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snkman

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About snkman

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core_pfieldgroups_3

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    .sqf, functions and testing.

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    Everon

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  1. Okay. So in this case A.I. will not be able to follow waypoints and / or move / doMove commands. Right?
  2. If he is hyped about something like this than it really means something! Really have to agree with him. Guess since ARMA 1 A.I. animation system is kind of clunky and robotic always been one of my main issues but somehow i get used to it. Just curious especially about the A.I. behind cover did you create your own animations or do you use any switchMove command or reduced animation tran­si­ti­on to cut them? Wish you all the best and keep up the good work!
  3. Yes it's really greate already knew Leopard20 is capable of doing some great things! Really love this very fast react and respond A.I. behaviour especially the one behind cover and in distance where A.I. is trying to dodge bullets. Very good A.I. fine tuning! To me ARMA A.I. really is greate to mod and to be creative but if i like to have some real fun just playing a game i pretty much prefere The Division 1 still one of my most favorite games ever and since years the only game i'm really able to enjoy playing for hours besides ARMA A.I. modding. A.I. which Leopard20 shows pretty much remindes me on those Division 1 A.I. behaviours fast react and respond but as already mentioned by Leopard20 this pretty much will be used by player A.I. only guess if you would run those behaviour calculations on each single A.I. unit of the game it may would be too expensive in terms of code usage and calculations. But it's defenetly a greate addition to A.I. in general! Can't wait to see what and how he did this!
  4. Thanks russian spy! Yes i really think it's the right way i'm moving with this mod so far. Good to hear you are test different settings!
  5. Sure you're welcome! // 11 ( House Search ) True, 50, // 13 ( Static Weapon ) True, 50, Yes both features use bool ( Enable / Disable ) and % chance only.
  6. Oh yws you are right... I mean the entries ( way of how the array is build ) of the array are exactly the same in UserConfig > TCL > TCL_Feature.sqf there are some missing setting as you already found out. Surrender: 34 + 35 It's a feature i've started working on but never finish it. Code is there but not active. Suppression: 27 - 29 Suppression from player to A.I. working. 27 = Enable / Disable 28 = Time during shots to activate suppression 29 = Amount of bullets which was fired within time set by 28 So by default you have to fire at least 5 bullets each within time limit of 0.90 seconds. Most of the time can be done with MGs and ARs set to ( burst ) or full auto only. ( Any high rate of fire weapon ) Pretty hard to trigger this within the time limit if e.g. ARs are set to single fire mode.
  7. True. If you use the variable array from within the Init.sqf all values have to be there and at the right position. If only 1 value is missing or you change a bool ( True / False ) to a number or vise versa it also returns in a error. At the time where the Init.sqf is executed by the game the database has not been created so you can't change a array ( variable ) that does not exist. The mod simply checks if any of the databases ( variables ) already was created in the Init.sqf if yes than it will skip the mods database which was found in the Init.sqf and use it instead of the mods default database. UserConfig > TCL and TCL_Database are exactly the same but to change a value of an array you have to use array set [index, value]; which may make things look different to you.
  8. @xxnocross55no Well if that's the case than you pretty much already answered your own question. Yes that's true. Kind of a logical mistake... Playable ( Switchable ) none player unit(s) should not be marked as players but that's what it does. Sure. Disabled variables will simply use the default T.C.L. database settings of given disabled variable. Thanks! Hmm... I already heared of a strange behaviour if R.H.S. vehicles are used... Sorry but can't really tell something about it. T.C.L. does not affect any 3D model or configs of the game. Maybe there is something else you are using which leads to this problem? Thanks! Are you the group leader or commander of a vehicle? To me this really sounds like the group leader is A.I. and not human? Thanks. See post above. Guess i will check those missions to see what's going on. To me it already looks like A.I. is using full automatic. I was looking for a way to make them shoot less. A.I. already run out of ammo very fast. Just place/spawn them and A.I. if within their radio range will be able to request them. Exactly! Make sure A.I. group leader is using static weapon as well and they will not leave it. Another way would be to disable the A.I. group from using T.C.L. mod.
  9. Thanks vafana! I will check and see what exactly trigger this error.
  10. Hmm... Intresting! Surrenders? Whitch other mods do you use? GLX does not have a surrender feature?
  11. Yes maybe! Well if there is a syntax / script error it defenetly means something did not work as it should. But as said befor guess ( if i'm right ) this is something happen very very rarely. So i will put this to my notes and wait if someone else get this error too. @rainbow47 Hi! 1.) Idk 2.) GCL? GLX? No A.I. from a group lead by player will never be affected by GLX player leaders should always have full freedom to do with their A.I. units what ever they like at least from my personal point of view. 3.) Not specific / individual A.I. units of an A.I. group but A.I. groups in general.
  12. Hmm... Okay thanks for the infos! I will check if there is something else i was not aware of. Your setting changes look fine! Edit: Did this error appeared more often to you or once only?
  13. @vafana Do you have any additional info about this error? Do you remember what happend when it appears? Did you by any chance change something in UserConfig > GLX > GLX_AI.sqf? Right now only thing i could think of would be a very rare situation which would need to happen within less than a second... If you kill all enemy A.I. and right at the moment where GLX is about to delete the logic of the reinforcement request cycle another A.I. group detects you get added to the reinforcement request cycle and directly after that GLX delets the logic. All this would need to happen within < 1 second so very hard to rebuild for me to see if thats the case... @ZeekPlayzYT Thanks! To your suggestions: 1.) Do you mean the vanilla A.I. convoy driving? 2.) I already changed this to make A.I. search for cover right after they get attacked however i think the way of how A.I. behave ( prone / crouche ) pretty much is what i expect them to do. In some situations you may need a few sec. to check the area see who and from where you are getting attacked in this case getting a lower profile would be the first thing to. 4.) Static MGs / Grenade Launchers will be available to be used by A.I. in the next version. 5.) This pretty much is how it works right now. A.I. will be able to only request other A.I. which is not involved in any combat situation ( without enemy ). However if you like to have A.I. request specific other A.I. groups only ( like in a completely different town ) you can do this by using the Location A.I. group type ( By synchronizing specific A.I. units of specific A.I. groups with each other ). 6.) This also already is available in GLX A.I. which was requested as reinforcement and without enemy contact will look for empty nearby vehicles to use and to get to their target position faster.
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