VictorFarbau
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Everything posted by VictorFarbau
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A concept to en/disable VFAI per unit is on my agenda as well. Haven't worked with the config commands yet. Guess this will be fun and games again given the sparse documentation in the Wiki. VictorFarbau
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Waaaahhhhhh! I had it working in all tests, so I wonder. I will fix this once and for all in the next update.
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Btw - I believe you still need to "stop" a unit if you want them to stay where they are. In case any order such as this is issued they will not move away. This limitation is inherent to the whole addon logic; units will need to use time when no commands are issued to get equipment. After that they will "return to formation". This is a kind of tradeoff - if I wouldn't do so you would "lose" your units when moving. They would pick stuff here and there but stay there until you manually ask them to return to formation. This can get really ugly when you don't pay attention. So the current behaviour is the best compromise I could find. If any orders are given they will be followed. But once locations are reached, equipment is needed and bodys are lying around you won't be able to stop'em, like little kids Next on the agenda is an improvement to detect foreign weapons and ammo (3rd party addons) and handle them correctly, Cheers, VictorFarbau
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Bugs resolved, updated to version 1.5. Details on the front page as usual. I hope I am approaching the final state with this update. VictorFarbau
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Current bugs: 1. "Unit always returns" bug as described above 2. Units taking launcher weapons loosing their machine guns Two things so far to fix for the next release. Regards, VictorFarbau
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New revision V1.4 and new video uploaded. See 1st post as usual. VictorFarbau
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The problem is this (quote readme): Since 3rd party addons often add their own weapon and ammo class names Equipment.AI won't know about them, henceforward the units will drop these unknown weapons rightaway. In theory there's no big issue adding custom class names to the script but I haven't spent time on running after all these. This is sth for the future. Regards, VictorFarbau
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2 bugs confirmed, thanks folks! Bug 1 causes a wrong ammo count when "Strela" is selected (hence dropping the weapon), bug 2 will prevent the unit from taking OPFOR RPGs. Both bugs will be corrected tomorrow, a new revision will be released and uploaded. Keep your eyes open, bug reports always welcome Cheers, VictorFarbau
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@Legislator: it is the same indeed, sorry for the confusion. I have updated the original post now in case anybody linked this for updates. @snoops: Units will drop Equipment if no suitable ammo is found. It was an tough choice whether to implement this. I didn't want to see units running around with useless LAWs when no ammo is present. Rather steal a LAW or RPG including ammo from a unit when there's one present. I guess I will introduce paramters again to control some features of this extension. Nonetheless I have seen equipment lying around in awkward places (including ammo). I suspect something is wrong with the human player detection - the script should not run at all but seems to malfunction at times. Will look into this. Regards, VictorFarbau
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Topic discontinued - pleaser refer to this link for any updates to Equipment.AI: VFAI (Equipment.AI) WIP status of Equipment.AI is v0.8 I wanted to extend the capabilities of the AI particularly in regards to their ability to support themselves with weapons and ammo. I never liked it that my men became sitting ducks in the midst of battle only because they ran out of ammo or grenades at some point. Equipment AI will allow units to scan their immediate environment for bodys and their equipment. If a unit goes below certain ammo levels it will try to snitch a magazine, a grenade or smokebomb here and there. If the unit looses its weapon or does not find ammo in a given time the unit will focus on getting a new weapon as quick as possible. The script will ultimately be put into an addon to be more convenient to use. Limitations: Currently AI will only be able to handle standard Arma weapons. Unknown weapon and ammo types (read: addons) will result in AI trying to exchange them for any known type at first opportunity. If there is no opportunity then units will keep their unidentified weapon. YouTube example here: VF Equipment.AI Will be released soon as 1.0. More work on this to come soon after. Regards, VictorFarbau
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Addon updated to V1.3 - the (almost) final version. All details in 1st post as usual. Revisions ========= 1.0 Initial release 1.1 Corrected MP bug, increased scan range, improved speed, added "Smokeshell" version 1.2 Included secondary weapons (M136, RPG, Stinger, Strela, Javelin) 1.3 Included pistols (M9 and Makarov class) Resolved bugs ======================= - Unit stays mounted in vehicles - Units respects move and stop commands Improvements: =========== - AI script less aggressive and interfering
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What the heck - I was just about to release the final version and now this. But ok, if removing the required addons declaration doesn't break the functionality - fine with me. Thanks, VictorFarbau
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Hello, Yes, that's inherent to the addon up until now. AI will search their surroundings and act accordingly. I will refine the addon in that respect. Now THAT should not happen, there's a mount detection and in my testing it worked. Whenever a unit is mounted the script will be paused. Will test. Ehrm, wrong number I don't have such a script in my addon. Sounds like a simple syntax error though. Regards, VictorFarbau
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DL Link and information updated in first post. Included launchers now. Regards, Victor Farbau Revisions ======= 1.0 Initial release 1.1 Corrected MP bug, increased scan range, improved speed, added "Smokeshell" version 1.2 Included secondary weapons (M136, RPG, Stinger, Strela, Javelin)
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This one will be hard to avoid. During first use the "viewblock" object from the addon will be created. But the mission won't know about this addon and will complain about the "surprise". Nothing serious but a cosmetic bug, one solution would be to add "dmsmokeeffects" to the list of addons of your mission.sqm such as this: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> addOns[]= { "lots of other addons", "dmsmokeeffects" } So I did and the message went away. Cheers, VictorFarbau
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I'll PM you about that. VictorFarbau
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I forgot to ask (setting up our server now): are you using createvehicleLocal to create the viewblocks? In other words: do you need to run the addon on the server or on each client instead? Thanks, VictorFarbau
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I saw the potential - so who am I to stop you from creating a legendary Arma addon? Â Glad you found the time and energy to finalize it. Really great. Regards, VictorFarbau
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Agree, my VFAI project enables units to steal weapons and ammo if needed. The smokeshell script is merely a sideproduct. Main focus of work will still be improvements of the above. See ya, VictorFarbau
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Thanks for the release. I'll soon be testing this in MP About your suggestions to modify the smokeshell usage within the VFAI addon. I will play with different behaviours to observe "real life" situations. Right now I only wanted AI to throw smoke when it gets tough (being hit) and not as a precaution whenever under fire. Not only would this disrupt a lot of firefights but AI would also run out of SmokeShells very quickly in a urban combat environment. Imagine the frequent situational changes you experience there. I fear you would see a lot of smoke very quickly and then no smoke at all anymore. Cheers, VictorFarbau
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Now that's what I'm talking about That motivates me to start working again on my Equipment.AI + SmokeShell. My AI is using Smokeshells quite heavily but so far only us poor humans are being blinded by it. Looking forward! Regards, VictorFarbau
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Looking at it I love it. The shape seems to perfectly fit the smoke trail. Any more issues with it? (release release ). Alternatively you could start a "Hindenburg" mod with this thing Regards, VictorFarbau
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Go for it DMarkwick. Be assured you'll find some critical testers VictorFarbau
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DMarkwick, I am continuing to think out loud. Wind is a x,y,z array. To test you could just use random sensible values through time. The shape could also be a torus - that way you automatically always have a viewblock depending where you stand. On the edges you'll be able to see through to the outside; more in the middle you won't. Wind directions will need to influence the shape though, that is the tougher part. Strong winds will cause the particles to drift further and the viewblock will need to stretch out, no wind will require a simple pillar. On the bright side you could easily use different viewblock objects that match the necessary shape best - it's not timecritical. You could delete one and place another one when needed. Cheers, VictorFarbau
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<leaning back with a smile> NICE! Only thing to be tuned -as you mentioned already- is the shape and wind direction influence. I was thinking... would it be easiest to define a bar type shape of that size and "fix" the axis to the spot where the smokeshell exploded. Depending on wind directions you could rotate that object easily with it. VictorFarbau