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barbolani

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Posts posted by barbolani


  1. 9 hours ago, Grumpy Old Man said:

    Curious, when was the last time you set up a typical convoy, with hunter as lead and tail vehicle and 2 hemtt in between?

    Using safe mode, limited speed mode and formation column is basically all there is to it.

    Vehicles stop 9 out of 10 times, breaking the convoy and not leaving point A, let alone move towards their destination.

     

    What exactly do you expect the average mission maker to be?

    Making convoys fail safe and idiot proof (goes for AI in general in a game genre like this) is the job of the devs, mission makers should make... *snare roll* ...missions.

     

    Take a look at this one:

     

     

    Here's the mission file. Have at it.

     

    Cheers

     

    @Grumpy Old Man, you havent done @pierre MGI tricks about grouping the vehicles in that vid. Pierre's trick worked for me in both editor and script spawned, I suggest you to try it.


  2. Hey pierremgi

     

    If I got your point, the grouping thing is what may make the difference, going to test.

     

    Have you tried this with scripted - spawned vehicles and waypoints?

     

    EDIT: I succesfully made it. @pierremgi is truth. It is not totally broken, it is just super tricky. Apart of what he says, what you cannot do in scripted environment is to provide waypoints before the whole group of vehicles is spawning.

     

    Sometimes they need like 1 minute to start moving, but in the end, they do.

     

     


  3. On ‎22‎/‎06‎/‎2018 at 7:03 PM, pierremgi said:

    Lol, sometimes things appear worse than they are!

     

    I replayed the same convoy conditions as the video above:

    Convoy leader has speed limited to 30km/h in order to allow the trucks to catch up. // vehicle leader only

    Convoy separation is set to 10. // all vehicles but leader

    Group is in safe mode the entire time.  // Personally, I often add a driver disableAI "autoCombat", so the gunners can fall into combat mode and the drivers stay on path.

     

    It's a mess?

    Add just a formation column. Well... Seems far better, no?

     

     

     

     

    I swer I made the same thing you did with the same results tan in the first case....


  4. Well, maybe we are going a bit off topic. I work in the IT industry, and I can say any serious oftware development reaches EOL of some product on two cases:

     

    - Company no longer exists or the product is used very Little. That is definetly not the case with 4 million licenses and the latest public news we all have read.

    - Another product has been published. Aka Arma 4.

     

    It makes no sense to me seeing a company which stills sells well the product just to discontinue it, even worse in a feature that DID work.


  5. Thats definetly bad news for two reasons:

     

    - I state again convoys at some point worked. If not now, I can bet reverting things does not require the same processess and resources than just creating the whole thing. If they even lack of that...

    - BIS I suppose Will exist for a someday Arma 4, which, in regards of this it Will have the same problem. Fixing this in advance and having people happy is to hit twice in a row.


  6. On ‎14‎/‎06‎/‎2018 at 5:57 AM, fn_Quiksilver said:

     

    i typed a longer reply but it disappeared :(

     

    but yes we stored many script components serverside to prevent re-hosting. we wanted a full 60-player server during development for balancing and tuning gameplay, and allowing re-hosting would probably have bled some of that community away. we ended up having a great community and a great 18 month experience and we were all sad when the time came to shut the server down, though running a community with hundreds of people does take its toll (and also takes away from dev time).

     

    modders already get close to nothing for their time (from the users of their mods), and people who have run populated arma servers would understand how scummy the arma community can be with respect to modders time/effort. thankfully there are enough good people in the community to make it usually worthwhile.

     

    This.

     

    Antistasi has around 110.000 Steam subscribers + 2 years of oficial servers and community. And managing that takes more time tan developing itself. Fortunately there are some community Friends managing some part of the tasks.

     

    Few tips:

     

    - AFAIK any kind of sqf code is, in legal terms, porperty of BIS.

    - Obfuscating it to avoid nobody use your misión is not the way, just make what fn_Quiksilver did if you want to focus the community in one server or plain and simple: don't publish it.

    - But if you only aim is to avoid someone pick parts of good ideas to do stuff (with credit or not) I must say you have done the same: did you born knowing sqf and how Arma AI behaves, and what to do to achieve everything in Arma? All your knowledge comes from just checking the commands list? Cmon. We all are adults here, don't lie, and your ideas, no matter what, are not that great and there are hundereds of ppl here (not me) that can do them even better. Your merit is in the creative side, not code wise.

     

    Anyone can unpbo Antistasi (read the disclaimer in init.sqf) and see, modify and even some people tried to just "make their own versión" which BTW lacked of total functionality in the end because I have been just faster developing and bugfixing. It's your hard work what makes you "owner" of the code.

    • Like 1

  7. Hi!

     

    Really sorry to bump this but it seems very strange how the thing seems broken and nobody, nor the beloved Devs replying.

     

    I just tested creating a few cheap cars / trucks / apcs, add waypoints, first waypoint SAFE, COLUMN, leader limitSpeed 50, the rest with some setConvoySeparation 60 and forcefollowRoad true and happens... nothing, they (except the leader) just dont move.

     

    Nothing scripted, nothing complex, pure editor and waypoints.

     

    Someone????

    • Like 4
    • Sad 2

  8. I thought about the "FIRED NEAR" etc. EH, but if the unit hasnt done anything but spotting you, those won't fire.

     

    That EH would be a fine addition which will allow things such as:

     

    - Situational music scripts :)

    - On switched to "COMBAT", check under certain conditions and switch to stealth (for example, tank detected).

    - Similar process to make the AI assemble / dissassemble supressors.

     

    And other cool things which I lack of imagination but others sure can add.

    • Like 2

  9. Hi all!

     

    I know that kind of event handler does not exist, but since the "AUTOCOMBAT" AI feature exists, it is definetly something BIS should implement to avoid disabling it and looping around unit current behaviour and switch it "manually".

     

    I want to take advantage of some UPSMon feature which orders AI to set in STEALTH, and, in that case, add them a supressor and make them use it.

     

    Is there any Smart way to do this avoiding loops?

     

    Thanks in advance! 


  10. Check this command:

     

    https://community.bistudio.com/wiki/disableAI

     

    Obviously you won't want to disable most of the features on the AI but some of them make some CPU comsumption and may not be needed (Supression, mine proximity checking etc.)

     

    My experience is AI behaves well with up to 100 AI simulated. If you need more and need AI properly behaving, then you need a HC per 100 AIs. From there, the more AI, the more dumber they Will be.


  11. Check out Antistasi revive, maybe it's hard to port, it uses a combination of vanilla revive + some enhacements for AI created or taken from here & there.

     

    It's not that hard to make an AI script compatible with vanilla revive. It's a matter of having control of the handle damage the vanilla uses and modify it a bit to call an external script which just checks for AI availability + doMove the AI + simulate AI healing.

     

    What is a real pity is that main command, setUnconscious, makes the AI ignore whatever other status of the patient.

     

    One could just simulate a vanilla revive totally compatible with AI by just allowing the AI heal the patient in the same way it usually does with a non unconscious unit.

    • Like 1

  12. Hi!

     

    Maybe (probably I'm wrong) but it seems the current public versión all the driving AI tweaks seem… vanished.

     

    I coded convoys for Antistasi Tanoa just using the new commands and everything run well, few waypoints, convoy cohesion, safe, convoy tend to go well, stay on roads until engaged… wonderful!

     

    The only issue I found is bridge crossing, it seemed to fail like 50% of times.

     

    Now when I ported it to Altis I've been forced to make a total rework of the script. Using the supposed-to-be working params just made only the convoy leader to stay on road and follow waypoints… until it reaches some bridge.

     

    In order to keep them in roads I had to make one group for each vehicle, so forget aout cohession, info sharing, etc..

     

    Am I wrong?


  13. Idea: What if you use this? https://community.bistudio.com/wiki/AGLToASL

     

    Pick a position which you know it's land as reference (position player).

     

    Make a loop of searching for psitions in several (at least 4) angles from the reference position in a distance of lets say 150 mts.

     

    If surfaceIsWater returns true, you know now there is wáter nearby and on which relative angle.

     

    Now we have to loop on that angle, increasing distances from the reference position.

     

    On each iteration you have the position in _pos:

     

    _pos set [2,0];

    _posASL = AGLtoASL _pos;

     

    if (_posASL select 2 < 3) exitWith {hint "The wáter is 3mts Depth so here my boat wont get stuck";};

     

    Untested, made while I'm bored at the office.


  14. Hi there!

     

    I am experiencing FPS drops on Antistasi MP servers. #Monitor 5 reports stable drops to 4 FPS and such which only get fixed with a restart.

     

    It Works with three HCs

     

    Okay, I checked everything, no .rpt fails, checked some CPU - intensive functions to be not looped (BIS_fnc_safePos may flood a server if called constantly, I've seen that), checked all while and waituntil commands to have some sleep delay, I diag_logSQFscripts to see what scripts are running and all of them are loops on the sleep line, even with very few AI spawned.

     

    So I'm a bit lost on how to debug this.

     

    Is there anything else to look for?

     

    Thanks in advance!

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