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ollem

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Posts posted by ollem


  1. Groups are a bit of an issue right now, especially since I'm lacking recon and SOF units. However, baseline groups may be included.

    First of all great work.

    Lack of recon and SF units should not be an issue to create infantry groups of 8, 4, and 2 units.

    This would e.g. allow the units to be easily used as oponents in MCC.

    A replacement package to replace default CSAT units would even be better :-)

    i started to give it a try myself but due to lack of experience and time I got stuck.


  2. Running into an issue with Manually placed waypoint here. generating random mission, adding a few groups (non gaia) with manualy assigned waypoints, and after an hour or more, the waypoints start getting deleted, after the bug occur it seems all manualy added waypoints get deleted/reset every few seconds. looks like its when gaia is refreshing even if the unit is no assigned to it. tried multiple times its almost always happening

    I have been able to reproduce this behavior.

    After a long time no more waypoints for manually assigned cycle wp.

    Assigning new manual wp did also no longer work (disapear after 1 second).

    However, after "giving the group to GAIA" by selecting and pressing the appropriate button new waypoints were assigned again.

    Deleting GAIA WP and assigning manual WP again worked again.


  3. I find the retreating and cover seeking part of the module gets in the way of crafting scenarios. Whenever I am setting up an urban battle where my guys will be clearing buildings, I take great care in how and where I position AI firers to maximise the coordination needed to take them down. And after I've dropped six or so enemies into a house, looking out of windows, combat goes down something like this;

    At first it all works in spectacular fashion, my guys commence their assault, supressing the building and the guys into the window drop down into prone and allow the assault element to move in. However, before they can get to the door to breach the building, the AI begin repositioning themselves and often end up running down the stairs and out the doors into the street

    AI in buildings whoa re suppressed should simply drop and after a while should recover their original stance.

    The 'find cover' routine should never trigger for AI in buildings, which makes me wonder if the reaction you notice is caused by TPWCAS.

    Are the units you place in buildings part of a group or all individuals?

    If they are part of a group the AI leader may request them to move to another position.

    Please verify with Zeus or MCC 3 Editor which will show lines between group members as well as assigned waypoints.

    Also please make sure you use the latest TPWCAS_A3 version, because only that version does contain the 'is-in-building-check-and-do-not-trigger-find-cover-if-so'.

    ---------- Post added at 07:18 ---------- Previous post was at 07:16 ----------

    hello Ollem, Its been a while since i have had a chance to look at tpwcas_a3. I have recently got the latest version eager to test it out on my teams server.

    has the problem with Headless Client been solved?

    HC works for me with latest version

    ---------- Post added at 07:20 ---------- Previous post was at 07:18 ----------

    Rich, you can disable the escape and take cover functions in TPWCAS config.

    Right, but please note my comment above: AI which is identified to be in a building should no longer search for cover (why should they, they are already in a building anyway).

    This behavior has been implemented in tpwcas_A3_v5.5 (April 29) version.


  4. Please try the following setting in your asr ai config file in combinatiin with MCC GAIA:

    reactions[] = {0,0,0}; // Infantry groups will randomly react with basic, scripted, random actions, to detecting the enemy or being shot at;


  5. The only thing left is the shelf thing. The placement fix is working awesome but I'm still having the weird shifting once they are exported.

    Some speculation but please note there currently might be a bug with setPos related commands in MP:

    The following was posted by Dwarden on Skype server admin group channel:

    "anyone has repro mission for that bug with setposatl (or similar) in MP vs incorrect positional info? i know there is some issue with setDir (wip on fix)"

    So if this is true, the result of the getPos command (used by MCC to determine the position in 3d editor) may be different to the setPos command (used when restoring by MCC).

    To be confirmed....


  6. Everything seems to work perfectly, except that I cannot figure out how to turn off debugging. The scripts work, the AI will take cover, go prone everything seems to work. But how do I get the little red balls from appearing over their head?

    This should only be possible if you enabled debugging..

    Check your 'tpwcas_init.sqf' file and look for

    tpwcas_debug =

    It should be 0.

    Only with value 1 or 2 the debug balls etc should appear.

    If you didn't change it, please download the latest version from link above (April 29th).

    This one has debugging disabled by default.

    If it does show value 0, I would like to know some more details.

    E.g. how do you start tpwcas (command and from whoch files, etc.)


  7. Im lost, i dont know what im doing wrong. last week i made my first tests with mcc and Headless client (spawnt 300ai on hc perfectly) but it dont work anymore and i cant get it working :( :( :( No spawning on the Hc possible anymore.

    Your logs revealed an issue with HC, although I do not fully understand why this error would cause HC to stop completely. The issue has been fixed so please be patient for next release.

    2nd: Trigger with zone movement is bugged?

    Don't know. Did it work differently in previous versions?

    (Gaia has the option to assign groups to other zones. Not sure if this action can be captured though)

    3rd: How to delete zones? In Multiplayer we have big problems with sync between players. 2 players have access to mcc, when 1 player is making a zone and move it, the other player wont see this if he log in :-/

    Instead of deleting the zone it's better to fix the issue I think.


  8. I've updated the v5.5 link above so anyone who already downloaded, please do again...

    Link with updated 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)


  9. Please ignore v5.4.

    This one should work: tpwcas_A3_v5.5

    Changes version 5.5 compared to v5.3:

    - 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)


  10. Thx for the info but i cant get HC with sqm export. HeadlessClient dont work if spawned direct at mission start or do him?

    Is this normal? http://abload.de/img/arma32014-04-2614-35-3tqst.jpg (351 kB)

    I tried with HeadlessClient around with about 300 ai, and all players had the problem that while they are moving they have 10-12fps less then when they dont move. Dont know where this come from. Server had most time 35-50fps / 24cps, HC had 50fps.

    Any units started by Mission.sqm will be created on the server by default. There is no way without scripting to get them automatically spawned at the HC.

    So even though mcc might spawn them on the hc, after export to mission.sqm they will quite likely be spawned at the server.

    To move a unit from server to hc after spawn a script based on setowner command would be needed I believe.


  11. Rapax, do you see differences in assigned waypoints by Gaia with or without ASR?

    You can check this by selecting the side button in mcc which displays units and waypoints or use Zeus.

    To verify the actual combat mode of group you can also use spectator in mcc and press Y. The colour of the smoke shows the combat mode: green is safe, yellow is aware, red is combat, blue is careless, and cyan is stealth

    In next release of gaia smoke will be disabled when ASR mod is detected to avoid double smoke.

    We will try to pinpoint and solve other potential conflicts with ASR so feedback is highly appreciated.

    (I don't have access to Arma for a few days so can't check myself)


  12. A kind reminder, do you still want me to verify?

    Yes please :-)

    Please note I had only limited time to test the script version and did not even test the mod version myself yet, so please share your findings:

    https://dl.dropboxusercontent.com/u/96469595/tpwcas_a3/tpwcas_v5.4/tpwcas_v5.4.zip

    Changes version 5.4:

    - 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)


  13. I'd like to either:

    a) create/convert the markers via the arma 3 mission editor and then have them appear as if I created these as MCC zones; i.e., they will show up with the appropriate zone number, yellow highlighted area, etc when the mission starts. Additionally, GAIA will treat these as MCC-editor created zones.

    b) create zones via script using x/y coordinates and have GAIA operate as described above.

    Why not create the reqruired zones using mcc, use mcc save option, and at mission start time use mcc load function to recreate these zones?


  14. Guys, do you know if your AI system would create troubles with MCC GAIA?

    No it should not. Same for TPWCAS.

    GAIA is more macro management focussed and ASR more micro management focussed.

    Only issue might be that GAiA currently also deploys smoke but in next release that will be automatically disabled if ASR is present too.

    ---------- Post added at 22:14 ---------- Previous post was at 22:12 ----------

    @Ollem

    The correct function name is asr_ai3_sysaiskill_fnc_setUnitSkill

    Thanks!

    ---------- Post added at 22:17 ---------- Previous post was at 22:14 ----------

    @Robalo // @Ollem: Thx! We didnt use UBSMON but we will in the future. Will take a look then @UPSinit ;) We are still looking for some easy Headless Client "switcher" or how to implement the ai easy to HC so that every mission creater that is not so skilled can work with it.

    You may want to try MCC: this makes it easy to spawn AI on HC.


  15. We did a bigger mission this sunday with your newest version. I think they throw too much smoke.

    Not sure if this is the case right here but be aware some other mods trigger smoke too, e.g. UPSMON.

    So in that case you may end up with too much smoke.

    ---------- Post added at 20:20 ---------- Previous post was at 20:15 ----------

    ^ Can't agree more. TPWCAS and ASR AI are an absolute mandatory requirement for all servers. Admins do yourself and your players a favour and install them! :)

    :D

    @Robalo: as far as I could see the following should still be applicable for ASR_A3 too, right?

    //SET ASR AI SKILLS IF ASR AI IS RUNNNING
    if (!isNil "asr_ai_sys_aiskill_fnc_SetUnitSkill") then 
    {
    [_unit] call asr_ai_sys_aiskill_fnc_SetUnitSkill;
    };
    

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