognized by TK system - we call it "instigator" issues and some of those are being fixed for next update. Additionally kick logic is improved in 0.9.6 (pending to release on Xbox soon(tm)), this will allow players or TK system to remove annoying ganker for the whole session (now he can simply reconnect back) Another issue is destroying vehicles and damaging them - this is still being worked on and I cannot promise full solution just yet. It's useful when you can provide exact ways the gankers block other people, or missing ways of handling it. Best place to do it is feedback tracker, there is an option to mark ticket as not-publicly visible.
  9. Arma Reforger 0.9.6.54 Changelog Fixed: Rolling in prone wasn't working Fixed: Turning left in trucks was less efficient than turning right Fixed: Incorrect outline/selection icons used for generic spawn points in respawn menu Fixed: Attached parts to equipable items inside the trunk are floating under the vehicle Fixed: Crash on GrenadeMoveComponent if there's no BaseTriggerComponent attached to the entity Fixed: Magazines swapping in weapon inspection Fixed: Heavy depot construction Fixed: Memory leaks in EventHandler Fixed: Double reporting of stall from source to services in the replication system Fixed: Sometimes disappearing character in first person view Fixed: IK settings of the left hand during prone Fixed: AI wasn't able to operate some turrets Fixed: Quick deploy is moved to respawn handler Fixed: Vehicle colliders setup could cause clipping when vehicles were colliding Fixed: Crash on changing zeroing or switching sights when there were no sights configured Changed: Enabled attach/detach user actions for magazines and rockets during weapon inspection Changed: Weapon gamemats tweaked to allow better penetration
  10. klamacz

    Custom servers? 32+ player counts?

    Check out https://reforger.armaplatform.com/news/dev-report-4?utm_source=armaplatform_twitter&utm_medium=organic-social&utm_campaign=&utm_content=b6c166c2-dce4-4c0b-a49d-16be2b991aef
  11. klamacz

    Xbox Rented Servers

    We are working on it.
  12. They told me to explain what is new AI driving and how it works. We've been working on it for many months, in almost complete secrecy (excluding occasional Oukej talking about vacuum cleaners). It is mandatory to mention, that it is still Work In Progress, has few bugs I know and many which I don't know about yet. Also, currently this new AI driving works only for wheeled vehicles, otherwise known as Cars. Now let me try to convince you that it was worth waiting for. Motivation, so why we even bother Main issue we wanted to fix was AI's inability to drive the car through narrow streets of most of the cities without crashing, especially on tight corners and complicated junctions. Trying to solve those issues in broad aspect of driving behavior we found out, we need also to refactor big part of code, basically everything related to AI driving. This led to creation of new component class, which can be added and configured for each Car, and many other changes, movements, improvements and optimizations. Finally, the purpose is to give us and mod-makers better ways to configure AI driving behaviors per vehicle, easier and more flexible ways for mission makers to control their AI, and precise and competent drivers for players to encounter. Execution, so how it is done Main point of new technology is a new component (AICarSteeringComponent), which encapsulates all related algorithms which steers the car. We chose to make it a component of Car, not AI agent or his brain, as tweaking of parameters of Component can happen per vehicle. In sense it defines driving behavior attached to type of vehicle, not a type of driver. We managed to move and rework most of actions driver can do in game, simple path following, but also keeping formation, following in convoy, un-stucking himself or reacting to player direct commands. All of those had to be refactored, simplified, optimized and enclosed in mentioned component. In the heart of new driving, we have PID controllers, those are common but very flexible algorithms, for example used in engineering for temperature control, or in automated vehicles, for speed or altitude control. We use them for both speed and steering, also allowing modification of its parameters in config. Participation, so how you can use it As a player, you can join development branch users, run the editor and spawn yourself a Hunter and AI driver to command. You will see different driving style in any wheeled vehicle, be it a truck or tuned hatchback. Also, as it was enabled by default for all cars, vanilla or not, you should be able to see the new behavior in all old scenarios, missions wherever AI drives a car. As a mission maker, or scripter, or if you just want to experiment more, you can still use script commands like: vehicle limitSpeed 15; driver vehicle forceSpeed 40; As a mod maker, you can configure your own vehicle and experiment with the config values directly: class AICarSteeringComponent { steeringPIDWeights[] = { 2.0, 0.2, 0.0 }; speedPIDWeights[] = { 0.5, 0.2, 0.0 }; doRemapSpeed = true; remapSpeedRange[] = { 10.0. 90.0 }; remapSpeedScalar[] = { 1.0, 0.35 }; doPredictForward = true; predictForwardRange[] = { 1, 20 }; steerAheadSaturation[] = { 0.01, 0.4 }; speedPredictionMethod = 2; wheelAngleCoef = 0.7; forwardAngleCoef = 0.7; steeringAngleCoef = 1.0; differenceAngleCoef = 1.0; stuckMaxTime = 3.0; allowOvertaking = true; allowDrifting = false; allowCollisionAvoidance = true; maxWheelAngleDiff = 0.2616; minSpeedToKeep = 0.1; }; Iteration, so what next It is still very much work in progress, and few additional improvements are planned. We are also aware that you can encounter some issues, especially on the beginning. Problem of unstucking is still very much open, as it's a challenge to find perfect algorithm for all the situations. We also will be looking into configuring different vehicles, and also how modders will try to use it, your feedback is not only welcomed, it's crucial. Please, report all problematic situations and places, but don't forget important information: type of vehicle, map, exact location, waypoint, order or any other way you are making AI drive. Screenshot with map coordinates and explanation of route is like, minimal data, required for us to analyze what could go wrong. You can also try pushing the AI, for example with "unit forceSpeed 40" which essentially overrides usual safe upper limit of speed, you can send multiple convoys across your islands and test the madness that ensues after, just don't forget to share those missions with us.
  13. Hi there, please use this place to discuss the "Firing from vehicles" feature, available on dev-branch since today (rev. 127272) OPREP with details: http://dev.arma3.com/post/oprep-firing-from-vehicles
  14. 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.
  15. 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.
  16. 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.
  17. 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)
  18. 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 ;)
  19. 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.
  20. klamacz

    AI Driving - Feedback topic

    Soon. Thank you for the report, yes the speed is too high, I will look into it.
  21. 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 ;)
  22. 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).
  23. 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.
  24. 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.
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