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VictorFarbau

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Posts posted by VictorFarbau


  1. The problem is this (quote readme):

    Quote[/b] ]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. In that case the unit will drop the empty weapon.

    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


  2. 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 xmas_o.gif

    Cheers,

    VictorFarbau


  3. @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


  4. 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


  5. Hello,

    Quote[/b] ] refuse to stay in the building possition I order them to stay

    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.

    Quote[/b] ]truck and they jumped right of it again

    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.

    Quote[/b] ]I got a "missing ;" error in second-suppression_1.sqs or somesuch.

    Ehrm, wrong number smile_o.gif I don't have such a script in my addon. Sounds like a simple syntax error though.

    Regards,

    VictorFarbau


  6. 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)


  7. 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


  8. Thanks for the release. I'll soon be testing this in MP smile_o.gif

    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


  9. 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


  10. <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


  11. Looks awesome. I guess you cannot expect a 100% functionality of viewblocks given the way you have to implement them. There will be tradeoffs - you might be able to peek in between blocks or some part could be blocked where there's no smoke for a second or two.

    The way you have set them now looks good to me, viewblock objects hovering above ground level is pretty much how it should work. I would probably decrase the block size a bit further; after all it feels more realistic when sbd shoots you through light smoke than facing blind enemies right in front of you. As said, tradeoffs.

    Did you manage to attach this functionality to Smokeshells by now? You mentioned this would be a problem...

    Cheers,

    VictorFarbau


  12. Don't give up yet. In our sunday night battle yesterday I dearly missed that functionality. AI was wrapping us in smoke again. And while we couldn't see a thing their fire was precise as usual.

    Then I was pinned down in a bunker surrounded by AI. After 5 minutes I threw 2 smokeshells and it was all white. I stepped out and was shot in that very second. confused_o.gif

    Man, do I miss a working smokeshell smile_o.gifwhistle.gif

    VictorFarbau


  13. DMarwick - "My baby" is more the equipment AI stuff. The smokeshell usage is a mere necessity for me. It is a rather primitive script. But I did not find a satisfactory external solution for that. In the other AI enhancers I tried through time smokeshells were rarely if at all used - certainly not in such a tactically smart way that you proposed.

    So less focus on that for me right now - more focus on making equipment AI more reliable and smart. But what about this - if you get the Viewblock objects to work (send me a version and let me see whether it also causes CTD for me) I'll integrate the usage right into your addon...?

    Cheers,

    VictorFarbau

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