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snkman

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Everything posted by snkman

  1. Thanks. Sure it is a way. Write this into the A.I. group composition Init field: this setVariable ["TCL_Disabled", True]; Sorry but i do not own a Dedicated server... But i guess you missed something. So far this is the first time i heard about this problem. Maybe someone else with dedicated server experiance can help you with this? Only thing i can give you is the link to the server setup page here but guess you already know it.
  2. Well "TCL_Intro.pbo" defenetly is signed... Anyway... You can simply delete / remove the "TCL_Intro.pbo" if it does not work it's just some main menu mission screen stuff not relevant to get T.C.L. working properly.
  3. By using "Location" A.I. group(s) as explained distances set in TCL_Radio will be ignored by those A.I. group(s). A.I. simply will be able to request A.I. synchronized with them no matter how far or close they are to each other. // ============================================================== // T.C.L. A.I. Radio: ( Distance ) // ============================================================== // Choose distance within specific A.I. group(s) are able to request reinforcement(s). // 0 - 50000, default is [3000, 5000, 7000, 10000, 13000] - [Man, Car, Tank, Air, Ship] // TCL_Radio set [2, [3000, 5000, 7000, 10000, 13000] ]; Those distances are vehicle / none vehicle specific. So by default A.I. without vehicle ( by foot ) will be able to request A.I. reinforcement within 3000 meters to their position. If A.I. use any kind of car they will be able to request A.I. reinforcement within 5000 meters to their position. From first to last entry. 1. array defines the distances 2. array explains which vehicle type they are used for. [3000, 5000, 7000, 10000, 13000] - [Man, Car, Tank, Air, Ship] It always will be calculated from the requesting A.I. group. Well there are some conditions which have to match. 1. No unit friendly to the mortar unit should be within the mortar firing range. 2. Mortar need to be able to elevate / aim correctly. Enemy(s) should be not too close and not too far away from the mortar unit. If i remember correctly further away than 200 meters but not further away than 2k meters. If A.I. group leader is part of the mortar group ( using a mortar ) than this A.I. group can be requested to fire at enemy(s) position without enemy knowledge if above conditions match. If A.I. group leader is not using a mortar than the A.I. group need to have some knowledge about their enemy(s) to fire / use the mortars.
  4. Yes i do prefer changing settings from within Init.sqf by using arrays directly as well but not everyone is familiar with those things. Even changing UserConfig settings can be very confusing to ppl never did something like this. Talking from my own long time ago experiance. Just as already told UserConfig mainly is to use for server / dedicated / local hosted instance clients should be pretty much free from any UserConfig requirement.
  5. Ture noticed it myself few days before . // ------------------------------------------------------------ // T.C.L. A.I. Side(s): ( Initialize ) // ------------------------------------------------------------ // Choose side(s) which should be initialized. // [EAST, WEST, RESISTANCE, CIVILIAN], default is [EAST, WEST, RESISTANCE] // TCL_System set [2, [EAST, WEST, RESISTANCE] ]; // ------------------------------------------------------------ // T.C.L. A.I. Combat System: ( Initialize ) // ------------------------------------------------------------ // Choose ( False ) to initialize the A.I. combat system for A.I. vs player(s) and playableUnit(s) only. // Choose ( True ) to initialize the A.I. combat system for A.I. vs A.I. and A.I. vs player(s) and playableUnit(s). // True / False, default is True // TCL_System set [3, True]; Red marked [ are missing...
  6. Guess best way to do this would be to use Location A.I. group type. Simply synchronize 1 A.I. unit of an A.I. group with another A.I. unit of another A.I. group. So if you have 3 A.I. groups ( A / B / C ) synchronize 1 A.I. unit of group A with 1 A.I. unit of group B synchronize another or the same A.I. unit of group B with 1 A.I. unit of group C and synchronize another or the same A.I. unit of group C with 1 A.I. unit of group A. At the end all 3 A.I. groups are synchronized with each other and will be able to request A.I. groups synchronized with them only. Another example: If you have 5 A.I. groups and you synchronize 4 of them to 1 specific A.I. group but not with each other than the 1 A.I. group which has all 4 A.I. groups synchronized with is able to request those 4 A.I. groups but any of the 4 A.I. groups is able to request the 1 A.I. group which they are synchronized with only.
  7. True... Well sometimes it's pretty hard to stop / limit / slow down doing something if you have a good time with it and doing some good progress. Well i will not stop developing it but i have to find a way of how i can do it better. It's mainly the main / base system of the mod i'm not happy with. We will see which way i will move with this A.I. modding project. Those settings are from UserConfig > TCL folder top to bottom of each file. If you create / use them from within the mission Init.sqf UserConfig settings will be skipped. This mainly was made for Script Based version of the mod but could be handy in any other case as well. I for example use this to save some time messing around with UserConfig stuff. TCL_AI is the only one you can use to change those settings for individual A.I. group(s) by using setVariable.
  8. Thanks for your kind words and advise! No i will not wiping the entire T.C.L. mod and start it all from scratch this really would be a very big waste. T.C.L. use many feature(s) which i stick with since many years coding and optimizing them and as far as i can tell most of them work pretty well. When i started with T.C.L. i did not know all the new ARMA 3 commands and what would be possible to do with them also at the very beginning the mod was supposed to work very different from how it is now. Community gave me some very good suggestions and advices which i implemented but its more or less patched into the mod. I would like to have a very new clean main system with all the changes / suggestions in mind so i can code them properly and the way it should be / i like it. After the main system is done and working properly i will step by step add feature(s) of T.C.L. to the system. This is something i have in my mind since many month but i wasn't too sure if it would be worth spending much more time to ARMA 3 coding no one knows... We will see... As long as we don't have any other official information of how B.I.S. will behave with their ARMA series guess it's pretty much worth it.
  9. Well guess to be honest with myself i have to accept that T.C.L. has grown to a size where i'm not able to develope it properly and with joy all on my own and with the time i'm able to spend. After all the years of I.D.L.E. and when i got back to modding i never ever wanted to create something like GL4 again ( getting back to my younger scripting behaviour ) simpl because it takes up every single minute of your free time and this simply is not the way it should be. Facing almost pretty much the same problem with T.C.L. right now and that's not what i wanna to do. Still modding is one of my most favorite hobbys but i have to do it the healthy way. Doing a small proper working A.I. mod where i can spend some hours every day instead of those 5 days a week 10 - 14 hour modding sessions.... Guess i'm getting old... Sorry... Well good news i've already started something new which i really enjoy but because of my modding behaviour change things are going pretty slow right now... In my country right now we are in the middle of the summer and there is so much more to do beside of sitting in front of the PC and sweating my ass of all day long. A healthy mind lifes in a healthy body. Guess you guy's understand that at least some parts of it!
  10. True... Yeah i have to admit that i moved pretty much away from what i was supposed to do... Back in the days one of the biggest joy to me where to get hunted down by A.I. always on the move trying to escape the battlefield. I already started with something new to get this A.I. behaviour back so far its just pretty basic but really enjoyable! Greate! and yes you are right. TCL_FX does not have a external ( UserConfig > TCL ) file. It use the default T.C.L. FX database only. Here is how it looks like: TCL_FX = [ // 0 ( Bullet ) True, 5, // 2 ( Shell ) True, 50, // 4 ( Church ) True, // 5 ( Lighthouse ) True, // 6 - 10 ( Radio ) True, 3, 3, 199, 210, // 11 ( Crew ) True, 35, // 13 ( Explosion ) True ];
  11. This is individuell for each client / server / dedicated. To use the UserConfig > TCL folder filePatching has to be enabled if not the default internal T.C.L. database will be used. The internal T.C.L. database will be created in any case and overwritten / changed by UserConfig > TCL setting values. There are parts which will be used by the server only and others which will be used by clients only. If server has UserConfig > TCL folder and filePatching you will be able to change settings if not the default settings will be used. All settings referring to A.I. will be used by the server / dedicated only! So for example: TCL_AI.sqf / TCL_Tweak.sqf / TCL_IQ.sqf / TCL_Radio.sqf those settings are A.I. settings which means in multiplayer they will be used by the server / dedicated only!
  12. Many thanks! Sure no worry there are no dumb questions! Guess they don't need it. No filePatching = no UserConfig usage / readings. T.C.L. checks if filePatching was enabled if not the UserConfig reading will be skipped and the default settings will be used. Default settings will be created in any case without a default setting database there would be no values the mod could work with.
  13. A.I. features will be 100% even if script based is used. Guess 3% of T.C.L. is none A.I. stuff which may will or will not work depending on if connected clients have installed ( @TCL ). If no UserConfig > TCL was found the default settings will be used. No -filePatching = No UserConfig usage but there should be no error even with -filePatching enabled because the mod checks if the folder exists befor it gets executed. Hey thanks! Yes it happend very quickly that stuff get out of hand or grow to a much too big monster. Facing sometthing similar right now as well... Helicopters are very unique when it comes to their combat behaviour. Its really hard to force them to do something after detecting enemy(s) ( 50% ) chance they do or not do what told them by scripts. So far i do not use any landing position to force the helicopter to land at from my experiance its best to let the helicopter choose where to land this prevents the helicopter to land too close to trees or any other object he could collide with but this also sometimes will make it to land very close to their enemy(s). Can't really say how it will all end but since some weeks i once again started from scratch. Don't really like this lazy slow A.I. movement i prefer some hunting A.I. just like back in O.F.P. times.
  14. Thanks! Sorry i don't really get what you mean with the waypoints? You mean to not use the T.C.L. A.I. movement system if A.I. has any usermade waypoints? I.d.l.e. stuff? There is not too much I.d.l.e. stuff building garrison and area observation only. B.t.w. Did you have any chance to test the Headless Client stuff? Does it work? No problem i will try to explain it a bit more detailed. If you use it script based there is no Addon / Mod requirement but the TCL Sound F.X. and TCL Explosion F.X. feature(s) will be disabled for every client without @TCL installed becouse those feature(s) require the TCL_Sound.pbo. If someone joins your script based mission with @TCL installed those features will be available for this person because he has loaded the @TCL ( TCL_Sound.pbo ). Long story short... If you host a script based T.C.L. mission and someone connect to it with @TCL installed all features will be available for this person ( client ). If another person connect to the mission without @TCL installed the TCL Sound F.X. and T.C.L. Explosion F.X. feature(s) will be disabled for this person ( client ). In multiplayer 97% - 99% ( all A.I. stuff ) is Server / Dedicated side only. The rest 1% - 3% in multiplayer is client side only which mainly includes the TCL Sound F.X. and TCL Explosion F.X. stuff.
  15. Thanks tyreyalv! Glad to hear you enjoy it. No sorry there is nothing like this. If you like to play missions as they are ( without editing them ) there is no way to add special behaviour(s) to any specific A.I. unit(s) / group(s). If you are able to edit the mission(s) you could use: A.I. group composition field: this setVariable ["TCL_Freeze", True]; To exclude specific A.I. group(s) from the main A.I. movement system. Hope this is what you are looking for? Hi anfo, nope even with the script based version settings from the UserConfig folder will be used. The script based version of T.C.L. was made to allow clients to join a game without any AddOns ( @TCL ) requirement. If client(s) without @TCL and UserConfig > TCL folder join a script based T.C.L. mission they will use / load the default T.C.L. database settings. However writing the settings directly in the Init.sqf of the mission(s) will make sure every connected client use the same settings. All settings are stored in the TCL_System > TCL > TCL_Database folder those are the default setting which are used if nothing else was set by UserConfig or Init.sqf. As soon as you define any of the setting array(s) in the Init.sqf given setting from the TCL_Database folder will be skipped because it already was found / created in the Init.sqf. In the example above the TCL_Debug setting array was created in the Init.sqf which will make the mod skip loading the TCL_System > TCL_Database > TCL_Debug.sqf setting file. I know very confusing stuff...
  16. Hey AirShark! Oh i'm sorry for that. Really wasn't in my mind to do so... Well you can change the "Tracking" behaviour to make A.I. loose their enemy position knowledge almost after loosing LOS. UserConfig > TCL > TCL_IQ.sqf // ============================================================== // T.C.L. A.I. I.Q. Knowledge: ( Duration ) // ============================================================== // Choose value of how fast A.I. group(s) should loose knowledge about their enemy(s) after loosing line of sight. // Note: 0 = Very fast / 7 = Very slow // Description: If this value was set to 0 A.I. group(s) without line of sight to their enemy(s) will almost instantly loose all their enemy(s) knowledge and enemy(s) position accuracy. // 0 - 7, default is 3 TCL_IQ set [2, 0]; Change 3 to 0 and the tracking should be gone or at least pretty much minimized to 10 - 15 seconds. Personally i like the way of giving A.I. the chance to hunt you down for quite some time. All previouse A.I. mods ( GL2 / GL2 Plus / GL3 / GL4 ) they had 3 - 4 times more aggressive tracking behaviour because we did not have the commands to make A.I. forget about their enemy(s). Yes A.I. and rocks / mountains... This really is damn anoying... If A.I. have to move through any of those areas they are sometimes unable to calculate / re-calculate their movement path to get around rocks / mountains and in this case just keep standing where ever they are not moving anymore. This is something i already wasted too much time with just to find out there is no proper solution for this or at least not in every single situation. Well hope the T.C.L. A.I. I.Q. Knowledge: ( Duration ) setting change will help you to get rid of the PTSDs.
  17. Well the way of how it works right now is that A.I. which use static weapons has a random chance to dismount their static weapon as soon as enemy LOS is lost. This may will be changed because chance of A.I. is losing LOS is pretty high. When it comes to mortars there are some more conditions which will be checked. A.I. which use mortars will dismount if they are not able to shoot ( enemy too close / too far away ) or if any friendly A.I. is within their firing range. Hi Anfo. Yes by default player(s) are allowed to suppress A.I. only however if you set any A.I. playable it will be able to use it as well.
  18. You're welcome. Well in this case you would need to create the trigger befor starting the mission. Another way would be to increase the A.I. spawn initialize time ( UserConfig > TCL > TCL_System.sqf ) which will give you more time to disable the A.I. by using it's init. This will give you 30 seconds befor A.I. will be initialized by T.C.L. // ------------------------------------------------------------ // T.C.L. A.I. Spawn: ( Delay ) // ------------------------------------------------------------ // Choose if initialize of spawned A.I. unit(s) A.I. group(s) and vehicle(s) should be delayed. // 0 - 50, default is 0 seconds TCL_System set [8, 30]; In the init of the A.I. write: (group this) setVariable ["TCL_Disabled", True];
  19. Only thing you could do is to disable the HVT from using any T.C.L. feature(s). For example: Create a trigger 100 X 100. In the text field of the trigger write TCL_Disabled. Every A.I. created within the trigger area will be disabled automatically. Hey Machiya! Well spawn A.I. initialize delay can be set in UserConfig > TCL_System.sqf. ( Default is 0 ) I also included the side ( EAST / WEST / RESISTANCE ) initialize. But yes when it comes to Zeus that's pretty much most of what i did so far. Hello! Thanks for your feedback. Are you sure you did it right? Did you remove the "//" in front of the setting(s) ( variable ) and set it to False? Yes have been noticed about this A.I. static animation behaviour. Last time i tryed it everything works as expected but i will test again. Don't worry it's fine. Your own soldiers? You mean you are the leader of an A.I. group. If that's the case T.C.L. does not affect A.I. lead by player(s). About compatibility. It should but i don't know... Never tested it. Just give it a try and see what happends.
  20. It will use the A.I. unit(s) default skill / sub-skill values which includes editor made changes. So for example if you changed a A.I. unit skill / sub-skill in the editor from 40% to 50% and by using the default T.C.L. skill divider setting ( 5 ) the A.I. unit skill will end up with something like 53% - 57%. Same goes to all sub-skills.
  21. Sounds like you are using Zeus A.I. right? Well the only way which comes to my mind right now would be to give A.I. group which should say in the building a waypoint right after you created them. This will exclude them from T.C.L. movement system and T.C.L. garrison feature. So theoretically this should be the perfect solution for you but i don't know how the garrison feature of Achilles works so you have to try and find out. Thanks! Thanks! By defaqult A.I. will use the default vanilla A.I. skills slightly increased. You can change how skilled A.I. should be in the settings "UserConfig > TCL > TCL_System.sqf" // ------------------------------------------------------------ // T.C.L. A.I. Skills: ( Divider ) // ------------------------------------------------------------ // Choose A.I. unit(s) skill divider. // Description: 0 = Highly skilled A.I. / 7 = ARMA 3 default skilled A.I. // 0 - 7, default is 5 // TCL_System set [6, 5]; This setting will increase / decrease all available A.I. skills / sub-skills based on A.I.s default skill level. But to answer your question no so far individual skill / sub-skill changes are not possible.
  22. Thanks ISparkle. Yes i discovered this by random chance and very rarely myself as well. I did some tests right now with buildings which have multiple higher levels available including airport towers but so far if A.I. had the chance to reach any higer level of the building they get to ground level safety wihout falling from top of the building. Where exactly did you discover this behaviour? Which kind of building is it? Hi 0Y0. Looks like this is something triggered by the A.I. healing feature. Don't wanna to say it's not the fault of T.C.L. anymore... But i guess you used T.C.L. combined with you mod Project injury reaction? If yes do you by any chance change / modify the A.I. HitPointDamage "hitlegs" value / config in any way? Well i use this value to find out if A.I.s legs are heavily injured which will prevent them from moving properly and in this case allow them to self-heal. The _damage variable returns error which is kind of strange?
  23. Well LOS is a bit tricky as well. There is nothing to exactly tell if A.I. has line of sight the way you may think it would be had to teach it myself the hard way of how to do this as good as possible. LOS can be blocked by any object wall / bush / tree / house other unit(s) which are right in front of the other and in this case their enemy(s) knowledge will stay of course but LOS will return false. The way of how i decide if A.I. should have real knowledge about their enemy(s) is a mix of knowsAbout LOS and A.I. engine based detections. Once A.I. group(s) behaviour was changed to COMBAT they will use it forever. Yes you were right.
  24. Tactical Combat Link - ( TypeX ) v.1.0.31 ( Hotfix ) =================================================== There we go! Script errors should be history now! Download: ( drive.google.com ) Tactical Combat Link - ( TypeX ) v.1.0.31 ( Hotfix )
  25. You're welcome. Those script errors are really strange... Did they appear right from the start or later? Edit: Damn it... Found what caused the 2. script errors... Thanks for the report! Guess i found all of them... That's what i call a successful properly working release... Will fix them and re-upload... Well knowsAbout command is kind of useless for this task. Most of the time there will be no 0.x values and if maybe for 5 - 10 seconds max. depending on visibility and distance A.I. has to its enemy(s). Most of the time A.I. get 1 - 1.5 knowledge and even this will rise to 3 and 4 within seconds.
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