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snkman

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Everything posted by snkman

  1. snkman

    FSM vs SQF

    Yes of course! But for example call vs spawn: ArmA Scripting Tutorials: Code Performance Okay. I'm sorry i don't have the full picture of how exactly the engine works in detail... In this kind of stuff i use a lot of guessing and assume how it could work... But anyway thanks for your explanation Dedmen!
  2. snkman

    AI Facts & Myths Compilation List

    Sure you're very welcome Gunter!
  3. snkman

    AI Facts & Myths Compilation List

    Yes they are able to determine if its enemy or friendly. Most of the radio protocols you are talking about are triggered by script commands. So if you for example give A.I. a move command the group leader will say "All move to this position" of if you change the A.I. group formation the A.I. group leader will tell this to his units by just using the <group setFormation "LINE"> command for example. B.I.S. is using some more micro A.I. behaviours where they do pretty much the same. So most of the time those radio protocols are triggered by any kind of command to fit what ever A.I. is about to do. Nope. They switch to "COMBAT" behaviour which makes them go prone and scan the area for any kind of enemy but they will not react in any other way to the grenade explosion than to any other kind of threat which to me makes pretty much sense because the grenade in my case was thrown from behind the enemy A.I. group facing away from my position. So if they all would just look / focus at the explosion of the grenade i could very easily just go ahead and shoot them point blank into their back.
  4. snkman

    AI Facts & Myths Compilation List

    What sound source exactly do you mean? Example: If you use a mortar 1k away from enemy position and without line of sight to the enemy. A.I. enemy to the mortar and within audible hearing range to the mortar firing sound will be aware of the mortar. As far as i know A.I. does not react to any death screams or voices in general. If you use a smoke shell / grenade A.I. does not react to it. ( Back in the days i created a A.I. feature which does exactly this make A.I. react to any kind of smoke shell / grenades nearby ) If you use a greanade the explosion of the nearby grenade will trigger A.I. to get into "COMBAT" behaviour but this will be pretty much the same as if you shoot very close to their position. A.I. reacts to everything nearby to their position threatening them and in this case threatening could be defined as damage / kill them and thats why they does not react to for example any kind of smoke shell / grenade close to their position. So i don't think there is any A.I. behaviour / reaction used for this specific kind of situation.
  5. Thanks AirShark! True i will not convert / port them only i will of course modify them a lot. For example with T.C.L. some of the A.I. features require values or conditions to be true, false from the main A.I. system to work properly. This makes thinks very complicated because you always have to keep multiple thinks in mind. Also many T.C.L. features are coded way too complicated... Too big and use conditions which will be needed very very rarely. So what i mean with taking features from T.C.L. to GLX is to kind of take the base script and use the code to get the feature working properly only. ( As simple as possible! ) What exactly is your problem with using multipls .fsm files? I can't think of any situation where multiple .fsm files would lead to any kind of conflict... Basically they are just like normal .sqf with faster condition check. About the smoke screen: Smoke will be use by A.I. units inside of the vehicle which are about to disembark the vehicle. So if you use a tank with crew only ( no A.I. to disembark ) there will be no smoke screen.
  6. Sorry guy's did not get any notifications there are some new posts here and did not check it for some time... Thanks for the feedback. Idk i never use / test my mods with other 3. party Mods / AddOns. Guess you have to find out by just give it a try. Strange... Those commands should be triggered if you are not leader of an A.I. group so with A.I. as group leader only. If you get lead by A.I. those commans are pretty normal because A.I. ( leader ) will get move orders from T.C.L. each 10 - 15 sec. which the A.I. leader will tell to the rest of the group including the player. Yap normally player lead group(s) will be totally excluded from any T.C.L. feature / system. Thanks! Well GLX will replace T.C.L. at some point of time i guess... I don't really know how it will end but right now my plan is to get a good working base system with GLX and include feature(s) of T.C.L. step by step. Just as already told T.C.L. should never affect group(s) lead by a player if you get those command spawn it means you are part of an A.I. group lead by A.I. Each time A.I. gets a command from T.C.L. move / change formation / change combat mode / change behaviour and so on the A.I. group leader will issue those command to his unit(s) including you ( player). Yes Zeus A.I. in vehicles are bit tricky to do... I found a way of how to get them from client side to the server but sometimes for unknown reasons it does not work. If you create A.I. in vehicle A.I. units ( crew ) + vehicle will be local to the client who created them ( Zeus ). After they are created you have to move their locallity from the client to the server to make them able to use T.C.L. Vehicles are always local to the driver of the vehicle but locallity of the vehicle will not automatically change by switching the A.I. units ( crew ) from the client to the server. You have to make the driver get out of the vehicle and back in to trigger the vehicle locallity from client to server... Sometimes somehow this does not work correctly... Are you using Zeus or Eden 3D Editro? Hehe this really sounds strange... I did not include a nude feature...
  7. Well thats the reason why i recommend to test without any additional AddOns / Mods first. "CARELESS" / "SAFE" / "AWARE" / "COMBAT" are no combat modes they are behaviours. Combat Modes are: "YELLOW" / "RED" for example. Well the answer to your question is pretty simple GLX does not change A.I. behaviours it will randomly change A.I. combat modes only.
  8. snkman

    FSM vs SQF

    Okay many thanks for your explanations guys!
  9. Hey! Thanks and yes of course feedback is always very welcome! 1.) Artillery: So far in GLX i do nothing with artillery and / or mortars as far as i can tell there should be noting which blocks their attack but i will check this asap. T.C.L. is using ARMA 3 native artillery computer which means there are some conditions which have to match to make A.I. artillery / mortars start attacking their enemy. Distance ( not too far / not too close ) be able to elevate cannon / mortar correctly, no friendly units within their firing range. 2.) Distance Combat: I did some tests with GLX right now and to me A.I. did what they are supposed to do. Throw Smoke, Attack, Move to Cover, Start advancing to enemy position. Are you sure GLX has been initialized correctly? Do you get the GLX initialize hint? T.C.L. use a lot more A.I. features like A.I. react to gunfire this feature on its own makes A.I. much more aware of and kind of shooting within a specific range to their position and will result in much faster A.I. reaction in general. GLX pretty much is at the beginning of its developement using some pretty basic A.I. features only. Think its round about 6 weeks when i started with GLX. Yeah GL4 was my biggest project had a really good time working on it as well. Thanks buntukalando!
  10. snkman

    FSM vs SQF

    Yes this is exactly what i belive to notice when switching from .sqf to .fsm each time i use the .fsm the mission will be kind of laggy for some milliseconds right after start. Its just a really really short delay / freeze so i don't know if its just my imagination but somehow to me it feels like the engine has a much harder time reading and executing all the .fsm code even if its not too much compared to the same .sqf which does the job much more relaxed without any noticable impact. Oh it is? Damn i was reading a lot of .fsm stuff during the last couple days and to me it all sounded like it is unScheduled... Well in this case R.I.P. unScheduled environment... This means in terms of code performance / speed there will be almost no different to normal .sqf scripts. Welcome to the club genesis92x! Yeah this is exactly how i understand it right now... BUT i once more can be wrong... I very often used .fsm over .sqf to initialize all my functiuons and stuff and to me it looked / felt like .fsm did the job much faster than .sqf maybe because of the faster condition evaluation? I don't know...
  11. snkman

    FSM vs SQF

    Thanks for your replay Rydygier. Damn i already feared this... Instead of optimizing i did de-optimize by overloading the script engine with too much unScheduled code... Too bad... Well guess i learned something new...
  12. snkman

    FSM vs SQF

    Well this is something i'm asking myself since quite a while but so far i could not find a 100% accurate answer to this question... To my understanding executing functions in unScheduled environment is better because they will be executed / read and return their value much faster. But somehow executing functions in unScheduled environment depending on how busy the script engine is may lead to critical freeze or/and FPS drops. For example: I use a .sqf script with a while { (True) } do loop which is used by each A.I. group in a mission with a sleep 5 delay and some not too expensive functions in it executed every 5 secounds. The .sqf script will be in scheduled environment which means it can be delayed / moved in the script engine queue to free up resources for other more important code. If i convert this .sqf script to F.S.M. it will be in unScheduled environment. If i use 50 - 70+ A.I. groups in a mission all running the unScheduled F.S.M. will it be a bad idea to do so or would it be better to use the .sqf instead? I don't really use F.S.M. because of the diagram design i mainly use F.S.M. to switch from scheduled to unScheduled environment. To me somehow it feels like .sqf would be better for this task but just as said i can't really tell for sure...
  13. Nice! Well if you encounter something like you already suggested befor with the distance please let me know! Always good to have multiple views of diffrent users. Right now my plan is to develope GLX mainly and take proper working features from T.C.L. over to GLX. It pretty much depends on which way you like A.I. to behave. T.C.L. has been turned into a very defensive A.I. modification with GLX my goal is to make A.I. behave much more offensive still tactical + A.I. hunting their enemy(s) behaviour. So right now my project is GLX with all my T.C.L. experience in mind.
  14. Yes that's true. But just as Muecke already said it pretty much depends on the situation. ARMA is open world and almost everything can happend during a mission... Making A.I. behave to every single situation possible correctly really is impossible... If you test GLX you will notice that A.I. will try to avoid moving too close ( straight ) to their enemy(s) by using a lot of flank movement. This works pretty well in open areas where line of sight is given. In urban areas or in a deep forest for example A.I. will have to behave / move very different because line of sight very often is blocked by objects ( buildings / trees ). In this case you could make A.I. just sit at their position may never encounter enemy(s) or make them move to where they think enemy(s) could have moved to and may make them move right into their enemy(s). From my point of view you simply have to find a way which fits most situations possible. Just test GLX and see how it works for you. Hey thanks! Happy to hear you have a good time with it.
  15. Sorry right now there is no way to disable it... Next release will have a switch to enable / disable it and set to False by default. Till than try to ignor it.
  16. Group Link - X - ( W.I.P. ) v.1.0.07 Next version of GLX. No new features but some general script and system improvements. Download / ChangeLog
  17. Thanks! Yes hunting A.I. finally is back! So far GLX is pure 100% A.I. mod only. Did not test MP very much but from what i can tell it works as it should. Also @GLX ( -filePatching if you like to change something in UserConfig > GLX folder ) is required on Server / Dedicated only. Clients are totally free from any kind of requirements. Let me hear how it worked for you.
  18. Yes so far it is pure A.I. modification ( server side ) only. Guess if it worked with T.C.L. it will work with GLX at least the same. You're welcome!
  19. Thanks. Already included the "Air" vehicle condition to stop A.I. behave like what you described. So could be seen as kind of fixed. Thanks. Well the mission i included is my current developement mission only. It mainly is to show how to use the <this setVariable ["GLX_Disable", "GLX_XXX"];> stuff and how it will affect A.I. behaviour. There is no deeper meaning to it... If you like feel free to create what ever you feel good for an example mission and i will be happy to include it.
  20. Well as far as i can tell T.C.L. did not impact on FPS / Performance too much... The tests i did with 200+ spawned A.I. fighting each other gave me 5 - 10 FPS drop which should be okay for this amount of A.I. units. Can't really tell may there was / is something i did not test? Maybe some other A.I. mod combination which made it laggy? Anyway good to here you are fine with GLX so far. True flare feature still use NVG check to force A.I. to spawn flares if any unit of the A.I. group don't have NVG available. Well i will check and put some work in it today. So far i did not really include / test water and air vehicles. Mainly focused on infantry and land vehicles + some helicopter stuff which still need some more work. But good to heare infantry combat feels good to you! This pretty much was my main goal in this first release. Edit: The flare setting you changed is correct but i have to change the condition to make it work properly. THANKS for your feedback guys! Much appreciated!
  21. Thanks glad to hear you like it! Its true first versions of T.C.L. were coded to have very aggressive A.I. ( push and stop ) movement but somehow i don't really know why i turned it completly the other side around which really was kind of a stupid idea... As you may noticed right now A.I. use a lot of flanking movement. They don't move straight to their target position or by a 50% chance only but most of the time they try to avoid moving straight into their enemy(s). I could add a tweak setting to allow changing this 50% chance so users can choose if A.I. should move more aggressive or like it is now. Thanks will have another look at it to be honest so far i did not do too much to the flare feature. You coult try lower the A.I. flare usage chance: UserConfig > GLX > GLX_Feature.sqf Simpli make this: // ============================================================== // G.L.X A.I. Flare: ( Chance ) // ============================================================== // 0 - 100, default is 50% // GLX_Feature set [2, 50]; look like this: // ============================================================== // G.L.X A.I. Flare: ( Chance ) // ============================================================== // 0 - 100, default is 50% GLX_Feature set [2, 15]; Remove "//" and change the value from 50 to 15 this will lower the A.I. flare usage change from 50% to 15% if you change it to 0 A.I. will never use flares.
  22. It is a new A.I. developement project ( kind of ) with all my ARMA 3 A.I. modding experience in mind. Initialize and A.I. system has been written from scratch but it already use some of the A.I. features i'm using and working on since like forever.
  23. A user called Machiya already used it combined with MCC ( GAIA ) an as far as i can tell it did work. But i never tested it myself.
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