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ollem

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  1. This thread is meant to discuss ideas/suggestions/wishes/comments for TPWCAS for A3. (TPWCAS = TPWC AI Suppression System) Previous info about the Arma 2 TPWCAS mod/scripts and beta A3 version can be found here: http://forums.bistudio.com/showthread.php?143797-TPWCAS-TPWC-AI-Suppression-System Our goal is to release an improved TPWCAS for A3 mod/script version on short notice, which shall be released in the "ARMA 3 - ADDONS & MODS: COMPLETE" section once ready. However while due to move from A2 to A3 some features seem to work less effective in A3 now we need to make some code changes first. So we need your input to determine what (if any) has indeed been changed/impacted, and how to improve TPWCAS. Latest Version: v5.5: tpwcas_A3_v5.5 (April 29) Changes version 5.5: - update: player controlled AI should no longer change combat behaviour - update: added simple check to verify if unit is in building to recover to standing after suppression - change: tpwcas_minskill is no longer absolute value but a percentage of the original skill (so 0.20 means minimum value of 20% of original skill)
  2. Glad to see you're still updating this :-) Keep up the good work Lordprimate!
  3. Just noticed your post: I haven't been around here for quite some time. Feel free to update/fix!
  4. While I was really missing the functionality of the great Kegetys' Spectator Script in ArmA 3 and the updated versions around didn't match my expectations, I decided to bit the bullet and made some major updates which do (/should) work in A3. Download: Kegetys' Spectator Script for A3 v3.7.zip QGFunBnwhXU Auto Action Focus (raw video, vehicle support after 02:00) 8iy_XfqcsKw Feedback appreciated Changes: V3.7 - Added first person camera - space bar toggles weapons sight in first person view - Auto Action Focus / Lazy combat observer mode enabled for first person view too V3.6 - Fixed occasional client crash due to spectator script - Smoother camera handling - improved visibility for 'unit locator' color - Leader identified by slightly larger and lighter 'color tag' - code optimization previous versions: Usage: - unzip file in spectator sub dir of mission folder - add the following to 'description.ext' file: #include "spectator\spectating.hpp" - for manual start call spectator script with: [player] execVM "spectator\specta.sqf"; - copy 'onPlayerRespawn.sqf' file to mission root folder to overrule seagull and start spectator script There are 4 camera view modes, which can be cycled by mouse menu or c (camera) key - chase: will chase the selected unit - zoom in/out using mouse wheel - lock-on: will allow you to focus on a unit and circle around by pressing right mouse button and zoom using mouse wheel - first-person: obviously 1st person view - use space bar to switch between weapon sight - free: travel camera around using w,s,a,d,q,z keys and mouse scroll wheel, right mouse to circle, and press Alt key to speed up, and use ctrl key for turbo mode Click near a unit/vehicle on map or minimap to focus on this unit in chase and lock-on mode. In free cam mode the camera is moved to that location. m key - toggle map - mini map - no map h key - while on map stop updating markers in case of low perf n key - toggle night vision and thermal modes t key - toggle unit side identification y key - toggle unit combat awareness status identification h key - toggle map marker update v key - toggle (temporary 4x) viewdistance ctrl + v-key - increase viewdistance up to 12km c key - cycle camera mode a/d key - select previous/next unit in lock-on and chase mode 1,2,3 key - direct cam switch f1 - help esc - close spectator mode tab - hide hud w,s,a,d,q,z key or mouse wheel - move camera in free mode (use alt or ctrl key to speed up camera movement) alt + right mouse button - change FOV zoom ctrl + alt + right mouse button - reset FOV zoom
  5. Description: Singleplayer, Multiplayer and Dedicated Server Compatible AI Suppression System Authors: TPW && -Coulum- && fabrizio_T && Ollem Latest Version: 4.5 Released: 22-02-2012 Mod Package: both addon and scripts Requirements: CBA Previous Releases and Discussion:: http://forums.bistudio.com/showthread.php?136304-TPWC-AI-suppression-system Download Arma 3 Beta script version: TPWCAS_A3 bistudio forum thread Download Arma 2 mod+script version: tpwcas5.51.zip (last update dec-2014) Changes version 5.51: - update: fixed error messages which appeared after latest A2 beta patch - other Change log version 4.5: Introduction: -------------- One of the things sorely missing from Arma2 is reaction to passing bullets. An AI unit will often stand quite happily whilst bullets whiz by. This makes effective suppression of AI enemies difficult - you basically always have to aim to kill them since you can't make them keep their heads down by shooting nearby. This addon aims to address this problem by making AI units react to passing projectiles. If a bullet snaps by within around 10m of an AI unit, it will crouch/kneel (depending on movement), and if more than around 10 bullets pass by a unit in 5 seconds, the unit will drop/crawl. After 10 seconds without bullets, the unit will return to its previous stance. Additionally, suppressive fire can alter the aiming shake, accuracy and courage of the suppressed unit. The more fire directed near a unit, the lower its skills will become. Nearby casualties will further decrease a unit's courage. After 5 or so seconds without bullets, the skills will gradually return to normal. Player units will optionally experience some visual effects if suppressed (camera shake, vision blur and darkening). Currently there is no "suppressed" eventhandler in the game engine, so TPWCAS aims to mimic one by constantly monitoring whether any active bullet/shell projectile objects have units within a 10m radius. This allows TPWCAS to work for any opfor, blufor or independent on the map, whether editor-placed or spawned. TPWCAS significantly changes gameplay, allowing for longer engagements and more thought required to survive them. IMPORTANT NOTE: TPWCAS is not an all-in-one AI behaviour modification mode. Its primary purpose at this time is to cause units to duck/drop and lose some shooting competence under suppressive fire. It's designed to play well with mods which DO alter AI behaviours under combat stress, and you are encouraged to use these if you require additional realism such as moving to cover. Version 4.0 includes an optional feature to tigger a basic move to cover by AI in case of close by cover. VERY IMPORTANT NOTE: TPWCAS started life as an SP only mod, but a large amount of effort has gone into modifying the bullet detection, suppression and visual debugging framework to work for MP and dedicated server. While every effort has gone into testing in SP, MP and dedi, we simply cannot vouch for perfect operation under all circumstances. Readme: --------- Please read this for full details of TPWCAS, including features, installation, configuration, caveats, credits and the full changelog: readme_tpwcasv4.5.txt Please note: The format of tpwcas_v2.hpp introduced with v4.1 is different than previous versions. Script Mode: -------------- Syntax: nul = [<tpwcas_mode>] execvm "tpwcas\tpwcas_script_init.sqf"; e.g. to run script mode in tpwcas_mode 2, call from mission init: nul = [2] execVm "tpwcas\tpwcas_script_init.sqf"; Changes version 4.x: --------------------------- 4.1: - New: Merger of TPWC_AI_SUPPRESS and TPWCAS_DSC version - New: Same mod can be used for SinglePlayer, Dedicated Server, and Client-Server setup (config parameter "tpwcas_mode") - Auto detection of SinglePlayer setup (tpwcas_mode = 1) - Auto detection of MultiPlayer Dedicated Server setup (tpwcas_mode = 3) - Auto disable of client if Server started in Dedicated Server mode (server tpwcas_mode = 3/client tpwcas_mode = 5) - Manual config option to configure client/server setup (tpwcas_mode = 2) - Manual config option to disable TPWCAS (tpwcas_mode = 5) - Experimental config mode specifically for 'Headless Clients' (tpwcas_mode = 4) - Update: Performance improvements and code optimizations - Update: Bullet detection frequency (==server load) will always automatically reduce if server or SP FPS drops - Fixed: all files names to lowercase for Linux Server compliance - Fixed: tpwcas will work after respawn - Fixed: Vehicle EventHandlers for vehicles will not be duplicated in case of locality change - New: basic take cover functionality: can be disabled/enabled in config file - New: config parameter to set radius to search for cover (recommended to keep low number) - New: Embedded TPW LOS (Line Of Sight - slightly modified version): can be disabled/enabled in config file - New: Embedded TPW LOS will automatically pause when (server) FPS is below (configurable) threshold value - New: Civilians will run in random directions when bullets are close to them - New: Handgrenades and AT/RPG will cause suppression too - New: TPWCAS Logic Modules (F7 in editor) to allow Missionmakers to overrule (server) config file parameter settings to: - Disable TPWCAS (if enabled in userconfig file) - Enable TPWCAS (if disabled in userconfig file) - Disable TPWCAS embedded TPW LOS (if enabled in userconfig file) - Enable TPWCAS embedded TPW LOS (if disabled in userconfig file) - Disable TPWCAS embedded Find Cover (if enabled in userconfig file) - Enable TPWCAS embedded Find Cover (if disabled in userconfig file) 4.5: - New: fully automatic detection and support of HeadLess client - New: 'find cover' function has been made FPS aware too: below configurable server FPS threshold (default 17 FPS) find cover function will be skipped to save some CPU for more important tasks new usercondig file entry: // 19 AI SEARCH COVER REQUIRED MINIMAL SERVER FPS, ELSE PROCESS IS SKIPPED tpwcas_getcover_minfps = 17; - Update: updated bullet detection framework based on Fabrizio_T's latest bDetect v0.76 framework. - Update: tpwcas_mode = 5 (forced disable of tpwcas) will become 'tpwcas_mode = 0' ('tpwcas_mode = 5' will be deprecated*) - Update: embedded 'tpwlos' will be disabled by default and can be switched on by changing setting in userconfig file - Fixed: all hint commands will be optional and by request have been replaced by hintsilent - Fixed: other really minor changes Features: ---------- TPWCAS enables stance and skill modification under fire. Visual Debugging: ------------------ Coloured debug balls can be enabled to assist to visualize TPWCAS suppression functionality: Demo video's: --------------- Here's what TPWCAS looks like in action. Many thanks to McLupo for this video. WBJ-nKXsfEY Development version 1.02, with coloured balls showing suppression state (green = unsuppressed, yellow = suppressed, red = fully suppressed) wVG_HEVSwRc
  6. It's been a while for me too :o but I think you need to set the path to "tpwcas" in stead of "f\tpwcas". So do not put tpwcas in subdir of your mission but in the root folder. Hope that helps. The rpt part you are showing: is that on client or on server? If this is on your game pc it works as designed and we would need to have a look at the server rpt. If this is the server rpt there is definitely something wrong while the server is not recognized as server by tpwcas... 'tpwcas_mode = 3' will disable all client side tpwcas scripting so don't expect to see any hints or debug messages on your game pc.....
  7. I've taken quite some 'ArmA-Break time' but after just looking at the new built-in vanilla suppression details I do have some ideas to improve tpwcas to have it working much better together with the built in suppression. Before you start wondering or even dare to ask at the risk of being banned: It may take up to a few months - not sure yet when I will really pick up the pace again. I will report back here when there is something worth to share.
  8. Please have a look at your userconfig\tpwcas_v2.hpp file when using mod version or "tpwcas_init.sqf" when using script version. Look for the following value and adjust to your liking: // 3 BULLET IGNORE RADIUS (M). BULLETS FROM A SHOOTER CLOSER THAN THIS WILL NOT SUPPRESS. tpwcas_ir = 20;
  9. Good question. I believe the BIS bullet detection is only putting AI in combat mode right now. So does TPWCAS, but TPWCAS does more. I *expect* tpwcas not to conflict, but the added value of tpwcas might be limited compared to vanilla A3 (which would be good progress!!!). So call to all of you: please share your experience with versus without here...
  10. Unfortunately not back yet :-( However it is indeed an interesting new feature which in the end might finally make twpcas obsolete :-) (Since the bullet detection feature seems to be build in danger.fsm this quite likely would make ASR_AI the better mod to expand suppression features based on this feature)
  11. As far as I know Zeus creates AI locally on the system of the player running Zeus. So you would indeed need to run TPWCAS also on the players system and use tpwcas_mode = 2 to make it work.
  12. Due to personal circumstances I'm taking a break from ArmA scripting - so no current development going on - but I'm planning to return and pick up the pace some time in the near future®
  13. and I agree with both of you.There should and never will be a single forced animation for suppression in TPWCAS. With investigation I meant to see if it would be feasible to add some different random suppression animation options.
  14. I'm still around but haven't been able to work on tpwcas (and other ArmA stuff) for a while now. However, I do hope to pick up ArmA scripting soon again. About the animation idea: that could be an idea, but it probably would interfere with a status change animation (e.g. going prone or crouched). I will put it on the todo list to investigate.
  15. Hard to tell like this - at tpwcas_mode = 3 you won't see color changes for sure. (which reminds me to take a look at that while I believe there is a new Arma 3 script command which may actually take care of that also for tpwcas_mode = 3) 2 suggestions here: - try with tpwcas_mode = 2 to see if it does work for you then - take a look at the arma3 log file for possible hints what might be wrong (On Win7 in C:\Users\<your windows user name>\AppData\Local\Arma 3 )
  16. Thanks! If feedback here is positive I will release a signed version. ---------- Post added at 20:45 ---------- Previous post was at 20:44 ---------- Yes, that should work
  17. Sure! Thanks ---------- Post added at 06:51 ---------- Previous post was at 06:46 ---------- There is already a check if the leader of the group is a player. There isn't a check to see if there are any players in the group.
  18. ollem

    ASR AI 3

    I haven't recently updated TPWCAS so I doubt the 'diving animation' is caused by TPWCAS. The purpose of TPWCAS is obviously that the AI will hit the deck when being shot at, but that should not be diving, unless BIS changed something. (Your not confusing TWPCAS and TPWMODs do you?)
  19. To get it to work, please change it to: null = [2] execvm "tpwcas\tpwcas_script_init.sqf"; Assuming you've put all scripts in tpwcas subdirectory of your mission directory and make sure you add ";" at the end of the line.
  20. ollem

    R3F_AiComTarget

    Did not had the chance to test but had a look at the code and I do like the concept and will for sure give it a try. Personally I'm especially interested how this would work together with TPWCAS and GAIA: so far I believe it should be okay.
  21. ollem

    Authentic Gameplay Modification

    I did notice this also. Too many variables are synched to all players without any use. E.g. In case someone is hit, the exact bloodlevel is synched to all players at least once per second, but is only used by medics to see if they should apply a bloodbag. I've already created a version in which CBA globalExecute is replaced by BIS_fnc_MP (and is executed for specific player only) and requirement to sync values has siginificantly been reduced. Currently still testing it but will share asap.
  22. Check all files in your mission directory to see If there is a filename with some characters not recognised by arma (i.e. None english alphabet letters). If so change the filename and try again. How do you package your mission to pbo?
  23. [some text deleted here] The LOS process runs at the server by default and will take care of all units (including those running at HC). By triggering this process at both server and HC they might compete handling the same AI. In that case better add check if unit is local to the system in 'tpwcas_los.sqf', but then LOS will no longer work for AI units local to a players system. :-)
  24. MCC has indeed 3 levels of terrain detail, which are set by 'setTerrainGrid' command: "No grass" = 50 "Medium grass" = 25 "High grass" = 12.5 Yet the wiki https://community.bistudio.com/wiki/setTerrainGrid mentions a value of '10' seems to be used for MP games in ArmA3, which is higher density terriain detail then default MCC 'high grass setting". I will run a test later today with MCC_grass_array = [["No grass",50],["Medium grass",25], ["High grass",12.5], ["MP 1 terrain",10], ["MP 2 terrain",7.5], ["MP 3 terrain",5]]; (if you paste the above in MCC Debug and trigger on all systems it will be available to test immediately)
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