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Everything posted by snkman
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a.i. Tactical Combat Link - TypeX
snkman replied to snkman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
@oldy41 + AirShark Thanks for your feedback oldy. Well to me it sounds like somehow this BRDM2 kind of return no gunner position? With T.C.L. i check each vehicle position ( Driver / Gunner / Commander / Cargo ). If vehicle(s) are armed, have ammunition and are able to drive the Driver + Gunner ( Commander if any ) will stay in the vehicle and the cargo unit(s) ( if any ) will disembark only. I will test it with R.H.S. just to see what's going on and if there is an easy way to fix it but if it's some kind of config problem... Just as i said... With vanilla it all works fine. -
a.i. Tactical Combat Link - TypeX
snkman replied to snkman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Well i just told you my personal point of view of how i see it and what i experienced during all my time with O.F.P. / ARMA series. May you got something wrong... It wasn't my attempt to fool you chrisb! Guess every one has its own way of how to enjoy/play ARMA or what to do with it and how to use it. At the end that's all what it's all about! Right? Enjoy the game enjoy what ever and how ever you do it. -
a.i. Tactical Combat Link - TypeX
snkman replied to snkman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Okay did some tests... Tank vs APC APC vs APC ZSU and AWC 302 ( AA ) vs A-164 Wipeout Tank vs Tank multiple times... All worked as it should? Crew ( Driver + Gunner ) disembarked their vehicle(s) just right befor the deadly hit. I was able to shoot their vehicle(s) till 1 hit left to destroy them and which made them leave their vehicle which seems okay to me to not stay in the vehicle and explode with them. I tested it with vanilla... Nothing else besides T.C.L. Maybe something wrong with R.H.S.? Idk... Okay i get your point but this does not reflect the game as is normal. Just like testing A.I. without enemy. If you really like to have a full realistic and authentic example you always should use the game as its played normally. I tell you something from my older modding days... Back in the days guess it was in GL3 times i had almost the same idea you had... Writing my scripts by using a game logic as enemy ( which will never be a real enemy to any side ) just to save some time with making A.I. aware of any enemy and doing the same procedure all over and over again because they killed each other... Well i spend some days writing my scripts testing them and they all workd perfectly! A.I. did exactly what they sould do! Guess what happend after i tested those scripts with some real A.I. enemy(s)? Almost nothing... The way of how the scripts / A.I. behave with real A.I. enemy(s) were totally different. After this i never ever wrote any script without having A.I. in a real combat situation. I see what you are trying to show there but just as i said... If you like to have a full authentic example do it by using the game as it is normally. Bet if i would remove all rocks and bushes from A3 Malden my A.I. stuck / refuse to move problem would be already solved!!! Please don't get me wrong chrisb!!! I'm just telling you this from my own experience and what i've learnd during all my year's of ARMA A.I. modding. -
a.i. Tactical Combat Link - TypeX
snkman replied to snkman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Well if that's the case i totally agree with you. But this should be some A.I. engine related behaviour... T.C.L. does never unassign A.I. unit(s) from armed vehicle(s) at least not if there is a driver and gunner in the armed vehicle. Armed vehicle(s) which have A.I. unit(s) in cargo position will unassign them but driver, gunner and commander ( if available ) will stay inside the vehicle. Guess so far i did not test the scenario you described but i will defenetly do and see what i can do if there is a easy way to prevent this behaviour. Well T.C.L. A.I. unit(s) / group(s) by default have a 50% chance to use "AWARE" or "COMBAT" behaviour. This will give you a good mix of fast moving A.I. which use less cover and move much faster and some A.I. group(s) which will move slower by using cover and up/down stance. From what i can say! A.I. unit(s) which always only use "COMBAT" behaviour ( as is in vanilla ) are not very dangerouse in distance combat situations because they need very long to get to their enemy position and you can escape them very easily. If you run straight 500 meters A.I. which use behaviour "COMBAT" and within the same time may made 100 - 200 meters so they never will be able to catch up with you. I'm swirching A.I. unit(s) which lost enemy contact and which are more than 300 - 500 meters away from their target position to "AWARE" behaviour and after reaching their target position back to what behaviour they used befor. Thing is... behaviour "COMBAT" will be used as long as A.I. has any knowledge ( which most of the time will be 3 - 5 minutes ) of any enemy even if their enemy already is far far away which means A.I. unit(s) will use cover and do up/down stance even if there is no real threat nearby... This mainly was why i was waiting for this command since A2 and which really made me loose my intrest of A.I. modding back in the days. Its pretty much useless and a waste of time to try modding A.I. which in the end will follow their hardcoded behaviour and ignore almost everything which was told them by the mod. Well guess you really can't compare A2 A.I. with A3 A.I. Just look at the map... It's totally empty... + A.I. "COMBAT" behaviour movement in A3 is much more different to what seen in your video. In A3 they always go prone > middle > up which really slow A.I. movement down a lot + in A3 there are WAY more objects which A.I. use for cover so they will be in cover almost every 10 sec. and most of the time stay there for another 10 sec. which of course isn't too bad but in some scenarios it makes them kind of stick to their position even if they should advance. Guess i can tell A.I. modding has become harder with each ARMA title because B.I.S. added a lot of stuff to the A.I. which of course is very nice if you play the game without any mods. But from a modders point of view it made things much more complicated because you have to know and respect much more things which A.I. do ( behave ) what they did not do in the previouse ARMA title. You kind of always have to start from scratch if you like to do it serious... Also i can speak from myself and from my own modding time... The more things you add the more problems may will be pop up this could be seen for coding / programming in general. To me personal O.F.P. A.I. will always be my #1!!! Compared to todays A3 A.I. they were pretty basic and simple programmed but they almost every time did exactly what they was supposed to do! Exactly! That's what it's all about! Would have NEVER EVER touched any ARMA A.I. mod without them! That's for sure! Okay so i will test this right after i'm done with writing. -
a.i. Tactical Combat Link - TypeX
snkman replied to snkman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Well depends on what you understand by working well. GL5 is a port of GL4 where as far as i can tell no code has been changed / modified to make it work properly in ARMA 3. Im not talking about class name changes and stuff like that i'm talking about the pure system code. Guess the main purpose was to just port it. To make A.I. work ( move ) half way properly you have to use some disableAI commands which wasn't available right from the beginning of ARMA 3. If you don't use them A.I. unit(s) kind of refuse to move very often. Also those commands was one of the reasons why i came back to modding. Waited for them since A2 where B.I.S. started to make A.I. modding kind of hard by using their hardcoded A.I. "COMBAT" behaviour. Example: By default ( vanilla ) A.I. group(s) as soon as they have an enemy they will switch to behaviour "COMBAT" automatically which is fine. But in some cases you like to make them use "AWARE" instead of "COMBAT" behaviour to make them move faster by not using UP > DOWN stance all over the time or by not using B.I.S. micro A.I. cover usage. The only way to switch A.I. group(s) with enemy contact back to "AWARE" behaviour is by using the disableAI "AUTOCOMBAT" command. The same distance lets say 500 meters with behaviour "COMBAT" takes A.I. group(s) around 1 - 2 minutes while "AWARE" A.I. group(s) need half the time. They kind of rush to their enemy which sometimes could be pretty good especially during a hunt situation. This is just 1 example out of many! Guess from a players point of view it may looks good but if you debug / spectate A.I. movement in almost every kind areas, locations, environments and distances with enemy without enemy by using diffrent behaviour and combat modes you will pretty fast see whats going on and where the problems at. I'm still fighting with A.I. movement ( right now ) but i can tell without those commands it would be much much worse!!! To figure out what exactly to disable ( what caused the problems ) took me months i guess... -
a.i. Tactical Combat Link - TypeX
snkman replied to snkman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Well the way of how it works so far should support any type of weapon vanilla and modded. 1. A.I. unit(s) which run low on magazines ( primary weapon ) will search for any dead unit(s) nearby which have the same magazine type they need and take them. 2. If no dead unit(s) with the same magazine type are nearby A.I. unit(s) will search for any object ( vehicles ) nearby to rearm. 3. If none of the above was found A.I. unit(s) will search for any dead unit nearby and take its weapon + magazines. This means you may will see WEST unit(s) using EAST or RESISTANCE weapon(s) and vice versa. So there should be NO class limitations. Well this is a pretty simple feature... A.I. unit(s) which are unable to walk or badly injured will use their first aid kit. If they are out of first aid kits and a medic is in their group they will call the medic to support them. Thats it... True... There are some features which are not listed in the UserConfig yet! But next update will have almost all of them available. -
a.i. Tactical Combat Link - TypeX
snkman replied to snkman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Umm... Not porting really... Guess i can tell creating things from scratch most of the time makes it much more efficient. Also guess i can say that when it comes to coding my knowledge and understandings from GL4 to now has been very improved which is why i don't like to use some old stuff even if it was written by myself. But yes you are right some ideas of GL4 are pretty nice. The new feature(s) i'm working on right now are: A.I. Flanking ( Highly Enhanced ) A.I. Rearm A.I. Heal / A.I. Medic Support A.I. Surrender ( Guess will not be in the next version because right now it's kind of very early alpha stage ) A.I. Advancing and A.I. Suppression already is in the mod since 1. release. -
a.i. Tactical Combat Link - TypeX
snkman replied to snkman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Well there should be no problem with C.B.A. since T.C.L. use its own "Init" Event Handler. -
ai compilation AI Facts & Myths Compilation List
snkman replied to Gunter Severloh's topic in ARMA 3 - GENERAL
Really??? Fool me!!! I wasn't aware there is something like this available... So AMAZING!!! Many thanks lex__1 guess i will spend next few days in ARMA 3 Development branch. Learning new things almost every single day... -
a.i. Tactical Combat Link - TypeX
snkman replied to snkman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
@fycj True... It really would be time for it... But i choosed to add some new features which mainly delayed the next version. Still have to do much more testing and stuff but maybe i will be able to release some kind of W.I.P. build within this week. -
AIs can walk through walls, concrete objects
snkman replied to pierremgi's topic in ARMA 3 - TROUBLESHOOTING
Malden > Feas there are 3 buildings ( ruines ) where A.I. almost every time enter/exit the building through the wall. Another much more frustrating thing: A.I. especially on Malden walk straight into mountains just to get stuck inside them... Mountains on Malden are all hollow so guess A.I. don't really recognize there is a mountain right ahead of them and their path planning simply leads them straight into it. -
ai compilation AI Facts & Myths Compilation List
snkman replied to Gunter Severloh's topic in ARMA 3 - GENERAL
A.I. knowledge will stay up for about 3 - 5 minutes no matter what! forgetTarget command will make them forget about their enemy instantely. Only way to make A.I. drop their enemy knowledge faster/instantly without scripting is to go very far away from them ( teleporting ) to another position which is further away from them as the set viewdistance. This is exactly the reason why i explained the targetKnowledge command few posts above which will give much more realistic and precise values to work with. B.t.w.: If you destroy a enemy vehicle A.I. unit(s) friedly to the destroyed vehicle will get knowledge about the unit which destroyed it as well even if they are miles away. None manned vehicles 0.1 and manned vehicles 1.5 knowledge. Same goes to artillery and mortar. Even without LOS to the artillery / mortar unit / vehicle A.I. enemy to the firing vehicle will get knowledge about it if within the audible range. -
ai compilation AI Facts & Myths Compilation List
snkman replied to Gunter Severloh's topic in ARMA 3 - GENERAL
Just to add some more information on what Grumpy Old Man already said. We have this nice and very powerful command called targetKnowledge which will return a lot of very usefull informations. But the 2 best returned values are: I'm using this command very often since quite a while because of it's very detailed and precise informations on what exactly A.I. unit(s) knows about their enemy. The "last time the target was seen by the unit" value does exactly what its supposed to do. As long as A.I. unit(s) have any kind of visible contact to their enemy it will return the time the A.I. unit(s) were able to see their enemy. As soon as their enemy get behind any kind of cover ( vegetation / building / vehicle ) what ever cuts the LOS it will stay at exactly the same time their enemy were spotted the last time. So yes after using this command and monitoring what it returns guess i can clearly say that any kind of object is able to cut LOS. TRUE for Snipers only. -
camouflage [RELEASE] DynamicCamo Script
snkman replied to The Real Bunc's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Well guess ARMA A.I. engine will trigger as soon as enemy side fired its weapon maybe by using some commands like getFriend which will clearly tell if 1 side is enemy or friendly to the other. This also could be used by what i explained down below to make for example A.I. unit(s) react to enemy gunfire only. Well this is bit of an illusion... The way i do it is by adding the Event Handlers "FiredMan" to the unit(s) which fired weapon(s) should be detected / heared. This E.H. will trigger every time the unit where it was assigned to fired its weapon(s). Next you have to check all unit(s) and which are within a specific defined range to the E.H. unit. All unit(s) within the defined range will be able to react to the fired shots. Of course this can be made much more complex by checking different weapon types, ammo, magazines, sides, enemy, friendly and so on... You will be able to detect / filter almost everything with it by using the right conditions. -
ai compilation AI Facts & Myths Compilation List
snkman replied to Gunter Severloh's topic in ARMA 3 - GENERAL
Well to me it pretty much looks like A.I. detection is doing exactly what it is supposed to do given on the situation at least as good as possible. True targetKnowledge is by far more usable. Anyway... THX for testing Grumpy. TRUE A.I. will stick to their assigned vehicle role even if the driver of the vehicle was killed. TRUE Pretty rarely but they do. TRUE At least fog will pretty much reduce / affect A.I. unit(s) enemy knowledge and visibillity. -
ai compilation AI Facts & Myths Compilation List
snkman replied to Gunter Severloh's topic in ARMA 3 - GENERAL
They can! He was walking very slow + crouching at the end which will pretty much lower all movement noise. Same situation with normal movement would have made A.I. aware of him if within 10 - 15 meters to the A.I. unit. -
a.i. Tactical Combat Link - TypeX
snkman replied to snkman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Sure. You could first try to lower A.I. flare using chance and see how it works for you. Go to: UserConfig > TCL > TCL_Feature.sqf Look for: // ------------------------------------------------------------ // T.C.L. Flare: ( Chance ) // ------------------------------------------------------------ // 0 - 100, default is 50% // TCL_Feature set [8, 50]; Remove the // to activate the setting and change the value ( chance ) from 50 ( 50% ) to 5 ( 5% ). // ------------------------------------------------------------ // T.C.L. Flare: ( Chance ) // ------------------------------------------------------------ // 0 - 100, default is 50% TCL_Feature set [8, 5]; If A.I. after this change still is using flares too much for your needs just set the value ( chance ) to 0 ( 0% ) to disable it. -
bug AI not moving when FSM is disabled
snkman replied to Flash-Ranger's topic in ARMA 3 - MISSION EDITING & SCRIPTING
@JB47394 Yes thats right sometimes it really helps to just make them move 5 - 10 meters to another position and they will continue moving again... Really really strange... Guess map surface / structure / development could be guilty as well!? Most of the time i'm on Malden which has lot of flat empty areas and many rocky areas as well. A.I. movement in flat and empty areas almost works flawless most of the time! As soon as they move to rocky / mountain areas they start getting stuck / refuse to move. Maybe A.I. path finding is not optimized for those areas? @pierremgi May this could help you: Link- 15 replies
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True! Pretty much the same here. O.F.P. was a life changer to me! I totally underestand companys have to try different stuff to see how it works out. Best example is DayZ. I really like DayZ even if i don't like all this zombie stuff but enfusion engine with all the nice lighting and environment in general is just pretty damn nice! Still hoping for an official B.I.S. Everon map just like they did with Malden! Have been away from ARMA for quite some years but Malden really was one of the things which brought me back to the game. I never use vanilla OPFOR unit(s) because to me they all look very strange with all their hoses and breathing stuff ( or what ever it should be ) on their gear... So yes it is true guess most of the "old" O.F.P. community members would prefer to see B.I.S. continue what they started back in 2001. But well... It is what it is... Malden and Eden to me thats all i need to enjoy the game!
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bug AI not moving when FSM is disabled
snkman replied to Flash-Ranger's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Oh wow! Look's like we are messing around with exactly the same problem! Well A.I. movement in general is kind of strange sometimes... I created a test mission with multiple radio triggers which allowed me to on the fly switch / toggle between diffrent move commands and positions with and without enemy(s) diffrent behaviours and formations all this kind of stuff... But still i'm not sure what exactly leads to A.I. not moving sometimes... Looks like environment is a big point! Mountain / Rocky areas are a mess... A.I. really is not able to properly move through those areas... Somehow they always manage to mess up their formation... Most of the time you can get them back to continue moving by using: {_x doMove (getPos _x) } count (units _group); or (units _group) doFollow (leader _group); which i think will make them kind of clean up their formation and continue moving again. But just as you already noticed sometimes they stop moving in the middle of nowhere in flat empty areas... Yes that's really true! Disable A.I. unit(s) "FSM" makes them skip all B.I.S. hardcoded micro A.I. cover search behaviour which leads to much faster A.I. movement in general. About the A.I. not moving problem: Guess if you use _unit disableAI "FSM" somehow makes given A.I. unit(s) stuck at some point of the FSM file which leads to A.I. not moving. You can disable all A.I. unit(s) "FSM" once at start and keep them disabled all the time to prevent A.I. stop moving. Switching it on and off will mess things up! A.I. AWARE vs COMBAT behaviour: A.I. group(s) which use AWARE behaviour will move almost exactly the same as A.I. group(s) with disabled "FSM". Guess you already found a way of how to get them to AWARE even if in combat. {_x disableAI "AUTOCOMBAT"} count (units _group); _group setBehaviour "AWARE"; "AUTOCOMBAT" has to be disabled to change A.I. group(s) behaviour to AWARE during combat!- 15 replies
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a.i. Tactical Combat Link - TypeX
snkman replied to snkman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
So we are talking about Zeus here? Guess with "Player controlled elements" he means playable A.I. unit(s)? Well group type(s) should be used on group(s) only and not single unit(s) of a group if i understand this right? I've already included a A.I. spawn initialize delay which could be pretty handy especially for Zeus users. Right now T.C.L. will initialize spawned / Zeus created A.I. unit(s) / group(s) after 5 seconds. This timer will be changeable to what ever you need it just to get some more time to use / set any of the T.C.L. A.I. group type(s) bevor T.C.L. will start to initialize the A.I. unit(s) / group(s). The T.C.L. error will appear if multiple group type(s) was used on the same A.I. group! E.g.: If you set the same A.I. group to TCL_Hold + TCL_Defend or any other 2 or multiple group type(s) at the same time. I don't think there should be any requirements for Zeus A.I. when it comes to all the T.C.L. group type(s). Guess the way of how i did it so far really should fit pretty well. Zeus A.I. group(s) with waypoint(s) will be fully Zeus controlled so if you like to prevent Zeus A.I. from moving just give them a waypoint and thats it. If you delete the waypoint(s) A.I. group(s) movement will be controlled by T.C.L. again. So every time you give Zeus A.I. waypoint(s) will switch them to be Zeus controlled movement and no waypoint(s) = T.C.L. controlled movement. -
a.i. Tactical Combat Link - TypeX
snkman replied to snkman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Well guess it's not too obvious. If i remember correctly there is a bug with A.I. artillery support in the latest version ( v.1.0.21 ) which results in a script error. Normally you set up A.I. artillery support by simply using any kind of crewed artillery vehicle / mortar in the mission. -
a.i. Tactical Combat Link - TypeX
snkman replied to snkman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Yes you are right! A.I. Skill calculations are wrong which result in pretty low A.I. skills. Right now there is no value to change only thing you can do to solve it is to disable the A.I. skill feature: UserConfig > TCL > TCL_System.sqf // ------------------------------------------------------------ // T.C.L. Skills: ( System ) // ------------------------------------------------------------ // Choose if A.I. unit(s) should use advanced skills. // True / False, default is True TCL_System set [4, False]; Thanks for the hint AirShark! -
a.i. Tactical Combat Link - TypeX
snkman replied to snkman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
@ZackTactical34 True A.I. developement really is hell of fun! Too bad many games of today are focused on PvP only! Its really hard to find a game which at least is kind of moddable like ARMA. @AirShark I don't know... -
a.i. Tactical Combat Link - TypeX
snkman replied to snkman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
@chrisb Yes you are right! I did not really remove it B.I.S. simply removed / disable the scripting command to make A.I. find cover in ARMA 2. Sure they will! Even A.I.s are just human. No seriously... I'm really trying to make them as much tacticall and make them behave and react as best as possible.