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trakken

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About trakken

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  1. Hey Kushluk! First and foremost, thx for making this mission, I really feel it is immersive and compelling and I have enjoyed it so far! A few thoughts: 1) It might be an idea to create this mission on takistan and zargabad in the future? they seems very well suited for this 2) How about including dusk and dawn options in the parameters? 3) Is the fatigue system intended? we felt on our sessions that the fatigue system was a bit too harsh since we had to rest every so often. And it is an infantry mission so ppl have to run around alot. 4) Also, I would like a bit more information on intell types, maybe you could include this in the mission information. Right now its a bit too cryptic about what we are supposed to be doing. Some feedback Number of militants, technicals, suicide bombers are in a good spot. Accuracy is ok imo aswell. We set it on AIcomtarget script. No other mods are used. Medic addition is great in the last update! Most of the time we used medical care stuff, but never could revive because ppl died anyway. DAR Maxxpro would be nice yeah imo, looks like a well suited vehicle for this mission.
  2. As the title suggests, my server is only showing up when I don't use mods (except when I use CBA) I'm renting a server through the service of Multiplay.com, if anyone uses this service and knows how to run a server with mods enabled, please let me know how. I think they set the startup parameters automatically when I check the addons as enabled. It's also possible I configured the server wrongly. I'm hoping someone can shed a light on this issue. Edit: Server.cfg looks like this // GLOBAL SETTINGS hostname = "$$name$$"; // The name of the server that shall be displayed in the public server list password = "$$game_passwd$$"; // Password for joining, eg connecting to the server passwordAdmin = "$$admin_passwd$$"; // Password to become server admin. When you're in Arma MP and connected to the server, type '#login xyz' reportingIP = "arma3pc.master.gamespy.com"; // This is the default setting. If you change this, your server might not turn up in the public list. Leave empty for private servers logFile = "$$ConfigPathRelative$$/server_console.log"; // Tells ArmA-server where the logfile should go and what it should be called // WELCOME MESSAGE ("message of the day") // It can be several lines, separated by comma // Empty messages "" will not be displayed at all but are only for increasing the interval motd[]={ "", "", "", "Welcome to a Multiplay.co.uk Server", "Love Online? You'll Love LAN's!", "www.multiplay.co.uk", "The UK's Biggest LAN Events", "", "Want a gameserver like this?", "Visit http://www.multiplaygameservers.com" }; motdInterval = 5; // Time interval (in seconds) between each message // JOINING RULES kickDuplicate = 1; verifySignatures = 0; maxPlayers = $$max_players$$; // Maximum amount of players. Civilians and watchers, beholder, bystanders and so on also count as player. // VOTING voteMissionPlayers = 1; // Tells the server how many people must connect so that it displays the mission selection screen. voteThreshold = 0.33; // 33% or more players need to vote for something, for example an admin or a new map, to become effective // INGAME SETTINGS disableVoN = 0; // If set to 1, Voice over Net will not be available vonCodecQuality = 8; // Quality from 1 to 10 persistent = 1; // If 1, missions still run on even after the last player disconnected. // Steam Settings:- steamPort = $$port10$$ steamQueryPort = $$port15$$ // MISSIONS CYCLE class Missions { $$maplist_1317$$ };
  3. Always have been playing with sound mods wherever possible, and I must say... very impressive, the atmosphere as shown in your video is second to none. Edit: I just got an idea, wouldn't it be good if you guys teamed up with A.C.E.2?
  4. trakken

    Ai thread

    First of all, hi community and BIS, this is my very first post on the forums. I am a longtime fan of the series since the beginning but I always stuck to the singleplayer because I didnt have any Internet at the time. So, I would like to share some ideas about AI (as i consider this the most important aspect of the game, both in MP and SP) I've read some posts that would like more emotion into the AI and I very much agree. I think that fear is the most important emotion in wars in general. It determines: -breathing speed (and thus its more demanding to go running) -motivation -ability to focus or weaponaiming(in a negative or positive way) -specific behavior (lying down, hiding behind objects or buildings,...) -going into panic (or even total inability to fight) So simulating this emotion for both player and AI is paramount, allthough i wouldnt implement all of that into the game, as it would ruin gameplay too much (imo). Its still a game afterall. More emotions to consider are: agression (duh), sadness or grief, joy,... (all these add more immersion then actual gameplay, but still) The second most important pillar is descisionmaking. What does the AI do in certain situations in a today-war? Very vague question, I know, but its what makes a win or lose in any war. So where are we now in that regard, in Arma1? (not taking mods into account here) AI is able to: -flank -aim in a human way -cooporate with team members (though limited imo) -moving from point A to point B (using waypoints, it doesnt decide that on its own, unless in warfare) -fleeing (limited aswell) -using stationary guns placed on the battlefield (if someone can add more to the list, feel free to do so) AI is not able to: -use all of the weapon spectrum provided into the game(smoke for example) -use the terrain to its full advantage (cover, terrain elevation,...) -engage effectively (it just moves unintelligently into position to be able to fire, therefore going to a suicide mission) -use supression fire to pin down enemies -find the best path to use to move to a certain point (again, if any1 knows more, feel free to add) Lastly, and this may yet prove to be a difficult one to program, is that the AI can predict enemy movement or tactical decisions. This AI does that now to a certain degree as far as movement is concerned (you can see that yourself when you play any game when "the most probable position" is displayed). But tactical decisions arent implemented as far as i know. This requires that AI is able to evaluate/consider the enemies and/or its own weaknesses. Note that this is tightly corelated to decisionmaking. Allright, i think i spit it all out for now, I will post more if I come across more ideas Cya on the battlefield Trakken Edit: Iv'e been thinking some more about battle asessment: AI should work with 2 parameters in this regard: "IF" & "THEN", e.g.: "IF I flank my enemies THEN I will be able to exploit his weak spot (having allready checked out weak spots). Note there is room for mistakes here, and thats just fine as that is a human "quality". Let's say that the AI creates several of these parameter lines and thus obtaining more options to choose from, whereafter he chooses the option he deems most apropriate (and just what is the right choice? that choice should be based on skill level, experience, available info and personality of the commander). Obviously, only the platoon commander does the assessing, not the subordinates. Ofcourse AI needs alot more cache and CPU cycles with this model I think. I don't know anything about programming but in the course of time, this kind of AI should be possible. All this is ofcourse very abstract and is as complex as the human mind. But its a very fascinating subject. And I encourage everyone to join the discussion.
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