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fabrizio_t

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Everything posted by fabrizio_t

  1. Current DEV branch: AI units often completely ignore command _unit setUnitpos "DOWN" during firefights.
  2. fabrizio_t

    AI Discussion (dev branch)

    Maybe, but that's an entirely different matter (nothing to do with fixed cover positions).
  3. fabrizio_t

    AI Discussion (dev branch)

    A simple observation about AI behaviour when fighting in jungle: AI sticking to fixed "cover positions" (bound to objects) in combat leads to reduced survivability under fire: units keep standing / crouching whereas it would be better for them to go prone. Imho cover position should never lock stance when under fire.
  4. fabrizio_t

    Tanoa discussion (Dev-Branch)

    Count me as 3rd one in 100,000 ...
  5. fabrizio_t

    Tanoa discussion (Dev-Branch)

    As i wrote, i think the jungle is beautiful. Still i think the rest is not on par with it.
  6. fabrizio_t

    Tanoa discussion (Dev-Branch)

    Chernarus was almost true to life in my opinion. Amazing details, great colour palette. Moreover any place felt natural and alive: could be the colours, the variety in terrain and vegetation, the massive detail put even in simple stuff such as wooden fences. I still consider it the "spiritual" successor to Everon, Kolgujev and Malden. It is still impressive, e.g: https://www.youtube.com/watch?v=DxKDCN9AhCY I think BIS should be really proud of it. EDIT: a single consideration: look at the asphalt texture from about 2:45 onwards in the video. Now compare to asphalt on Tanoa, which one looks better ?
  7. fabrizio_t

    AI Discussion (dev branch)

    Just a somewhat AI related question for devs: is there any way to get (by script) the actual fsm handle of a "danger.fsm" script running on a unit at any time? It would come in handy in order to pull interesting information from it ( via getFSMVariable ) without actually overwriting / patching the original fsm.
  8. Don't worry, it's me. I just ended up logging-in with an older / wrong account ( i thought it had been merged into my current account though :( ).
  9. Sorry for the lack of updates, i'm buried by job duties. I definetely need some some relax too and hopefully i'll take a break for the next 3 weeks. Finally. That said, bCombat is not dead, just paused in the meantime. BIS is introducing some interesting changes (e.g. knowsabout command improvements) and i would like to take advantage of these in next releases.
  10. fabrizio_t

    AI Discussion (dev branch)

    Yet that " _this forcespeed 0" piece of code in danger.fsm is disturbing and causing all sort of issues ... worth removing it and replacing with some better logic ? I'd grant AI would take advantage from that ;)
  11. The problem you're experimenting is very likely to be caused by an installation path issue. I'm not sure whether the client (PWS) is installing the mod accordingly to my installation instructions (see here: https://github.com/fabrizioT/bCombat). I guess @bcombat folder does not get installed into ArmA3 main folder eventually ? If so, that's the culprit. Let me know. ---------- Post added at 19:15 ---------- Previous post was at 19:12 ---------- There's no such file ...
  12. Yes, BIS suppression works okay. It will be default in next update. ---------- Post added at 20:36 ---------- Previous post was at 20:25 ---------- Hi ChuWie, thanks for feedback. I restricted smoke handling to white smoke in order to keep other colors for signals, good for "humans" play and less confusion. Vanilla and bCombat suppression work differently for most part, however you can easily reduce the penalty caused by bullets / explosions from within config.sqf. This way units won't suffer "stacked" penalties from enemy fire. bCombat already makes medics supporting faster, basically by not prioritizing other tasks against that. I don't plan to make an alternative medic system, there are already a few. Since v0.18 AI Units usually don't move alone, unless they're ordered to do some very specific tasks (e.g commanded to attack somebody). For instance, if they're moving alone and their destination is close to the one of a nearby, higher ranking unit, they will follow it. Other features will come, but i have to sort my job issues first. Hence the slowness.
  13. Interesting issue. Possibly it's a case-sensitivity problem with names (eg. "bCombat" vs "bcombat" ) or path, not sure. I'd think so since case sensitivity applies under Linux, but i've no real evidence of any problems at the moment. ---------- Post added at 15:11 ---------- Previous post was at 15:09 ---------- May i ask what's the content for this update? I've released no updates.
  14. I've watched your video, i see OPFOR units killing the BLUFOR unit inside the building, then they fall back in formation at about 8:00 minutes ...
  15. Nice to hear. By the way, may i suggest a tip? Best way to attack Charkia would be from NW (windmills crest) and NE (storage area). This way you'd take advantage of higher ground, and this does matter in bCombat (lower ground penalty on enemy). Attacking from multiple directions at the same time matters too (flanking penalty on enemy). - "Open field": on open terrain, when cover is sparse, one of the main features of the mod ( move to nearby cover) goes missing. This said, if you saw units moving in "CARELESS" mode then bCombat was not in charge, as that's a vanilla behaviour. - "Retreat mode": again that's basically vanilla behaviour. Most of bCombat features won't affect behaviour past about 500-600 meters of distance from threats. At < 500 meters bCombat uses its own ROE, meaning that groups are commanded to investigate or fall back depending on criteria such as waypoint type, distance from current leader's position and combat mode. - Can't answer about skill issue on server, i'd say it should be the same as SP. - While bCombat does not explicitly calculate the odds / chance to win a clash ( as that implies a higher level strategical evaluation ), groups definetely behave differently depending on balance of forces on the field. This happens fluidly and naturally: as soon a side significatively outweights the other in terms of actual volume of fire, the latter gets noticeably hindered by a suppression effect, meaning accuracy, courage and chance to return fire are progresively reduced. Units suffering suppression effects tend to prefer escaping rather than engaging, while unsuppressed units act quite aggressively. - bCombat does not affect in any way units in vehicles, static weapons included. As soon as some foot units enters any vehicle bCombat switches off for it. It switches on again as soon as its disembarks. ---------- Post added at 20:23 ---------- Previous post was at 19:59 ---------- Now let me share a few tips for newcomers: DID YOU KNOW THAT ... ... HIGH GROUND MATTERS The suppression effect caused by gunfire is increased when firing from higher ground. This works both ways, so be careful when attacking from lower ground. ... ENEMY HEARS YOUR SHOTS Enemy AI can hear your shots across hundreds of meters. Given its ROE it may move to investigate the "perceived" fire position. You may want to exploit this behaviour. ... FLANKING MATTERS Try flanking whenever possible. Remember that flanking requires splitting your forces, as you can't flank by just moving all your forces on one side of enemy: if you do so you'll usually get flanked by AI. If you manage to attack enemy from multiple directions simultaneously the overall suppression fire effect will be increased. ... SNEAKING UNALERTED ENEMY IS REWARDING If you manage to sneak close enough to some enemy on SAFE behaviour you'll temporarily inflict a greater suppression effect as soon as you'll open fire. ... BULDINGS ARE NOT SAFE ANYMORE Enemy AI is able to pinpoint and reach you even into buildings, following the noise of your shots. ... GRENADES ARE DEADLY Enemy AI can lob a grenade at your feet from 5 meters to about 40 meters. It can lob it over obstracles such as roofs and without a clear line of sight, so watch out. ... SMOKE IS EFFECTIVE Enemy AI uses smoke as an effective defensive measure, usually to conceal its movement to cover when pinned in the open. You can do the same. [to be continued]
  16. fabrizio_t

    AI Discussion (dev branch)

    In my opinion a force-move command should not intended as an "universal" solution, but rather a reliable command given to modders to override constraints from current (combat) behaviour. For instance such a command would be extremely useful to make units flee / withdraw from battlefield quickly ( e.g. infantry group threatened by armor / air units ), something they're not able to do at all currently . Then can see plenty of uses for such an override ... maybe it's just me.
  17. Hi, A "bcombat.sqf" not found error and / or a "danger.fsm" error definiteley witness some installation path issues. This means mod is actually just PARTLY working. Once again, please stick to installation instructions, as shown here: https://github.com/fabrizioT/bCombat Some more notes about latest step (4): Some people may prefer hardcoding mod activation into ArmA3 main EXE shortcut, you may do so alternatively. Recently we were forced to start ArmA3 via the official launcher: be sure bCombat is shown and active within the launcher. Otherwise, if you've manually installed bCombat, you can add/activate it manually in the launcher ( it has an option for installing a mod from the file system ).
  18. Beware the launcher ;) As long as bCombat is installed, before hitting play doublecheck it's selected in the "MODS" list within the launcher. Otherwise looks like it won't be loaded, even if it's correctly installed.
  19. Tested mission in editor (SP), with latest DEV build. No issues. I'll test with Zeus later.
  20. thx, i'll try. Maybe Zeus related.
  21. Tested with bCombat / native bullet detection + latest DEV build: seemingly no issues. I guess it may be related to some unit types, but it's a blind guess. Any way to reproduce this? It would help alot.
  22. By the way, i've just run a quick test with latest DEV version of ArmA3. I noticed that game is now automatically started via the launcher. For some reaon this caused my installed version of bCombat to be wiped (as for other mods configured via the EXPANSIONS menu, not via launcher or Steam subscription). I had to manually restore files into @bcombat folder and to manually install via the launcher (from local folder) So beware.
  23. This. interesting suggestion, i considered adding this to COMBAT behaviour (to reduce units visibility / vulnerability without unneeded micro-management) some time ago. It's feasible, not sure if everybody would like that though. Optional feature? ---------- Post added at 09:31 ---------- Previous post was at 09:24 ---------- Easy. Set: bcombat_penalty_bullet = 0; and (eventually) bcombat_penalty_explosion = 0 (I'm not sure whether nearby explosions are causing any suppressive effect in vanilla, though) This way you basically exclude the penalties applied by bCombat just for incoming bullets (and explosions), so they don't add up to vanilla suppression. At the same time you still retain many other suppression / morale hits which vanilla still does not handle. ---------- Post added at 09:37 ---------- Previous post was at 09:31 ---------- Definetely related to danger.fsm. It may be caused by having set bcombat_ballistics_native_handler = true for an ArmA3 build not supporting it ( < ArmA 3 BETA build 1.39.129316 ). is that the case? Alternatively, if you're running a very recent build, it's possibile BIS changed danger.fsm input. Anybody having the exact same issue? Let me know.
  24. See changelog: So 1.39.129316+ is fine for DEV build, not sure on STABLE. Cannot exclude this, can't check at the moment. ---------- Post added at 23:05 ---------- Previous post was at 23:03 ---------- I intended to point out the possibility to run native bullet detection, as documented in changelog. At the time it applied to DEV build.
  25. you may add these settings in config.sqf so they override default. Or you may switch to the new native (BIS) bullet detection, which is supposed to have less overhead and it's supported as well: bcombat_ballistics_native_handler = true; ---------- Post added at 10:36 ---------- Previous post was at 10:32 ---------- Putting bcombat_allow_fatigue = true should suffice to restore BIS default fatigue handling (easy check: lines 890 - 893 here: https://github.com/fabrizioT/bCombat/blob/master/lib/common.sqf). ---------- Post added at 10:41 ---------- Previous post was at 10:36 ---------- Looks fine. Try raising units skill, be sure that mission is not at night / dusk / dawn. ---------- Post added at 10:44 ---------- Previous post was at 10:41 ---------- Yes, they come and catch you ;)
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