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special ed

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About special ed

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  1. Yes - and it is kind of too bad, because both single player and Coop missions should Imo be more entertaining in certain ways than Pvp, as it is an avenue most games provide to be able to have some fun in game after a days work without feeling like you are working again (which Pvp can feel like) - while having still good content to play with, and options. And I agree, its really basic stuff, set some of your guys in your squad to positions to cover specific directions, but this thread isn't jumping off the rails, and the company will likely not even bother to look at this thread or consider such without at least some significant outcry from the player base (or else they would have done it by now I suppose), so - Ah well lol. /Edit Probably should mention I can't stand dealing with detailed AI stuff, and only post when an issue comes up that at least for me, affects my gameplay. I'd much rather just try to enjoy making content and not be bothered with all of this AI issues content in threads.. Last thing I'd ever want to do for work is doing investigative work within the realm of AI content in a shooter. I'd much rather make quality content within the confines of a game editors solid content than deal with endless details, so that's it from me. Cheers 🙂
  2. Yea man, good memories 🙂 It was like both the most laid back, yet fun,expansive, and long lasting gameplay I've ever seen. I remember so many nights playing to like 2 AM in just one game that went on for 3 hours. Montignac.. ah Montignac.. How many times did we die there trying to re-secure the town.. Oh.. and the accelerated time made things really cool too. Funny how back then Ofp graphics weren't even noticed, now it's like.. I'm spoiled and can't play it anymore lol I recall a long time ago some people trying to port over the code from MFCTI, clearly it never happened, so I'm open to any suggestions 🙂
  3. Hello 🙂 Ah, been thinking (first mistake :p) it would be great to find a good CTI mod where CUP content is often used in conjunction with in MP on the servers in game. I used to love playing MFCTI in OFP days, and thought it would be great to find something like that again. Any suggestions would be great.
  4. Hey 🙂 Nice video m8 🙂 To a degree - but locking down a facing/cover direction on your team member still seems questionable even there. Like.. you want your dude to face down an alley entrance while you move past and check things out further down a main street - theres a good chance as it goes with arma 3 - that that guy may not remain facing down that alley, but facing your current direction, and hence while you are out checking down the main road, your bud gets killed because he is no longer looking down the alley way when an enemy shows up down there. Thanks 🙂 I read some things over, watched the videos - yea, it looks cool but also looks like indeed directional facing of the particular group units still has some issues. I will take a look at this system some more over the weekend. The options I listed initially, seem a bit 'basic', and limited, but at least could give complete control to group units in their positions and directional facings in downtown areas where the enemy could show up from any direction. I can't help but reflect on the original Ghost Recon game, where you could set squad members positions and also set their covering directions, which helped alot with unknowns showing up from a variety of directions, in particular in town/urban areas. I really don't think this kind of thing would be that hard to implement, as it just provides a greater level of control over the Ai in certain situations. Just thought about it a bit more - One thing that could be added to the hold position/cover direction command could be the added ability for those units to quickly do a 'visual' check on the known threats in the group, which would be the equivalent of like a 1 second glance to see if the threat can be seen and fired upon, if not, return to facing current set cover direction. A one second check would really not compromise the various units role in covering a specific direction, imo. I suppose this would be only an initial check once a new enemy is discovered within the group, and then abandon further visual checks on that particular enemy. This quick visual check would help in more open terrain type situations in particular, along with allowing group units in urban/town areas also to potentially fire on a enemy known by their group which in rare cases may be viewable by them. In open terrain situations, where cover directions are set, as stated in the main post, one could just reset them normal facing direction (either facing group leader direction or facing the current highest threat) in the event things may have changed in the combat situation as well. Just thoughts anyhow. Thanks again
  5. Hello :) I've had numerous issues in bases and towns where I could not get my AI units in my group to remain facing a direction - which is very important stuff when needing covering positions set. I have tried the 'watch' direction command, which seems to only work half the time and further more provides a somewhat confusing system in a CQB environment, and it seems eventually they just end up facing the group leader direction anyhow. Have the developers ever considered the following : When controlling an AI unit in a group, able to tell him to cover current direction - then one can switch out to another unit with that unit left facing the direction set upon player switching out - When issuing orders to AI group units, be allowed to set them to face (cover) the players current direction. DoStop command would likely just be combined automatically with the cover order, so they cannot return to formation without being commanded. Maybe a 'cancel cover' command to allow them to return to facing the group leader direction (formation direction) - but leaving in the doStop, where a Return To Formation command would cancel both any 'Cover' and DoStop states. Anyhow, it's been over a year since I've played, but this has been an issue I personally have struggled with. I recall a number of times just trying to park an AI unit near a building corner with him facing down a small street and he simply would not face that direction, which numerous times led to losing a number of my guys, and the whole battle sometimes. Thanks for reading
  6. This is what I have been doing in my scripts right after spawning units via [1] call saroSSC_fnc_spawn : [1] call saroSSC_fnc_spawn; Sleep 1; WaitUntil {sleep 0.1;((!IsNil "Rus_ParaTrooper_29") && {(!IsNull Rus_ParaTrooper_29)})}; WaitUntil {sleep 0.1;((Count (Units (Group Rus_ParaTrooper_29))) > 5)}; { _x AllowFleeing 0; _x DoWatch (_x modelToWorldVisual [0,300,0]);_x DisableAI "Target"; _x setVariable ["AffectOthersOnce",2,false]; } ForEach (Units (Group Rus_ParaTrooper_29)); WaitUntil {sleep 0.1;((!IsNil "Rus_ParaTrooper_20") && {(!IsNull Rus_ParaTrooper_20)})}; WaitUntil {sleep 0.1;((Count (Units (Group Rus_ParaTrooper_20))) > 14)}; { _x AllowFleeing 0; _x setVariable ["AffectOthersOnce",2,false]; _x DoWatch (_x modelToWorldVisual [0,300,0]);_x DisableAI "Target"; } ForEach (Units (Group Rus_ParaTrooper_20)); //Now one can safely access the unit global names that have been confirmed to exist in above code Rus_ParaTrooper_21 DoSomething Rus_ParaTrooper_22 DoSomething //Can access groups as well by just using the leaders name or whomever (Group Rus_ParaTrooper_20) SetCombatMode "RED"; (Group Rus_ParaTrooper_29) SetCombatMode "RED"; I have not been able to get group names to be savable, so I'm using the name of each group leader instead - and then the script checks on each groups total unit count, once the unit count is fully where it should be through the spawn, execution of commands for those group units can commence and later in script it should be safe to access the unit names of the spawned units as well. Note that the safety measures for each group in code must be there in the checks to prevent script errors due to the unit name/object not actually existing yet - but it's really easy because it's just copy and paste. Being that these particular units are non-player Ai, they are server sided so indexing of the units in their Init code has 'if (IsServer) then { }; and the script above is executed only on server side. Basically, if the spawning is only for non-player group Ai which it likely often is, the entire usage of the Spawn System here should be kept to server side to avoid duplicate executions on various client ends. A side note as well, that if a waypoint plan ever has a waypoint attached to the unit itself of whom is to be deleted and spawned, it will cause an error that can end the entire spawning function (meaning further unit spawns won't happen) because the script system is trying to attach the waypoint to the no longer existing previous object.
  7. Using your sample mission with a few modifications, there are errors coming up when your system tries to hide/show enemies that are killed. Sample mission adjustments: 2 units west 4 units east West units waypoint plan allows full engagement (no longer switches to combatmode blue/careless). West units delete and spawn only once to allow full engagement of enemies. Time of enemies remaining spawned before deleting increased to allow high chance of enemies being killed in-between each hide/show cycle. Normally 1 out of 2 tests reveal the errors. Errors from RPT : 15:44:15 Error in expression <ect 7); _unit stop (_x select 8); _unit setSuppression (_x select 9); _unit setD> 15:44:15 Error position: <setSuppression (_x select 9); _unit setD> 15:44:15 Error setsuppression: Type Array, expected Number 15:44:15 File functions\sarogahtyp_SSC\fn_spawn.sqf [saroSSC_fnc_spawn], line 425 15:44:18 Error in expression <ndex"; _x removeEventHandler ["killed", _eh_index]; } count _local_leader_array;> 15:44:18 Error position: <_eh_index]; } count _local_leader_array;> 15:44:18 Error Undefined variable in expression: _eh_index 15:44:18 File functions\sarogahtyp_SSC\fn_unmark.sqf [saroSSC_fnc_unmark], line 24 15:44:18 Error in expression <ndex"; _x removeEventHandler ["killed", _eh_index]; } count _local_leader_array;> 15:44:18 Error position: <_eh_index]; } count _local_leader_array;> 15:44:18 Error Undefined variable in expression: _eh_index 15:44:18 File functions\sarogahtyp_SSC\fn_unmark.sqf [saroSSC_fnc_unmark], line 24 In the Spoiler tab is both the InitServer.sqf code and the Mission.sqf code if you would like to use them to replicate the errors in game: Personally, I am using your spawn/hide system in a manner that would not actually include dead units being dealt with, and so I have not yet seen any issue directly affecting my own usage, but I thought you would at least like to know about these errors. Apart from the error report - thanks for the great work on this, it is saving me tons of time and complexity in trying to script hundreds of units and tons of waypoint plans to be spawned in. This is the kind of thing that should be integrated into the game, it certainly makes MP spawning much easier and therefore provides greater room for more detailed usage of spawned units - like many waypoints with various conditions/etc.
  8. special ed

    Say3D help

    Nice - yes, that's what I'm likely going to do as well is just use playSound3D, although I'm probably not going to do the random lip, at least for my purpose which is just players interacting directly with some npc's along the way, I think no lip can work as they do this all the time with Mmo's - I'll just make the voiced parts very short and to the point, and put the full length speech in text. Example : Talk to Durby action activated by player : playSound3d at Durby "How we are going to win *this* battle, I dont know.. " then the actual text : Durby: We've been winning the war up until this point.. and now the enemy reveals their true strength in numbers that are beyond what anyone could imagine." Etc, Etc.. But for cutscenes and units talking to units in Mp, the restrictions here at the moment are pretty bad. Videos can be used for cutscenes in Mp of course where KbTell works in Sp to make the video, but then one gets to decide if they want their mission to jump significantly in size for each video added (I like using videos for Mp cutscenes as it avoids me dealing with so many possible issues that can come up between client and server).
  9. special ed

    Say3D help

    Same issues here - and in fact there is another thread here that is a year old that indicates all 'Say' type commands have been and are .. broken: I did the same tests to confirm it as well, using solid voices with lip files that do actually work in SP using KbTell, but when used with any form of 'Say' the result is hyper fast speed speech. Thanks for the posting the video there, I have literally been spending hours hunting the internet trying to figure out locality of KbTell in Mp due to the fact that the wiki says nothing about Mp, and there is little information around about it. I am bummed out to see the bug there, and worse seeing the units do a hyper lip stutter after doing their voices, I guess that means between all forms of 'Say' not working along with KBtell being bugged out like that, there seems to be nothing reliable for Mp now? At least that video clinches it for my Mp mission, no in mission voices for npc's is going happen with those issues coming up. Why in the world it seems the 'Say' family of commands has been abandoned by Bis is beyond my understanding, they were easy to use simple and reliable commands that could just be ran on each machine in Mp (local effect being nice that it avoids mp syncing issues). Quite frustrating to me and unfortunate, character voice + lip sync is something in a game of this type that should be fully working in Mp to add to mission immersion.
  10. Hi I've been now working with both Neo's MapBuilder and the Eden Editor for some time, and I have not found a method that is less than time consuming and painstaking to place fences and walls on sloping/uneven terrain so they meet up properly and gradually follow the terrain. When I run into having to deal with sloping/uneven terrain in fence/wall placement, I find it takes 3 times the time expected having to hand work, and rework each piece and I usually lose motivation to do much else that evening by the time I'm done just doing a fence or wall area.. Of course, the standard 'align to terrain' function has little use here, as the pieces will never properly line up to the next one down the line without hand working. The only thing I've find helpful at times is to place an object under each newly placed fence/wall end to be a measuring stick to keep height off the ground the same - as of course the actual center of such objects often is not at a continual reliable height due to terrain differences. I remember in Ofp the walls would actually auto align to each other even on sloped terrain, although I don't remember how well it really worked out - either way I don't know of any such object to object alignment function in Eden. Just wanted to ask if anyone knows of any easier/better ways to do this.
  11. special ed

    Zee Identity Pack

    That head mesh looks very good, you know it's good when she looks cute *without* hair :) Thought I'd just pitch this out there in case there might be something there of use between textures/meshes as a visual reference - Erica and Abby Faces I put the video together after being inspired by both your very good work and the female body project being worked on by HorribleGoat - and I have to admit I forgot along the way that creating faces in Arma 3 is ten times more work than doing it through a game like Oblivion that comes with its own face editor - so maybe the video isn't worth all that much after all lol - but I thought I may as well link to it anyhow rather than just junk it in the event it may have some use. Both Erica and Abby were certainly characters of some 'strength' to them as females in their respective films, and are quite cute as well imo.
  12. special ed

    AI Driving - Feedback topic

    I'll add some here - as I'm sure expected - issues There are clearly a lot of issues with grouped vehicle driving, especially when there is combat involved, but not only limited to this. In Single Player, I was only barely able to get a convoy to stay together and move through a city while under fire by a very strict set of script commands - and unfortunately due to the fact that the Gunner seat is almost always also the 'commander' seat for wheeled vehicles, it makes it nearly impossible to use these vehicles for this kind of purpose due to the fact that a variety of bugs come up along with the convoy often just not moving - the only workaround I could find was a Cup armored/armed truck that has a commander seat separate of the gunner seat. In Multiplayer: This is where I have given up. The same code that I used for the convoy in SP is completely MP compatible, yet unfortunately, everything is different, and a pretty big mess. Scenario example in MP - Lead convoy vehicle has player gunner, AI controlled driver and commander: The convoy lead vehicle gets destroyed, player respawns and is placed as gunner into the new lead vehicle - entire group is stuck, convoy will not move unless player gets out, then gets back in - and this is in a vehicle that actually has a separate commander slot apart from gunner. Worse than that, also the other convoy vehicles decide they now want to flee the scene, something that *was* eliminated in SP mode (eliminated through a ton of testing and trying things), despite allowfleeing 0 on all units, despite numerous other measures taken - off they go, back to their starting position, to sit there and do nothing. Also, the convoy vehicles are all locked for players at mission start, and then players are ordered in as gunners which opens up the gunner slot only - unfortunately in MP once the players get into the gunner seat they then are able to switch to any slot in the vehicle - this does not happen in SP, the other slots remain locked in SP. For my mission, all of this means that in MP I have to take the AI out of the convoy part completely and require 8 or more players for the convoy part alone to fill both driver and gunner slots, which significantly reduces how usable the mission is in MP. I do understand that the ground units should come first in what is both fixed and maintained in this type of game, but I hope at some point the company starts addressing the issues with vehicles, and vehicle group behavior - right now, as Kremator stated, the AI vehicle usage seems barely usable and very unreliable. And the MP issues seem very significant right now with ai vehicle group behavior. /Edit I'd like to add something more here - After doing more testing with a 4 vehicle convoy doing ai pathing in a city, I have seen some things happening that are leading to a conclusion - It appears as though even in SP mode, despite all that I could dig up to stop it - vehicles sometimes still just turn around and leave, returning to the first waypoint and sit there for great lengths of time, if not indefinitely. This is happening during intermittent combat, although I can't really say if the combat is or is not encouraging this - I do know that the vehicles are not technically fleeing. I can say that often the ai vehicles getting 'boggled' is due to basically nothing there in the way in the first place, they turn a bit off the road for no reason and then next thing you know they are running into a wall or building off the road completely, where they may eventually give up following the convoy, and then leave and return to the first waypoint of the plan. How about this - it would not cover everything, but in situations where a vehicle is trying to get around something, if the final result is about to be for them to abandon their group formation or even abandon their destination and end up stuck out in the middle of nowhere - why not just allow the vehicle to 'pass through' a variety of objects? Objects that are not true buildings in general would all probably be safe, including vehicles, units, and dead units/vehicles. Of course DisableCollisionWith could be used, and Imo it would be better as a last resort that the vehicle 'went through' a wall, vehicle, etc then to completely abandon it's purpose in a mission where it ends up potentially breaking the mission content.
  13. I hear that :) Yea, I can see how one starts making a nice scenario involving vehicles, and the effect can be - wow- cool .. which encourages the motivation to keep putting it together, while at the same time, issues that come up sometimes scream 'it can't be done!' lol I'm really starting to accept that maybe some things, like convoy stuff, at least for me, is going to chance some issues in game if there is AI involved.
  14. After doing a lot more testing, it has become solidly evident that using Ai drivers along with *players* manning the vehicle mounted guns, of which such gun slots are considered 'commander' as well in most car type vehicles with guns, is nearly impossible to deal with a vast variety of issues that come up that result in the convoy drivers becoming unresponsive and the convoy gets stuck. The small selection of car type vehicles that actually have a commander seat do work universally with both Ai drivers and player gunners, because the Ai commander is controlling the vehicle and therefore the players in the gun slots are not causing any issue with things. Unfortunately, there are no armored humvees that have commander slots (only one variant that has no armor which would never work for being under heavy fire). I've managed to find a British armed/armored heavy truck that has a commander seat, an armed US truck that is similar that has a commander seat, and that's it. I can probably break down the 'convoy run' in the city to 1 SP version that uses the trucks, 1 MP version that uses the trucks which only allows gunner seats for players, and 1 MP version that has all of the main convoy vehicles empty, where the players must fill both driver and gunner slots, with no Ai units involved - in this case the armored+gun humvees will work. Kind of a bummer to lose the Humvees for most of the mission versions, they fit the scenario the best, but what can one do. I should mention that roadways have to be very clear of obstacles including having no enemy soldiers on them for the Ai driven convoys to work, sometimes it only takes one little thing to affect the first vehicle that causes a chain reaction, where the last few vehicles end up getting totally boggled trying to follow the vehicles in front of them that are swinging around something, sometimes causing the rear vehicles to turn around and pick a different route to link up with the other vehicles (took a number of tests to realize that was actually why the last two vehicles would occasionally seem to 'leave' the scene'). Sometimes even an object near a road can be a problem, not a big deal to remove them using nearestTerrainObjects though. If anyone might know of an armored+Gun Humvee addon out there that has a commander seat provided I'd really appreciate posting it.
  15. I'm going to put down some findings in regards to players being involved in the convoy scenario here, as it seems things are pretty fickle - /Edit For scenarios where a player is going to be the group leader of the convoy, it would be desirable to set the combat mode to yellow (open fire/keep formation), as this is something that the player would have to enable anyhow for the convoy to open fire. For scenarios where a player is not going to be group leader, I'm sticking with combat mode Green (Do not fire unless fired upon/keep formation) due to the possibility that this is encouraging the convoy to stay together under fire when the group leader is an Ai unit. A check could be put in to universally check on the group leader as well, if player then change to combat mode yellow. If a player is the group leader, switching the group behavior from careless to anything else is devastating to the convoy, and will make them do all the things that a run-and-gun convoy should not do - I'm just going to specify this in my mission in the briefing or even maybe an in game hint. It should be noted as well that through quite a few tests, even with careless behavior the gunners are actually firing pretty heavily in general. I've kept damage off on the humvees for now, and have added allowfleeing 0 to the vehicles themselves as well as the units, due to the fact I saw one time during a number of tests with damage enabled two of the humvees appearing like they were fleeing, driving away the opposite direction of the engagement - and fleeing was set to 0 on the units - Im hoping this was due to damage inflicted on the vehicles in general, have to test more. Convoy vehicles consist of CUP Humvees with mounted Mg's: Lead vehicle of convoy has driver only, no gunner (When player is not group leader, then lead vehicle driver is group leader): Player is outside of the lead vehicle, in group: If a player IS the group leader, and they board the lead vehicle as gunner, the vehicle and entire convoy will follow move orders and maintain formation. If a player is Not group leader, and they board the lead vehicle as gunner, the vehicle will not follow a waypoint plan, convoy will not move. Player is Inside the lead vehicle, in group: If a player IS the group leader, and is gunner of the lead vehicle, the vehicle and the entire convoy will follow more orders and maintain formation. If a player is Not the group leader, and is gunner of lead vehicle, the vehicle will not follow a waypoint plan, convoy will not move. For players using Non lead-vehicle gunner slots: If a player is Not group leader, and they board any Non Lead vehicle as gunner, the vehicle Will move normally and stay in formation. If a player is Not group leader, and is initially gunner of any Non Lead vehicle, the vehicle Will move normally and stay in formation. Player is Not in group initially: Player cannot do anything with lead vehicle gunner slot, starting inside or out - the vehicle and convoy will not move - even if after boarding the player joins and leads the group. Player Cannot board and *stay* in their own group in a non-lead vehicle gunner slot, the vehicle will not move yet the rest of the convoy will move on. Player CAN board any Non lead vehicle as gunner and *then* join the group - this does work and will allow the vehicle to properly move with the rest of the convoy. ___________________________________________________________________________________________________________ I've only tested a little with the passenger slots with nothing happening, I doubt they affect anything. When the player boards a non lead vehicle gun seat, sometimes the vehicle moves to a different formation position - last usually it seems, there probably is a way to stop this - possibly by joining separately grouped vehicles as they are boarded, if that doesn't cause other issues that is. So much for getting other stuff done in my mission today lol - the convoy thing has taken quite some time to work out, at least it's working out though. Any contributions to the improvement of the overall functionality of the run-and-gun convoy usage here is welcome and appreciated.
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