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snkman

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Everything posted by snkman

  1. Yes. I can tell... ARMA A.I. always had and still have it's own mind... It's really difficult to know how A.I. behave and what they are going to do in all those different situations. Sometimes they do so much unexpected things just to make you think w.t.f. is going on!?! @Machiya Many thanks! Checking it out!
  2. Hey thanks! In the script of the video: _x disableAI "AUTOTARGET"; is used which solved the A.I. stuck problem for me as well when i tested it couple months befor. But at the same time this makes A.I. to not shoot at anyone or anything. With this enemy A.I. walks right into you without shooting a single bullet... So... Going from 1 problem to another... Really i tryed everything possible... No luck! Thank's for the link i will defenitly check it.
  3. Looks like you are using doFollow command? This is the only command i've noticed this getout/getin A.I. behaviour while in vehicles as well. ARMA 3 A.I. is very seriouse when i comes to keep up proper formation especially if behaviour "COMBAT" is used. Sometimes... Somehow... A.I. mess up formation which leads to A.I. not moving properly. Only way to avoid this is by using doFollow command. For example: 1 A.I. unit of a A.I. group is gunner of a static turret. The A.I. group use behaviour "COMBAT" after getting attacked. The A.I. group will not be able to move because 1 unit of the A.I. group is in the static turret. In this case the A.I. group is waiting for the unit in the static turret to get back to formation which of course never will happend because he is gunner of the static turret. If behaviour "AWARE" is used the A.I. group ignores its formation and keep moving to where it was ordered. Well... I'm using it combined with the move command. I've noticed using doFollow directly after the move command works properly. No getout/getin A.I. behaviour. Having any kind of delay between them even 0.1 seconds leads to the getout/getin problem. Maybe this helps.
  4. @Freddo3000 Thanks. Yes you're right. So far i didn't really spend much time to all that writing stuff but will do. Yes i know all the internal B.I.S. A.I. FSMs but couldn't get the A.I. to move no matter what i tryed... This was what i used to make A.I. move again: _unit stop False; _unit forceSpeed -1; _unit enableAI "ANIM"; _unit enableAI "MOVE"; _unit enableAI "PATH"; Also using doTarget or doFire leads to the same A.I. not moving behaviour. I've created a pretty much detailed marker script that keeps track of every unit telling you exactly what they are doing. By using the currentCommand command you can see what A.I. currently is about to do. A.I. always refuse to move and stuck in place as soon as it returns "ATTACK". Guess it's a bug... They really don't move an inch after getting assigned to a target and if after some time they very often move in the opposite direction of where they was ordered to move. It really messed up everything.
  5. @Machiya This should not be the case! It could lead to unexpected A.I. behaviours but there should be defenetly no error message! The only A.I. part i disabled in T.C.L. is disableAI "TARGET" which prevents unit(s) from targeting enemy(s) which after all my tests and found outs leads to A.I. stuck in place not moving anymore. But this shouldn't conflict with anything. Oh okay. So i got this wrong... Thought T.C.L. was a problem. Nice! Good to hear! It's fine! Glad you test and share your thoughts and found outs with us! Can't tell how much time i spend doing and watching A.I. combat behaviours... Still enjoy watching it!
  6. @madpat3 Thanks for feedback! @Machiya Sorry i don't really understand what you mean with this? You can't get it work properly combined with MCC GAIA? Thanks for the video Machiya. To me it's kind of Slow mo...? Is it supposed to be like this? @kremator
  7. @Machiya Yap. Dependent on how much A.I. unit(s) are on the map you may will notice some FPS hit during initialize of all the A.I. unit(s) added from the "Init.sqf" but as you said it should get normal just after a few seconds. Also the way with the "Init.sqf" just was a quick and dirty way i made to get it working like this. Currently all A.I. unit(s) are using all A.I. and Player features at the same time which really isn't good in terms of performance. As i've said player(s) use some "Fired" Event Handler features which are triggered each bullet fired and the code executed by the "Fired" E.H. really is very expensive. So keep in mind currently every single A.I. unit(s) will trigger this "Fired" E.H. every time a bullet was fired! I've already did some very good progress with this and as far as i can tell it really works pretty well! But!!! Of course i found a lot of stuff i wasn't aware of during the whole time working on this mod... Guess i've never really used any combination of WEST vs EAST vs RESISTANCE or WEST and RESISTANCE vs EAST during the whole time... So this way All vs All really gave / gives me some work to do... Still fighting some problems with proper friendly A.I. / enemy A.I. assignment... So much stuff going on at the map during the same time... I loose track just after couple of minutes... Damn... You guy's really gave me a pretty hard task with this as i can tell... Umm... A.I. vs A.I. was 2 A.I. sides fighting each other while All vs All was WEST vs EAST vs RESISTANCE if i remember correctly? Thanks! Will do so! @kremator Correct! Just another downside of this quick dirty way of how i did it... Only A.I. unit(s) / group(s) placed in the map during mission start will be initialized by this way. Could add a 5 seconds while do loop to get it working with spawned A.I. as well but this really just was some kind of test to see how it would be. Next release will have everything working properly and pretty much optimized without any huge FPS hits. @madpat3 Hmm... Strange... Are you running the Script Based version while having the @TCL mod installed or totally standalone? Edit: It only happens if you destroy a vehicle right? Well... Guess i forgot to disabled the vehicle explosion "Sound FX" while using the Script Based initialize which of course needs the "TCL_Sound.pbo" to work. You can temporary fix this by copying the "@TCL\AddOns\TCL_Sound.pbo" to your ARMA 3 root AddOns folder or by installing the @TCL mod with only the "TCL_Sound.pbo" in it. Thanks! Will be fixed!
  8. @Jnr4817 Nope so far there is no such feature. As far as i can tell i've already seen a lot of A.I. unit(s) doing all this first aid healing stuff by their own pretty well. So not sure if it's really needed... @john111 Sorry but i don't really understand what exactly you are looking for? Something like player is in a helicopter assigned to it's cargo and A.I. is flying the helicopter? @kremator Yes mainly it's focused on infantry... Well i've already wrote some working beta code to support navy ( Boats / Ships ) as well. But it's really very early stage allow's A.I. units(s) to properly un / reassign navy vehicles. @vafana Thanks! Will have a look into it.
  9. @kremator Sure! You're welcome! @vafana Do you remember which mission it was you got the script error? Did it use spawned A.I. unit(s) / group(s)?
  10. @vafana Damn... This again... Thought i already would had fixed it... Thanks for letting me know vafana! @Machiya Yes there's some cool stuff you can change to tweak it to your own personal taste. I highly recommend having a look at the "TCL_Tweak" settings. This was the part i had the most fun with changing values in the past. Edit: If you like to have A.I. groups be able to request each other within a specific distance only you could try using the "TCL_Location" group type. Simply place the A.I. group(s) where ever you like them to be and synchronize them with each other. In this case the synchronized A.I. group(s) will be able to only request and get requested by the A.I. group(s) synchronized with them. So this will create something like a locked A.I. group(s) array. @ALL Well after setting up some more really cool All vs All missions i decided to include it into T.C.L. as an alternative way to initialize. Not sure if it will become the default way of initializing the mod but i already added a switch to choose which way you like to use. Still have to do some more optimizations and tests but so far it works pretty well! Thank you all for this great idea really like it very much!!
  11. @b0s Well there are some features triggered every time you pull the trigger. Imagine a mission with 100 A.I. unit(s) fighting each other and some features get executed every time any of the 100 A.I. unit(s) is pulling the trigger. The only feature not triggering correctly is the A.I. Artillery Support feature everything else should work just fine. @Machiya See below. Okay here is what you are looking for! Was easyer as expected! You only need to add 2 lines to the Init.sqf and that's it. Please keep in mind!!! Each A.I. unit(s) will use the full range of player and A.I. features combined with this! Time has come to do some real seriouse benchmarks! Have to admit i kind of like this idea! Enjoy! Download: TCL_TypeX_AI_vs_AI ( Example ) Download: TCL_TypeX_All_vs_All ( Example ) ( This is where it starts getting real complicated! )
  12. @old_painless Yes it will be initialized automatically. @Users Oh well... Had quite a good time working on T.C.L. since its release and did some really nice improvements / optimizations and fixes! Just to keep you updated... Testing still in progress... Tactical Combat Link - ( TypeX ) Changelog
  13. You mean A.I. vs A.I. bouth using full A.I. combat features? No it's not possible... Well it could... Had it this way back than but changed it to react to player / playable unit(s) / group(s) only to prevent too much engine stress caused by the mod. Normally its a waste having A.I. vs A.I. using all thouse engine resources without any player(s) involved. Maybe i will add a switch so ppl can use it that way.
  14. T.C.L. react to each player and playable unit(s) / group(s). So if you like to watch A.I. vs A.I. simply set 1 A.I. group to playable and there you go! I've uploaded a mission doing exactly what you are looking for! A.I. vs A.I. player having fun watching them fight! The first video shows me ( player ) on AFF side with some A.I. groups also AFF v.s. NATO A.I. group set to playable. In this case you can just run with A.I. watching them fight each other.
  15. @kremator No the debug system is completely disabled by default! I enabled it in some of the example missions to give users the chance to see what it does. If it works in the example missions means it works everywhere! Trust me! @Machiya Thanks. Well one step closer to proper multi A.I. mod usage.
  16. @.kju Really? Damn didn't know this... Already was wondering why B.I.S. didn't include such a greate feature by them self. There has been added so much new functionality to ARMA since my last modding day's... Very nice! Many thank's for letting me know .kju! @lsk323941 Well you need to test yourself and find out what happend and if you are happy with the result. Basically there should be no problem using them bouth together.
  17. No there will be no waypoints generated. A.I. group(s) are moving by using the "move" command and A.I. unit(s) by using the "doMove" command. But i guess in the end there will be no different if waypoints or the "move" command is used exept the move command is a direct move command without adding additional stuff to the mission.
  18. Well just another video i've made during testing and which i really liked. Showing me running along with some friendly A.I. groups during combat encounter. Another one showing the A.I. combat communication feature. In vanilla ARMA 3 if you place some A.I. groups friendly to each other close to each other ( even if they are placed within 50 meters to each other ) and you attack 1 of the A.I. groups with a suppressed weapon than the attacked A.I. group will start open fire but the other nearby A.I. groups will do nothing even if they have clear line of sight and should be pretty much aware of what's going on right besides them. This video show's one of the situation's i made the A.I. combat communication feature for. All A.I. groups are placed within 100 meters to each other. The first A.I. group which is directly attacked shares it's enemy knowledge with the second A.I. group which also shares it's enemy knowledge with the third A.I. group and so on... The A.I. communication range i used is the default ( 100 meter ) range which allowes friendly A.I. which are within 100 meters to each other to use the communication feature. The range can be tweaked in the "TCL_Tweak" settings.
  19. @Othmane Niazi Well there are 2 way's of how to initialize specific A.I. unit(s) / group(s) only. I started to explain how it basically works in the RedaMe.pdf but in the examples i only covered the Hold A.I. group(s). It's pretty much the same way for all A.I. group types only the names are different. This is how to use it: To disable specific A.I. unit(s) / group(s) you need to use "TCL_Disabled" instead of "TCL_Hold" but the way of how it works is the same as described above. The AddOn version of T.C.L. does automatically initialize all editor placed and spawned A.I. unit(s) / group(s). It's pretty much plug and play. If you don't get it to work i can make a example mission showing how to do it. Hope i could help you with this.
  20. @x_DarkSpecter_x Thank's! Well as i've said i'm using vanilla ARMA 3 only to prevent any kind of conflict caused by any othe mod so i can't tell which combination of other mods works and how they behave. But you already tryed it and guess you were fine with the result so... Thanks for testing it!! @Othmane Niazi You're welcome.
  21. Yes there could be some kind of problem using multiple A.I. mods toghetter! I don't know what exactly A.S.R. or Vcom A.I. does but i had to use and create many workarounds to make A.I. behave as they do now. For example: I had to use some of the disableAI commands to make A.I. what i needed them to do. If any of the other A.I. mods re-enable any of thouse disableAI commands then it really could be a problem and this is just 1 example out of many other things which could really mess up A.I. behaviours. Also could be possible that different A.I. mods sending A.I. unit(s) / group(s) to different locations / positions which would result in A.I. moving nowhere! T.C.L. provides a feature to use / initialize it with specific A.I. unit(s) / group(s) only maybe those other mods use such a feature as well. If you like to use multiple A.I. mods best way is to use / initialize 1 specific A.I. mod for some specific A.I. unit(s) / groups(s) only and not all A.I. mods combined for the same A.I. unit(s) / group(s) at the same time. Just try it test it and see what happends and if you are lucky with the result.
  22. @dnl04 Thx! Glad to hear you enjoy it! @barccy Sure will do. @Users Well discovered something i already was aware of back in ARMA 1 but totally forgot about it... Just to find myself reading my own thread started back then... KnowsAbout bug or feature? Still this behaviour is in ARMA 3 as i found out yesterday. Can be some cool feature for some ppl and surely may fits some ppl needs but to me personal it's still bit of strange behaviour. I found multiple ways to pretty much reduce and almost disable this behaviour by simply changing some of the "TCL_AI" setting. Sadly don't have too much time to go into detail right now... But here is how you could start reducing it at least a bit. Go to UserConfig > TCL > TCL_AI Very first setting: // ============================================================== // T.C.L. A.I. Reinforcement Request: ( Knowledge ) // ============================================================== // Choose knowledge A.I. group(s) need to have about their enemy(s) to requesting reinforcement(s). // Note: If this value was set to 4 A.I. group(s) are not able to request reinforcement(s). // 0 - 4.00, default is > 0 TCL_AI set [0, 0.1]; simply enable it ( remove the // ) and change 0 to 0.1 That's it!
  23. Well wanna share another mission used for developement purpose but i think it's so much fun just watching A.I. fighting their ass off! I really love this one becouse it shows the full potential behind the A.I. combat system and what T.C.L. is capable of!!! This mission simulates 3 player groups v.s. enemy A.I. groups on different locations at the same time in 1 mission! Each A.I. group use its own independent reinforcement request cycle. Also i added 2 B.I.S. A.I. spawn modules so A.I. never run out of reinforcement(s). All player groups are set to invincible to increase combat duration! This mission shows the full range of features provided by Tactical Combat Link! Your only task is to watch and enjoy the show!!! Download: TCL_TypeX_Multi
  24. Thanks! Glad to hear you like it! C.B.A. version is ready! Download: ( zippyshare.com ) Tactical Combat Link - ( TypeX ) Beta ( C.B.A. Required )
  25. Sorry guy's but right now T.C.L. does not support C.B.A. becouse so far i build everything by using vanilla ARMA 3 only to prevent any kind of conflict. But of course i will prepare another TCL_System.pbo with full C.B.A. support and update you guy's during the day. Damn... Was hoping it may would initialize even while C.B.A. are used. Anyway... Thank's for letting me know!
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