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Solus

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Everything posted by Solus

  1. Solus

    SLX Mod WIP

    Here's the next version: https://download.yousendit.com/THE0ZUNpd0l0NjljR0E9PQ Strange about the freezing and teleporting, see if it happens with this one.
  2. Solus

    SLX Mod WIP

    Liam: Just lower your aim in freelook/freeaim mode, that's what it's supposed to simulate for the AI. Andersson[sWEC]: Lately it's been about 1 major release a month but I'm trying to get it to a more final version that won't need any more updates. I tested it a while ago and it worked fine on a dedicated server, and didn't crash even when joining with different mods. There was a crash a few versions ago but I can't reproduce it to fix it, so as far as I can tell it seems to be running fine without crashing. More extensive testing might find a rare situation that I've been unable to find yet, but it should be rare if at all. The.D: I'll have to look at the ACE wounding system some more and see how it's working. spangg: I'm still not sure about the Zeus spot time, I was driving a truck at night and practically ran over an enemy roadblock and started backing up before they spotted me with the <.6 spot time. The "Eye for an eye" mission seemed to work ok while sneaking at night against medium skill AI even with high spot time and distance, and the truck spotting at night worked correctly too. I haven't seen any situations yet where the AI spot too well, so I don't know if there's any benefit in the <.6 spot time trade off. It's interesting in fabrizio's test that only the stationary AI get a range increase with >1 spot distance which I think might be more correct if it's only a little increase, so the ACE spot distance (1.5) might be good and maybe reducing it slightly (1.2) would be better. Firewall: They seem to work fine right now, make sure you have the latest version (1.982) which I think fixed this bug. ---------- Post added at 02:37 AM ---------- Previous post was at 01:06 AM ---------- The.D: I'll have to update ACE but it looks like when I use the ACE bandage on someone it heals them to 0 damage.
  3. Solus

    SLX Mod WIP

    DayGlow: The move command should only be them going to cover or going to help someone, btw. Sometimes if someone in your group is wounded and they're close then they might still move even if they're in aware mode. spangg: Try this one, it's similar to the ACE upper skill detection range and time and it seems to work pretty well: http://www.filefront.com/16265583/SLX_AIskill_ArmA2_1.984.rar jpinard: Unfortunately I don't have time to work on it more to get it repulsive enough. Firewall: I'm not sure what you mean, maybe you could describe the situation more.
  4. Solus

    SLX Mod WIP

    Manzilla: Thanks! I'll have it moved for the next version. DayGlow: How about if they don't go to cover when they're following you and in formation and not told to be in combat mode? So you can put them in aware mode and they will follow you in combat even if the enemy sees them. Try this one and see if it seems ok. http://www.filefront.com/16240139/SLX_AI_ArmA2_1.983.rar
  5. Solus

    SLX Mod WIP

    Here's a fix for the AI skill with the full skill spot time from Zeus AI, I didn't see the comment there about it ("upper limit 0.595 otherwise AI can spot when moving using cover at 400m+"): http://www.filefront.com/16227005/SLX_AIskill_ArmA2_1.983.rar The new SLX AI skills are very dependent on the person's skill level, low skill people can barely hit a building, high skill people are as good as snipers. Their relative accuracy is also now correctly determined by the game difficulty settings: novice (about .6, fewer shots hit), normal (about .7, not too difficult and they will hit after a few shots), expert (about .8, good accuracy, harder but not crazy), or custom (can be set from 0-1). A full skill person will still be pretty good though. In that mission there's one guy at the radar that is full skill and will AK snipe you (the sapper), the rest are about .6 skill. Around the airfield the rest of the guys are also very skilled.
  6. Solus

    SLX Mod WIP

    Kremator: If it's just a straight line of markers that can be rotated like the construction stuff in WF mode of where to tell them to go then that's possible, but I don't have time to do anything like that. In combat they'll have a hard time getting there but eventually they would make it. Hunter123: Thanks I'll try testing it. If they're full skill snipers then they should be really hard though, since they're only going to have the abilities that you would want your own full skill snipers to have. Also the SLX AI detection skills are basically the same as the Zeus skills. Right now you could also try setting the skill slider all the way down, and if they're not full skill then it will reduce their skills even more. Otherwise try removing Zeus skills if you have them and SLX_AISkills.
  7. Solus

    SLX Mod WIP

    Try the "wait for me" or "stop" commands to make the AI hold a position, although the SLX AI will often tell them to move to a cover position directly behind the object if the enemy sees them. Actually when they end that move they should be told to move back to the original position they were told to move, although that might be only if they were just told to "move to that position". So try just selecting them and telling them to move to the position and ideally the AI will move them out of the way of danger and then back to keep firing. ---------- Post added at 03:21 AM ---------- Previous post was at 03:19 AM ---------- This should be a quick fix for the WarFX+Undead bug: https://download.yousendit.com/THE0YlJkNmM5eFh2Wmc9PQ
  8. Try ACE2 + SLX in veteran mode and remove all ACE first aid items. ACE will remove the magic healing, although I think you might need the ACE injury system module activated on someone, not necessarily everyone. The SLX first aid will stop the bleeding and stabilize them but they will need to be moved to a hospital for full recovery. I don't think the wounded person can actually use the hospital though, you might need to script it, but at least they shouldn't get healed before then. Maybe ACE with just the adrenaline (epinephrine) item removed might do the trick though.
  9. Solus

    SLX Mod WIP

    Thanks for the mirror Miller and ArmA2Base.de! Hunter123: Try decreasing the difficulty setting to normal or novice in the game options, see if it's more reasonable, then we'll see in what circumstances it's too far. Myshaak: Thanks I'll look into it! spangg: I tried tweaking the AI a lot to do that more, but it's a problem with the default AI behavior, unfortunately there doesn't seem to be any way to change it. Sometimes they will look around a corner for a second and then go back into cover and then run around the corner and stand there, usually getting shot in the process, other times they just run around the corner and get shot. Try setting them to combat mode and tell them to disengage if they keep running forward. Kremator: You might be thinking of full spectrum warrior, another game a few years back that had that stuff. A2 AI are usually terrible at getting anywhere they are told to in combat, let alone close to anything like a particular position along a wall or next to someone else. On their own they do like to stick to walls though, unfortunately the walls are the nearest wall after running around a corner which is usually exposed to the enemy. Many times they also seem to stand with the edge of far cover between them and the enemy, with the inner edge of their body aligned with the edge of the corner, exposing their whole body, almost in cover but not in cover. These all seem to be part of the default AI that can't be changed. The AI dodge addon is called a lot by the AI fsm to try to keep them going back into cover.
  10. Solus

    SLX Mod WIP

    I am not going to do anything else with the dismemberment system. And it can be disabled with the maxgibs setting if someone makes a better one.
  11. Solus

    SLX Mod WIP

    Myshaak: I can't reproduce that, what mods were you using and what was the situation exactly? SenChi: They seem to work ok for me, although maybe they go for the wounded too soon and could attack more. Also their effectiveness is based a lot more on their skill now which affect morale and accuracy a lot. Suppressive fire are wounded/killed cause morale to go down and can stop their attacking.
  12. Solus

    SLX Mod WIP

    Here's the next version: http://www.armaholic.com/page.php?id=7045 - Thanks to Armaholic! Sorry about the crashes, they seem to be gone now but I couldn't find out what was causing them. I was getting the crashes while testing one group of M1A2s vs. one group of T90s, it would usually crash when the crews of the killed tanks were about to run away and were dealing with the wounded, but the crash went away after a few AI changes. It's possible it might have been something to do with the combination of dragging wounded, dismemberment, and ragdoll. I'll look into that more later. Changes: Fixed vehicles not keeping formation. Fixed teleporting to [0,0,0] sometimes when changing a tire. Fixed some max dropped weapon deleting errors. Added gear menu to picking up dropped weapons. Fixed knock back to kneel animation after dropping weapon. Added slow crawling for wounded people. Fixed wounded players able to exit vehicles for first aid. Made BIS first aid animations work better with SLX first aid. Made AI people use full first aid animations. Fixed main drop down wounded/dead animation clipping into ground. stubs: In veteran mode the healing is limited to one time only, in regular mode it can be used until they are healed enough to move. LondonLad: Server and clients apparently don't necessarily need to both have the mod, I don't know what it looks like when things are different, but it won't crash. verde13: I might look into it later. MadMike.48th: NoManeuver disables the GL3 maneuvers such as bounding overwatch to attack or withdraw, traveling to provide backup, and taking cover to defend.
  13. Solus

    SLX Mod WIP

    Thanks again everyone! -=Firewall=-: I looked into it and they do use the MG too much but also seem to still use the cannon when turned out and seem about as effective. I tried reducing the probability of using the commander MGs and raising the cost of the bullets so they will be more careful with them. The.D: Thanks for spotting that, wounded enemy handling on dedicated servers/non local machine people is fixed in the next version. I changed the range of all the large caliber bullets back to default which looks close enough.
  14. Solus

    SLX Mod WIP

    Thanks everyone! Here's a quick update: http://www.filefront.com/16112469/SLX_Mod_ArmA2_1.981.rar Changes: Changed damage system to fix indirect hits while keeping variable damage direct hits. Removed heal person medic action. Fixed RPG arming. Better quick reactions to sniper fire. Some other minor fixes and tweaks.
  15. Solus

    SLX Mod WIP

    Just make a blank file called SLX.hpp. You can put #define ACE 1 in it to have the SLX skill levels override the ACE skill settings. Also here's a sloppy incomplete list of things done in 1.98: -Tweaked AI skill settings. Added default AI skill profile settings so AI accuracy and skill can be set through the in game difficulty setting. To set the AI accuracy go to the difficulties settings page and select the "custom" skill level, then set the slider to the AI accuracy and press ok. Then go back to the page and press "default" to set the AI SKILL to 1, which leaves the AI accuracy at the previous setting and keeps the skill at the full level. -Made divert move work with new player commands, AIs should follow orders better now even while doing stuff. -Separated man armor and tweaked for more accurate wounding. Almost the same as default values. -Tweaked wounding to be more accurate, much more wounding. -Fixed raised rifle death animation looping. -Fixed body parts staying damaged after bleeding. -Probably fixed warping errors from dodging and turn moves. -Fixed dropped secondary weapon RPT error. -Added restrain captive function. (Removed "remove captives from AO to set off triggers" function as no longer needed since AIs are seen as CIV side now so "kill everyone" triggers will work automatically.) -Separated AI steering addon. -Added people's morale to GL3 rating. It's possible to make a single person surrender if they are cornered, but usually they will fight until they are injured then surrender when they are in the enemy's sights while fleeing. On a 1 on 1 scale people seem to fight until about the right time to flee and if they can't hide then they surrender. -Tweaked air fuel leak to fall faster and possibly positioned better. -Separated radio giving feature. -Possibly fixed some bugs in other addons when running without vehicleeffects. -Checked FOV and made sure all default classes are using the new standardized FOV. Zoomed in FOV slightly according to Col. Faulkner's calculations. -Fixed missile fix RPT error when running with ACE. -Made groups faster at reacting in GL3. (No waiting for radio call first, but backup still waits for the call time.) -Added automatic AI fire mission calling to GL3 using the BIS artillery module. Just set up BIS artillery (AI arty piece, artillery module logic, synchronize them) and AIs will call friendly artillery on known enemy locations when needed. -Fixed finding cover in buildings. -Removed "target that," "target that," "target that" speech and pointing. -Added addon to disable the suicide engage order. SLX_NoAutoEngage -Made captive captured note a silent hint only for captives that the player captures. -Removed rocket deviation. (ACE should do it more accurately) -Tweaked rocket engine smoke and fire. -Tweaked rifle and MG auto modes for shooting at long range at helicopters. -Made captured group leader return as leader when escaped (so a lead player can get captured and then escape back to group leader position). -Tweaked impacts for looks and performance. -Made first aid action have a one time use in veteran mode and if they can't be healed then they need a medic, and multi use in cadet mode until the person is healed. -Removed default first aid action.
  16. Solus

    SLX Mod WIP

    Sorry for the wait. Here's version 1.98: http://www.filefront.com/16101447/SLX_Mod_ArmA2_1.98.rar Almost every area has been improved, fixed, polished, and tested in SP and MP. SLX should be compatible with virtually all other mods and does not crash servers when used. Kroky: Thanks for spotting the AIs still firing, I'll fix it in the next version or a small update. It's probably from a dofire command. Nicolai: The animations are part of the game configuration files, not what I would consider actual 'code' or programming though. Try opening up the pbos with cpbo or something and use unrap to make the config.bin files into text readable .cpp files. Then you can see how everything is set up. For scripting programming find the ArmA 2 command reference and look at .sqf files.
  17. Latest version: 1.7 @ Mar. 16 2008 Extended Event Handlers (XEH) by Solus and Killswitch Combines Extended Init, Fired, and other event handlers into a single addon. Thanks to Killswitch for combining them and adding the ability to use extended event handlers for all events! Includes working signature and key. The cfgPatch names are backwards compatible with addons made for the Extended Init and Fired EH addons. The previous addons should be removed, but shouldn't have any problems if present. Downloads: XEH Version 1.7: Extended EventHandlers 1.7 @ ArmedAssault.info Extended EventHandlers 1.7 @ Armaholic.com Extended EventHandlers 1.7 @ ofp-zeus.com Change log: 1.7 Fixed: Removed XEH from class Static, which stops ArmA from crashing to desktop when resuming saved games. 1.6 Fixed: The "exclude" property will apply to the specified class(es) and all subclasses thereof. 1.5 Added: Composite ("inner") XEH classes can have an extra property, "exclude" which is either a string or an array of strings with the class name(s) of vehicles that should *not* get a particular XEH event handler. 1.4 Added: "Static" class vehicles can now have XEH event handlers. Added: A respawn monitor that restores non-init XEH event handlers after the player respawns. Many thanks to Sickboy, LoyalGuard and ViperMaul for the initial research and suggestions! Version 1.3 Added: The ability to use "nested" XEH classes with a "scope" feature to limit certain event handlers to objects of specific classes. 1.2 Fixed: SightAdjustment_AutoInit. Fixed: Extended Dammaged EventHandler. 1.1 Fixed: XEH can now handle extended event handlers that are missing a trailing semicolon. Fixed: the example addons now require the Extended_Eventhandlers addon instead of the two older ones. Also, the debug sideChats are now guaranteed to be seen when previewing a mission with the example addons loaded. Fixed: XEH init EH:s are now actually being called on units inside vehicles. Description: This addon allows a virtually infinite amount of event handlers to be used together from different addons. The event handlers are executed for the matching class and all inheriting classes. The event handler init line also contains the extended event handler class to look for, so you can have a custom inheritance for custom units. Normally event handlers can only be added in configs, and trying to add a new event handler caused all previous event handlers to be overwritten, this addon allows that limitation to be overcome. This is mostly useful for having addons that can add different functionality, for example in OFP addons that had their own event handlers wouldn't inherit default event handlers, such as a custom unit with EHs being used with ECP or FFUR wouldn't have the ECP or FFUR effects. Other Extended Event Handlers by Killswitch Adds extended event handlers for all events. Extended Fired Event Handler This allows a virtually infinite amount of fired event handlers to be used together from different addons. The extended fired event handler has several different parts: First the extended init EH is run for all units to add together and compile all of the inherited fired event handlers and use setVariable to attach those to the unit. The extended fired event handler is added to the base class Extended_EventHandlers so that all of the cfgVehicles class EventHandlers inherit it. When a unit fires and sets off the event handler the shot is immediately captured in the same game state cycle. Then the compiled extended fired events are called by using getVariable to retrieve them from the unit. The fired event handler init line contains the extended event handler class to look for, so you can have a custom inheritance for custom units. The event handlers are executed for the matching class and all inheriting classes. It allows more fired events to be used together, for example a script that makes shots affected by wind and a tracer script could be used together. More can be read at the previous thread: http://www.flashpoint1985.com/cgi-bin....89;st=0 Thanks to Mr Groch for testing! Thanks to ofp-zeus.com, Armaholic.com, AssaultMissionStudio.de, Combat-Prison.net, and ArmedAssault.info for hosting! License: XEH can be included in other releases either as the original archive or as the extracted files, preferably with the readme to help explain things. Modified versions can be released to add features or fix bugs or compatibility issues, but it should be signed and should retain backwards compatibility. Killswitch handles the SLX_XEH key and can check the code and sign new versions, although a new key can be used if necessary.
  18. Solus

    SLX Mod WIP

    Kroky: SLX_Anim_Swim: Adds slightly faster, slightly less tiring swimming. Swimming people lose their gear when they get tired.
  19. Solus

    Driving AI fix

    Mr.Peanut: All wheeled vehicles, people, and aircraft should be affected by the new AI steering addon. It will be signed like the other SLX addons.
  20. Solus

    SLX Mod WIP

    Kroky: The 'follow' thing is probably AIs diverting to go somewhere (take cover, etc) and then returning to formation if they are in formation. MadMike.48th: Sounds good, I'll make the ROE thing sometime.
  21. Solus

    SLX Mod WIP

    MadMike.48th: Looks like disableAI "autotarget" gets the AIs to hold fire completely when told to hold fire and have no target, but they can still fire at assigned targets. Maybe I can make a selection in the command menu for players to set their AI to not fire. It could even be an ROE mod: always hold fire, fire when fired upon, fire at will, etc. Imperator_Pete: Someone could make a script that does the same thing as in SLX wounds without needing anything extra in the addon, but that's outside the scope of what I'm doing.
  22. Solus

    SLX Mod WIP

    Thanks Kroky! I don't know what in those pbos could have caused crashing but it's great that you got it figured out! I might be able to fix that RPT error though. I'll do some more testing later for completely separate stuff. Most of the dependencies should be listed but there's a lot of stuff so some things could have been left out but other than the resource stuff there shouldn't be many problems. That "optional" stuff hasn't been fully tested, some maybe it was something related to that? Thanks, I'll look into the FOV stuff some more and make sure everything is looking good.
  23. Solus

    SLX Mod WIP

    I believe that the CfgPatches RequiredAddons is what determines the order of loaded configs, other than that I don't believe there is much significance to loading order. I've heard that only the very last mod loaded has some kind of higher or lower priority (probably in other than config, which is probably still based on CfgPatches) but I'm not sure. To test you could try making an addon with the same pbo name with changes (maybe a XEH chat text or something) in each folder and seeing which one takes priority when loading.
  24. Solus

    SLX Mod WIP

    SafetyCatch: Ok, I'll try making just the AI standalone and releasing it, with the radios as a separate addon. Hunter123: Thanks, I'll try testing that some more. Kroky: 1. Some more specific info on which pbos would help. Also with so many things it's hard to say if SLX is even the cause of the crashes. 2. Thanks, I must have overlooked it when integrating the new and old list of pbos. It's actually a dependency for most things. I fixed the readme in the first post. 3. Thanks, fixed it! Duggedank: Ok I guess that could be added real quick. Marko112: Thanks! jpinard: 1. You can take out the AI pbos. 2. The loading order shouldn't matter much for those things.
  25. Solus

    Driving AI fix

    Try these ones I was testing in 1.05: #define SLX_steerAheadSimul 0.65 // ??? too low, too much swerve, too high too cautious, want it as high as possible with lowest swerve and only cautious enough #define SLX_steerAheadPlan 0.2 // Seems to be analagous to turn radius, too small = too wide, to large = too sharp. #define SLX_predictTurnSimul 3 // One of these seems to be related to time before AIs react to turns. #define SLX_predictTurnPlan 1.4 // ??? low = bumping but faster, high = smoother driving but slow? And check out SLX_Mod_Veh_Core for more comments and test results. I found testing with trucks to be best because the AI have the hardest time because they are so big, but if you can get the AI using the trucks well then everything else should be easy for them. I tested with a Ural going into the back yard of the church in Strelka and then trying to drive to the base and tested until they could maneuver the Ural between the fences behind the church while barely hitting anything, then avoiding traffic on the road and on turn arounds. The only compromise with these settings seems to be they still lightly bump things sometimes, but are mostly good at slowing down before hitting another vehicle and going around other vehicles and objects and not hitting people. Getting them to avoid hitting completely seems to make them drive too slowly. There might be some exact balance where they will drive fast enough and not hit things at all but this is as close as I could get.
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