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Protegimus

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Posts posted by Protegimus


  1. Anyone experienced respawning away from your death spot (100m-300m) after being revived by another player?

    Happened in 2 different mp missions that never had any problem.

    In one case you could see the revived player being thrown away 100m where he died again.

    Yes, I can confirm this.

    After healing another player you are stuck in the medic animation (reported in previous beta) for some time 30-60s after he is once again mobile.

    With beta 83657 you now also get randomly teleported 2-300m away from currently location at end of heal animation.

    While you're looking at the first aid stuff, could you make a healed players aim stay much worse for a period after they are healed; maybe one or two minutes so that there is more of a penalty for getting shot?

    It also would be great if the first aid module didn't kick in immediately on 1% injured, let us experience the damage in arm/legged injuries first, before bleeding or being injured further and going into the full writhing in agony anim.

    Thanks Suma, for all the fixes and improvements over the last couple of weeks, massive progress ...and of course to all those posting tickets and creating detailed repro's.

    Protegimus


  2. Ok, but i'm missing something: i'm logging the events relative to a single unit, which is the only member of its group and the only one opfor unit in the mission. That would mean it's detecting dead units (killed by it) more than once ... Or i'm wrong?

    Hi fabrizio,

    I looked at this with great interest and have found a few things that profoundly affect the outcome of the test mission:

    1. Place (not spawn) a West (BlueFor) soldier on the map away from the combat zone

    2. Amend your init.sqf

    from

    _opforGrp = createGroup East;

    to

    _opforGrp = createGroup West;

    Now re-run the test, first with version 1.59 build 79384.

    Version 1.59 build 79384 now behaves as expected with all danger.fsm _dangerCause values observed & DCDeadBody in sync with Body Count.

    What about the "can fire" event? Can you take a look? Thanks.

    EDIT: looks like all these problems are there from ArmA2 (not OA) first release (or at least v. 1.02.58134).

    I hope we'll get them fixed, i think solving these problems will be a great step forward, AI wise.

    With beta 83281, the danger.fsm _dangerCause values do not increment as expected.

    No DCFire (fire visible) cause, only DCEnemyDetected and CAN FIRE appear to increment as expected.

    I triggered DCEnemyNear and DCExplosion by manually (as the civie) picking a weapon and frag and attacking the Russian rifleman.

    DCDeadBody is twice Body Count.

    With beta 83181 and 83281 AI aim is very poor in single fire mode - appears (from observation) to be fine in burst.

    Now a couple of questions of my own:

    fabrizio, you were spawning USMC soldiers in an East group - was this purely for the purpose of testing?

    The pre-requisite for spawning West units:

    _sideWestAIHQ = createCenter West;

    did not correctly initialise the AI behaviour (danger.fsm causes not being detected) in my testing - is there something else that needs to be done when you intend to start a mission with no OpFor present, but spawn them all in during the course of a mission?

    @Suma: please could you explain how the DCFire event is incremented - it appears to jump in orders of magnitude when enemy fire is observed.

    Also, is there a significance to the priority values in the Reacting on Danger init?

    _priors = [3, 4, 5, 1, 4, 1, 1, 2, 2];

    Protegimus


  3. ...

    But it might be just a heap of work that is set back because of priorities (after all it works, just doesn't look good, other things however don't work and need to be fixed asap).

    ...

    I'm surprised you're talking this down? If you were playing against another player and he could walk through walls, the base of a house or fences then shoot you in the back you'd be pretty annoyed - so what can be more immersion breaking than the AI doing this?

    I'd rather they hold position and either cover, or pour fire into the gap for a few seconds.

    I thought the reason AI walked through certain objects was simply the Pathfinding additional nightmares for individual infantry AI.

    I would rather them walk through a fence or certain areas than wait for them to work out what to do and then go chase them to make them move. Well, until other solutions come that are mentioned for maybe A3.

    This is obviously a different perspective, though equally valid - I was referring to opposing AI doing it rather than leading a bunch of AI and them getting held up somewhere.

    Perhaps a tiny bit of logic can give us the best of both - any enemy around and they either wait or traverse the obstacle the same way the player does (simply play a funky animation) ...or no enemy around - they stare at goats and pass through walls/houses/fences and keep up with their human leader?

    Protegimus


  4. Visual state improvements welcome, though the 'jerkiness' is still there and the AI appear to rapidly warp from one position to another. It makes leading a target moving across your arc incredibly difficult - perhaps more intermediate stages of interpolation are needed so that the AI don't warp so much? Currently this is experienced in online multiplayer:

    o o o o

    | --------> | ::::::::> | --------> |

    normal fast normal

    warp

    o

    |

    player

    The slowdown when looking through optics is also reduced in this version, which re-appeared a few betas ago.

    Performance feels great with -malloc=0, slightly more 'sluggish' over time with -malloc=3 and this is re-inforced on Zargabad which now runs incredibly well.

    One thing that appears significantly worse though is the AI walking through buildings and the concrete fences - please can you look at this as it significantly affects the gameplay.

    Protegimus


  5. Confirmed. Passes my test mission here as well the same as in vanilla. Got within 30m, MG was still holding fire. Opens fire the moment I order him too.

    Good, we'll count that one as closed then.

    I noticed another thing but I need to check it in vanilla as well. When we are close to the enemy (20-30m) and the enemy notices us - when I order MG to open fire he hesitates. He fires just well when the enemy is not spooked. This takes an effort to reproduce though.

    I wouldn't bother, line 23 of the readme:

    - Changes the speed at which an AI can get a bead on a target

    No one that enjoys doing infantry stuff likes playing against aimbot AI.

    metalcraze, the speculation is getting a little out of hand.

    From the description you gave in Death From Above, do you think the two AA units you were detected by and which fired missiles on your LB may have had an influence? AA units can realistically operate at night.

    If you want to play carefully scripted campaign missions designed for ArmA 2, remove Zeus AI; or accept that it changes stuff.

    What I'm interested in with regard to AI observation at the minute is whether it is possible to improve the AI vision at night (without NV and before contact is initiated).

    This has always been very closely linked to AI hearing ability and the recent patches do appear to have changed this ability again (AI seems less sensitive).

    Solus also mentioned that during his testing he obtained different values than I for spotTime[]= which affected this, so I will revisit that.

    spotDistance[] = values, no I've always been satisfied that the low skill level was essential to improving the AI spotting...tested in broad daylight on a flat runway.

    By all means test spotting related stuff and report data from your observations, different values for cfgAISkill and such. The source information is deliberately included in the .pbo, for you or anyone else that's interested in contributing - there's nothing to say it can't be improved upon and just as with AI "Hold fire", I'm not too proud to revisit it and sort it out if I can.

    Protegimus


  6. Nope. The issue is only partially fixed (MG breaks hold fire from a closer distance now).

    ok, thanks for testing. Version:

    zeu_AI_v0.02d1.7z

    passes your test mission (at least for me) and mine, irrespective of who calls the enemy.

    For aircraft recognition, please test without:

    zeu_OA_c_ai_recognition.pbo

    btw, you can simply ask questions in a reasonable manner and I'll try to point you in the right direction.

    Protegimus


  7. The amount of effort that must have gone in to this must be immense...like the results:

    <object width="480" height="385"><param name="movie" value="http://www.youtube.com/watch?v=SdjvYGLkPv4&hl=en_GB&feature=player_embedded&version=3"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/watch?v=SdjvYGLkPv4&hl=en_GB&feature=player_embedded&version=3" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="480" height="385"></embed></object>

    Hope you don't mind a bit of constructive feedback:

    Fire is especially improved on burning vehicles, though fuel fires should be much more orange/red than yellow and smoke is light grey very close to the vehicle quickly turning grey/dark grey to black and 'dirty' then grey again as you reach the edges - pity we can't post pictures on this forum as I have a couple of perfect examples.

    Muzzle flash for small arms is a bit overcooked - even pre-dating the vortex flash hiders they are way too obvious especially in daylight. You only rarely see a orange red blast about 15cm from the muzzle, it is particularly bad on the M249/Minimi.

    Smoke from Hellfire, Tow has already been picked up.

    Finally AT4 - is the light the tracer as it has no rocket motor? If tracer can you tone it down to just like that on a .50 tracer round.

    I realise many want the effects turned right up, but you're so close on so many aspects a few tweaks will really make it excellent.

    PM me if you want a look at the photo's, they might be helpful.

    NM, have a look at David Leeson's images, there's also a video of MLRS launches.

    Protegimus


  8. Well, well, AI engaging under "Hold Fire" order i.e. ROE violation when enemy near...

    The biki states units ordered to hold fire are set to combatMode "GREEN" (Hold fire - defend only) - as of build 1.57.76934 this is not the case, they are in combatMode "YELLOW" (Fire at will).

    ref.: http://community.bistudio.com/wiki/ArmA:_AI_Combat_Modes#Engagement_rules

    Can someone test and confirm AI hold fire finally matches default ArmA 2 performance. The file you want is:

    zeu_AI_v0.02d.7z

    NoBrainer: the only reason the files weren't versioned as well was because if you followed the thread this was meant to be a casual test release.

    I've tested with a specific scenario and my AI both hold fire and cease fire on order.

    Protegimus


  9. If we put re-inforcement range it in a config, it will be one size fits all - which is no different to where we are now really.

    If it's taken from the mission, be that by .sqf or a game logic it will be mission specific; albeit useless to missions created without it, when it will default to what I set.

    As it stands, if AI have an active waypoint sequence they are not eligible to be called as re-inforcement.

    I will code some sort of "stay static" option, as I appreciate mission makers want some units to stay exactly where they expect - I'm considering the best way to implement it.

    zeu_AIBypass wasn't working the way it was intended so it was removed.

    metalcraze: wrt to the AI spotting armoured vehicles, etc. it's not a bug, it was a conscious design decision to make the AI recognise armour/air and vehicle contacts more readily - is that ok, because they were really shit at it before?

    I (once again) tested your suggestion regarding AI breaking "hold fire" order, but I can't see a difference in my test scenario and as "doFire" was borked until the latest patch I think that if there is any influence from Zeus it lies with the caller, not the zeu_fireAtEnemy function. I'll do some more testing in the next few days.

    Before you play the 'realism' card, do the tanks you are referring to have thermal/NV?

    Please keep the feedback succint guys...I only need to read something once and while it may be frustrating for some of you that the mod takes an unwelcome path in its development, it will be refined over time.

    Protegimus


  10. Great! Haven't tried it yet, but the readme says:

    ...

    Also, the following files mentioned in the readme don't appear to be present in the download:

    zeu_c_BAF_wep_cfg.pbo

    zeu_c_BAF_wep_cfg.pbo.CSM2.bisign

    Configuration files are available for download from the TS3 server as zeu_BAF_wep_cfg.7z at:

    teamspeak.zeus-community.net:9987

    Channel: Support & File Repository

    for graphical instructions, go here thanks Rabbit!

    Protegimus


  11. Version 0.02c is available for download from the TS3 server:

    teamspeak.zeus-community.net:9987

    Channel: Support & File Repository

    for graphical instructions, go here thanks Rabbit!

    Version numbers and fixes are in the readme Changelog section (also reproduced below), together with instructions, including instructions on what to do for ACE.

    Fixes/improvements:

    - version 0.02c (27.12.2010): Changed: re-inforcement ranges for each

    faction are reduced to prevent all enemy forces being sucked in to the

    first contact:

    East: 2000m

    West: 2500m

    Resistance: 1400m

    others: 1000m

    Improved: AI will now only use small boats for transport, not ships

    Improved: Rating for helicopters is now more granular, attack helicopters are

    treated differently to transport choppers

    Improved: information sharing is less efficient between AI groups, variation

    added for how long it can take and how likely it is to succeed

    Fixed: helicopters that are transporting troops will no longer attack enemy

    Fixed: zeu_OA_c_ai_rof.pbo - attack helicopters not engaging targets

    Fixed: zeu_OA_c_RocketBallistics.pbo - AH-64D not firing FFAR (FFAR

    initSpeed must be 0.05 or greater)

    From that we also kill one from the known issues list:

    10.12.2010 UGLY58: Helicopter crews engage ground targets irrespective of

    what type of helicopter they are in, ref.

    BIS help us again with patch 1.57:

    [76747] Fixed: doFire did not work on most targets

    CQB should see an improvement due to this and it should be obvious on the Utes airport test (maturin).

    metalcraze: very timely information regarding the FFAR's, you must have realised I was looking at the helicopter stuff, so thanks for that.

    While it was

    testing this one thing seems clear -

    <object width="480" height="385"><param name="movie" value="http://www.youtube.com/watch?v=LAWVK4ofPQo&hl=en_GB&feature=player_embedded&version=3"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/watch?v=LAWVK4ofPQo&hl=en_GB&feature=player_embedded&version=3" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="480" height="385"></embed></object>

    default AI don't select ordnance according to the type of target they are attacking...one more for the wish list.

    Protegimus


  12. If your server has ACE installed, you are incorrectly using:

    zeu_OA_c_wep_dispersion.pbo

    From the readme...

    Important: You must use the ACE specific version for:

    zeu_ACE_c_wep_dispersion.pbo

    instead of the OA version (zeu_OA_c_wep_dispersion.pbo) or a dependency

    error message will be generated on mission load:

    .rpt: "Addon zeu_ace_c_wep_dispersion (entry PKT_veh) not found in the list

    of active addons."

    Warning Message: You cannot play/edit this mission; it is dependent on

    downloadable content that has been deleted. zeu_OA_c_wep_dispersion"

    Protegimus


  13. Version 0.02b is available for download from the TS3 server.

    Version numbers and fixes are in the readme Changelog section, together with instructions, including instructions on what to do for ACE.

    I've added a Known Issues section. Hopefully it will reduce the quantity of me two's that plague the forum.

    Fixes/improvements:

    - version 0.02b (19.12.2010): Fixed: AI missing radios causing loss of radio Tx

    Fixed: Bad conversion: array

    Error in expression <eader _tg) ) >500)

    ...

    File x\zeu\addons\GLx\f\zeu_Travel.sqf, line 78

    Thx for report AnimalMother

    Improved: Error in expression <argetGroup))) == 0) then {

    ...

    File x\zeu\addons\GLx\f\zeu_AlertedGroup.sqf, line 633

    Improved: distance AI can call for reinforcement using radio is now dependent

    on which faction they are a member of (placebo equipment variation)

    neofit: AI vehicle gunners - is that with ACE?

    I want to try and improve this aspect of the game too, telepathic vehicle gunners are no fun.

    GvsE: you can use Zeus AI with upsmon, though there will be duplication of features and no doubt higher processor utilisation.

    gatordev: I see the latest beta reportedly fixes the problem you reported with AI engaging captive soldiers:

    [76733] Fixed: SetCaptive doesn't stop AI shooting at a unit/player (fix 2.0)

    Looking forward to this one too:

    [76747] Fixed: doFire did not work on most targets

    as it should improve the situation with AI firing when moving which appears exacerbated with suppressFor.

    Protegimus


  14. metalcraze: post your shortcut Target: and Start in: details

    Tested your mission - works fine.

    I walked towards the enemy and paused on each join on the prefab concrete.

    AI gunner did engage at about 60m when I ran instead of walking.

    I'm using CBA version: 0.7.1

    For those using ACE, can someone confirm whether the T-55 problem is fixed when zeu_OA_c_wep_dispersion.pbo is replaced with the ACE version

    zeu_ACE_c_wep_dispersion.pbo?

    Protegimus


  15. metalcraze: to be clear, I suppose you are using version: 0.02a I referred to above?

    You will find the version number in the Changelog section of ARMA OA Zeu_readme.txt and it will be of release date 04.12.2010.

    I've re-run my own test mission and re-created the one you described, both without failure - the gunner and I could walk up to within 15m of the back of the enemy before he turned around and shot us.

    Thanks for checking the radio issue, I'll incorporate the fix into the next release.

    Protegimus


  16. There is a test build of zeu_GLx.pbo on the TS3 server that should resolve the radio problem.

    If someone can confirm the fix that would be most helpful.

    Thanks to lecholas for posting useful feedback relating to this - most helpful when debugging development versions.

    metalcraze: answered here ...

    Do we need to follow that circular discussion path, for I fear it will become ever smaller; eventually leading to someone disappearing up their own hooplah.

    galz: yes, you can modify the AI turnspeed.

    class CfgMovesBasic {
    class Default;	// External class reference
    
    class Actions {
    	class NoActions;	// External class reference
    
    	class RifleBaseLowStandActions : NoActions {
    		turnSpeed = 7;
    	};
    	class RifleBaseStandActions;	// External class reference
    
    	class RifleProneActions : RifleBaseStandActions {
    		turnSpeed = 2;
    	};
    };
    };
    

    You can then redefine the States to override the default behaviour:

    class CfgMovesMaleSdr : CfgMovesBasic {
    class States {
    	...
    };
    };
    

    maturin: glad you can see things working.

    The airfields are great for gaining an overview of how the AI behaves - hopefully you can appreciate the most basic tactical traits they now posess.

    I'm reasonably happy with the amount of suppressive fire the AI are putting down while they manoeuvre and with their ability to flank, close and destroy a target - at least in comparison to lying still and dumping all their ammo downrange, or the effectiveness of suicidal direct frontal attacks.

    The issue with the AI gunners firing while changing position is rather annoying - I think it's related to suppressFor and should be less of a problem once I have the gun team move to a slightly wider position.

    Your comment certainly comes across as criticism; so in your opinion, what should the AI be doing in the scenario you describe?

    Kroky: Yes and properly credited to Solus for allowing me to use his excellent work.

    Protegimus


  17. Thanks for the update, especially the ACE support is welcome. I noticed that the ACE dispersion PBO was lying around separately from the 7z on TS3, even though it's in pack as well. The files are slightly different, which should be used?

    Also, here is an alternative mirror (hope that's ok)

    http://dev-heaven.net/attachments/download/9441/zeu_AI.7z

    The zeu_ACE_c_wep_dispersion.pbo from the channel has been removed and it should be disregarded - was uploaded separately for the Zeus server.

    Thanks for the mirror.

    Post back if you still get the pausing you were experiencing.

    Protegimus


  18. Version 0.02a is available for download from the TS3 server.

    Added zeu_ACE_c_wep_dispersion.pbo for ACE compatibility.

    AI engaging too soon when in combatMode "WHITE" (Hold fire,

    engage at will), i.e. perceived ROE violation. AI hold fire now matches default ArmA 2 performance (zeu_GLx.pbo not yet fully tested)

    Version numbers are in the readme Changelog section, together with instructions, including what to do for ACE.

    CBA version: 0.7.1 is tested and works fine.

    Some more bugs in the new version:

    - when your soldiers go into the 'danger' mode they stop talking. They stop calling out contacts, they stop assigning each other targets vocally etc (and even subtitles aren't there) but the game still counts as if they do.

    Can you post more detail about what behaviour is different with Zeus to without, as after comparing it there doesn't seem to be any.

    With regard to some of the big opinions about how things should or shouldn't be done, I'm sure we'd all appreciate less noise on these pages and more insight into how the mod is/isn't working for people.

    zeu_GLx feature: as the leader of an AI squad, if you are close to buildings and change your formation to "Vee", your section will garrison the nearest building.

    Protegimus


  19. metalcraze: what you are posting as bugs are due to features of the grouplink behaviour. If you can't get on with it then better to stop using the new features simply by moving:

    zeu_glx.pbo

    zeu_netcode.pbo

    & .bisign's files out of the addons directory.

    Regarding AI breaking a hold fire command, referring to the previous discussion about this, the order you give is a setCombatMode "GREEN" (Hold fire - defend only) order, reference the biki.

    Hunter123: Same for you dude, if you can test without/with the mod and post back which unit is ignoring the "hold fire" when doing what, it'll help me to help you tremendously.

    TheScar: yes, if the AI considers the odds are in their favour in taking you on, they will do so, even if it means travelling to get there.

    As above, you can revert to old behaviour if you don't like the new abilities.

    Pellejones: remove ACE ...or follow the instructions in the readme.

    Protegimus


  20. Some more bugs in the new version:

    - when your soldiers go into the 'danger' mode they stop talking. They stop calling out contacts, they stop assigning each other targets vocally etc (and even subtitles aren't there) but the game still counts as if they do.

    It's due to use of stealth mode to prevent the AI running around like idiots when being fired on. I'll see what I can do.

    - when healing the soldier that does the healing seems to be able to turn around thus turning you around too which looks really awkward - as if your body is being stuck to the medic. Also after the healing the animation for my soldier never stopped and so I was stuck.

    That bug is in the default game.

    Thanks for the update Protegimus!

    Tried out the new call for support feature and wonder if there are a brief description of criterias when/how AI calls for support (except being equipped with a radio).

    ...

    /KC

    I guess I should really thank you too in public, as I understand Group Link was originally your work (original credit is encapsulated in the mod, btw)!

    You're quite right of course, AI can call for cover without a radio if they are within a maximum distance of a known friendly unit, however I didn't necessarily want to put everything up front, rather gauge AI performance from feedback and test/adjust.

    With respect to the pausing issue that AnimalMother92 notified me about, post upgrade to version: 1.56 I now too have this and it is due to dumping to the .rpt - I'll update when I've identified the issue.

    In the meantime, if you suffer from the problem just move/delete the zeu_glx.pbo from the addons directory.

    I know there was an issue with Extended Eventhandlers and 1.56, so I'll check out the beta fix posted and see where we stand.

    Finally, any particular reason why the same question is asked about ACE compatibility every day, despite whether the answer is one post above, on the previous page, or the last twenty pages? :P

    Protegimus

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