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VictorFarbau

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Everything posted by VictorFarbau

  1. VictorFarbau

    VF Ladder Addon

    @MadMike, I need to patch 1 or 2 things anyway and with the next release I will include a server key. Regards, VictorFarbau
  2. VictorFarbau

    VF Ladder Addon

    @Old Bear, Foxhound Thank you for hosting this on your sites! Your service to the community is always appreciated. VictorFarbau
  3. VictorFarbau

    VF Ladder Addon

    No kidding :) ACE, ropes and all that is about realism. This addon is strictly about gameplay and how to improve it. Carrying a bunch of long ladders in your pocket is as realistic as running around in a whole city of fake buildings - we could say they share the same denominator. Then again, I personally don't mind ropes as an alternative; this is maybe something for a future build (ACE detection -> rope addon usage). VictorFarbau
  4. VictorFarbau

    VF Ladder Addon

    If you prefer your script then feel free to use the code by all means. VictorFarbau
  5. VictorFarbau

    VF Ladder Addon

    Wonderful Assala Yusef and then Dominique Hourani are both performing "Al Khashooqa". Music of the world; today lebanese pop was on the menu. VictorFarbau
  6. I confirm the counterproductive HT behaviour. I recently did some tests with my new i7-860 and found that disabling HT in the BIOS often leads to better performance in application and games but specifically in Arma 2. I got 47 and 19 fps in Arma Benchmarks 1 and 2 respectively with an awful stuttering during gameplay with HT set to ON. After disabling HT I get 53/22 and no stuttering whatsoever. That makes all the difference for me; especially since I run the game in 1920x1080. Core i7 860@3.6ghz, HD5850, 4GB RAM. VictorFarbau
  7. VictorFarbau

    VFAI - AI Extension - ARMA II

    Updated VFAI to build 019. Addressed some points, others still need some work. See the change log for the updates in this build. Regards, VictorFarbau
  8. VictorFarbau

    VFAI - AI Extension - ARMA II

    The following items are on the list for the next build: Userconfig option whether or not to take handgun type weapons Smokeshell - refinement of situational awareness (see comment) Taking launchers only when related ammo is also available Comment: tricky business specially in MP since the engine updates about dead/non-existing objects in irregular intervals. A unit could potentially wait 30-60 seconds just to check whether the shooter is still alive. We'll see what can be done there. Regards, VictorFarbau
  9. VictorFarbau

    VFAI - AI Extension - ARMA II

    No mod conflict. If hit the victim is supposed to look at the object that fired the shot. Looking in the skies means the identified object by the "hit" eventhandler was NIL (non existent). I do intercept this in the code already but sometimes there seems to be a glitch still. I'll try to provoke this at times to intercept that special situation as well. Cheers, VictorFarbau
  10. VictorFarbau

    Caterpillar D7 Series

    I always like "special" addons like this one - thanks! :) VictorFarbau
  11. VictorFarbau

    VFAI - AI Extension - ARMA II

    @AnimalMother92 - is this happening during MP or also in SP games? @zGuba - 1st time I saw this EH I immediatly wanted to change SmokeShell.AI. But then I had to reconsider: units would be running out of smoke shells way too quickly. Had to find a rationale when AI really needs to cover their butt urgently. Only reliable reason coming to my mind was when hit - not just being shot at. @Kroky - good idea but tricky to implement for various reasons. However, when it's coding time again I'll definitely do some concept work on this. Cheers, VictorFarbau
  12. VictorFarbau

    VFAI - AI Extension - ARMA II

    Updated 1st post with the new revision. Primary objective in this release was to restore functionality and ease of use. I have split the code into a simplified and a complex path. For now I am pursuing the simplified path to focus on speed and better compatibility to things such as ACE and other mods. Development to be continued. Before updating please remove all old VFAI files from your addon folder. The Control Panel addon is obsoleted as of this revision - it never worked so well in Arma II anyway. Cheers, VictorFarbau
  13. VictorFarbau

    VFAI - AI Extension - ARMA II

    This control panel is really a pain in the butt. I am not happy with it either. I am currently working on an improved and optmized version of VFAI where I will use a userconfig file instead. @dondaddah, hold on for the next release. If you then still observe the same behaviour please let me know in a PM; we'll get to the bottom of this. Cheers, VictorFarbau
  14. VictorFarbau

    VFAI - AI Extension - ARMA II

    @Kroky - I think I will either disable the "drop weapons" feature alltogether or at least make it less prominent. I wonder if it has any use after all; especially since it causes odd behaviour when used with non-standard classes such as specific addon weapons. Point for the next update (ETA 2 weeks from now). @dondaddah - I have observed that behaviour myself. Based on what I saw here are my conclusions: 1. No threat: units behave all fine and take weapons. 2. Higher threat level (awareness shows units around): longer response time, frequent prone position sometimes leads to timeouts 3. High threat level (units being shot at): units will stay put even if you script them to go elsewhere. The threat level is being determined by the AI; setting the unit behaviour to "SAFE" or similar won't have any effect. Hence, the override policy would be: Player command -> engine AI command -> script command. Unfortunately situation 3 often coincides with the biggest need for weapons and ammo but then units are tied to the ground and won't react to move commands from scripts. Cheers, VictorFarbau
  15. VictorFarbau

    VFAI - AI Extension - ARMA II

    @nettrucker, let me first go back and so some homework on VFAI. With the next version rolled out I'd be happy to hear about further errors from you. @Kroky, the old and obvious request. Biggest obstacle is that there is still no way to query any kind of external "weaponholder", be it vehicles, the ground or ammoboxes. Even the latest BIS_fnc library seems to be of no help here. Robalo_AS had an idea how to use ammoboxes - not sure the concept would fit into the VFAI loop. Anyway it was an interesting idea and we'll see if it materializes into some "plug-in" of VFAI. Cheers, VictorFarbau PS: After you have read this post, please make way for ACE beta thread again. Thank you ;)
  16. VictorFarbau

    VFAI - AI Extension - ARMA II

    True, it's time VFAI gets a review. Lack of time lately; business requires my attention hence I am lacking the hours to spend on scripting. Anyway, I'll do my best to at least get rid of this error popping up (saw it myself). VictorFarbau
  17. Very interesing Banderas, is there any source to prove this point? Are you saying that all 5.56 caliber is considered surpressed whereas all >= 7.62 is regular no matter what the weapon model or sounds specify in the config? I was never aware of that... Thanks, VictorFarbau
  18. VictorFarbau

    SQL database and Arma 2

    One way to shorten the time waiting for some hacked API would be to look here: http://community.bistudio.com/wiki/Category:Scripting_Commands_ArmA2 Check out those "copyFromClipboard" and "copyToClipboard" commands. They do work fine and it's one way to exchange data between ARMA and windows programs. Cheers, VictorFarbau
  19. VictorFarbau

    Objects that can confuse

    Thanks for the explanation TRexian. I see you've done some interesting research already and I understand the limitations. Good question what would work best to conceal the player most effectively against AI awareness. Scripting has "reveal" and "knowsabout" commands but no "obliviousto" correspondence. This is food for thought indeed. In my view concealment tactics would add a lot more to the game in its current state compared to more weapons, sounds, explosions (even though those surely do increase the fun factor :) ). VictorFarbau
  20. VictorFarbau

    Objects that can confuse

    I meant the DMHide principle, yes. But if you say then the idea to use this as a magic suit might be futile. Nonetheless, I'll take the liberty to play with this a bit some time :) VictorFarbau
  21. VictorFarbau

    Objects that can confuse

    DMarkwick, I believe here your old "DMViewblock" objects could come in handy. I could imagine a concept using a viewblocking object with the size of a soldier. Depending on enemy proximity, camouflage and terrain you could shift the VB object upwards along the soldier's body to cover a certain percentage. In theory this should complicate detection by the AI to a certain extent. Maybe worth experimenting with? VictorFarbau
  22. VictorFarbau

    WarFX Particles

    Awesome, thanks for the update! :) VictorFarbau
  23. VictorFarbau

    VF FPS Saver (VFFPSS)

    Thanks for the tip and sorry. I uploaded the version again with the hpp file included this time! Regards, VictorFarbau
  24. Early adopter here, too (even bought two copies in Germany)... SIGNED. VictorFarbau
  25. VictorFarbau

    VF FPS Saver (VFFPSS)

    Updated to build 64, corrected some stupid bugs :rolleyes: @mrcash2009 - I don't think I'll implement an autostart feature. It might be just too interfering in certain missions. VFFPSS is simple to start - the good thisng is it is a conscious process for the user. Hence no wondering why you don't see targets / objects early enough as maybe designed in a mission. Regards, VictorFarbau
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