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Benny.

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Everything posted by Benny.

  1. Benny.

    Warfare BE

    The whole mission is logic-based now (easier for compatibility between CO & VA). Markers no longer need to be placed for towns, they are automatically generated. Can you try to add "townModeSet = false" on top of initJIPCompatible.sqf. It all depends of your server CPU frequency and the number of slots. AI processing is quite heavy, FPS all depends on the settings. As i've stated a few page ago, 074 will be heading toward AI/Commander reconstruction. FPS drops most of the time when alot of statics / props are placed. I need a video of that spawn/despawn as i couldn't reproduce it. I didn't witness HQ dissapearance, need more details.
  2. Benny.

    Warfare BE

    Yep, increasing it will increase the amount. GUI_Menu_Tactical.sqf was changed & Init_CommonConstants.sqf (small tweak)
  3. Benny.

    Warfare BE

    Yeah it was removed, it's too crude to be used for this mission, i'll write a more optimized one.
  4. Benny.

    Warfare BE

    Defender is equal to resistance atm, but in 074 or so, you'll be able to pick/set the defender (default town holder). The other file is about the occupation so it all depends on your needs :) The values within the array (["Armored_Heavy", 2, 1]) is equal to: ["Unit bunch", force (higher mean that it'll have more chance to be picked), kind (0 is infantry, 1 is vehicle)]. So having ["Team", 2, 0],["Team_MG", 1, 0] = ["Team", 1, 0],["Team", 1, 0],["Team_MG", 1, 0] _groups_max = maximum group in town per SV floors, this value change dynamically with the difficulty parameter. Wait till you see mortars :) Note that i've uploaded the missions again, there was a typo with artillery range (* instead of /).
  5. Benny.

    Warfare BE

    073 Released with some little delay (had to fix/test a few stuff), I hope that i didn't forget anything in the mission package :) Download is here, changelog is here. PS: It should work good on A2 Vanilla itself, tell me if you meet some odd problems or something on Vanilla.
  6. Benny.

    Warfare BE

    You may edit Rsc\Parameters.hpp I didn't encounter any issues as I havn't tried it yet but having it AI controlled will be tricky (map-wise). Aircraft are spawned using modelToWorld. Destroyer model can be used for different purposes but it can't bsed used everywhere (cf takistan lake)
  7. Benny.

    Warfare BE

    I agree that it would make logistic useless. Ahh the long awaited feature :) It's quite tricky to do it since you could easily glitch in/out some defenses. Maybe some building "room" will be pre defined so that you can stick defenses on it. Already done, it helps a bit since there is less to sync over JIP. The only thing that bother me is that the "owner" command only works for the server (client to client is quite impractical since you need to know the target client ID, only the server knows it)
  8. Benny.

    Warfare BE

    Sounds interesting, i'll add it to 074 (Army "Force" spawn). It's just one structure with disabled simulation :p It's a parameter :p We'll see about ammo/refuel. Would be tricky i think :p
  9. Benny.

    Warfare BE

    Well i'm "slowly" ending 073, I'm heavily testing the AI delegation & new AI "town taking" part. What's new? - AI will use differents path to take a town. - AI will try to secure camps if possible. - AI won't leave the town immediatly after capture, they will perform SAD WP if enemies are to be found around. - Base: HQ repair cost is doubled by it's base price for each repair. - Base: Upon total base area destruction, base "defenses" and "props" will be removed after a while to improve client FPS. - Bug: The Bisterious reinitialization bug shall be no more, each initialization file is now delayed by 1 second. - Dedicated servers may use the AI delegation parameter. Town groups will be created on server and will be sent to clients for AI units creation thus removing some load from the server (more fps). - Groups: Player may now hop in AI or other players group. - Players AI will gain skill over kills. - Town AI may use mortars if present in editor & synchronized to the town, mortar logic in editor may be placed more than once to "randomly" create mortars. - Town AI mortars will mostly fire if you are spoted by the town defenses and if no town-friendly units are around. - UI: Vote menu will now display only the players. - Units: Countermeasures may now be: Enabled, Upgradeable or disabled. - Units: Vehicle "self" destruction after being hit or disabled is now awarded to the last person who hit it. - Upgrades: The upgrade menu has been reworked to be more editor-friendly & to be more advanced, each upgrade levels may be linked to other upgrades. AI TL will undergo heavy changes in 074. In the meanwhile I'd like to know what kind of "tactical" & "strategic" elements you'd like to see attached to towns (like mortars in upcomming 073), what's planned atm is: - Reinforcements outposts, those will call reinforcement in the town (ASL). Some slot "skill" may allow you to "change" the reinforcement side, aka "seize".
  10. Benny.

    Warfare BE

    This was done via clipboard handler in ArmA 2 itself :p, it's planned to be updated. Aiming 073 release for this week :P
  11. Benny.

    Warfare BE

    You'll figure it out :) 074 Will have alot more of those elements, some town will have specific assets linked to them like outposts (which can call in different reinforcement). I'll also try to make some kind of High Command from scratch to lead your army as commander and lead your AI as Team Leader.
  12. Benny.

    Warfare BE

    It apply to all sides :)
  13. Benny.

    Warfare BE

    It's logics placed within the editor, only a few towns :) You cannot airlift other choppers/jets. You can purchase jets at airport or airfactory.
  14. Benny.

    Warfare BE

    Ahhh i've just finished town AI mortar squads, the thing is quite nasty :D They have random placement with random setup (2 to 3 mortars... & props) and are quite smart, this shall make things challenging in some towns. So far AI delegation seems to be working, i'm currently debbuging the AI wanderers.
  15. Benny.

    Warfare BE

    The bottlenecking element remain the AI, multithreaded AI would help alot. The thing with AI delegation is, you can remove some CPU load from the server but you have to be carefull not to overload the client bandwidth, it's a constant balance :)
  16. Benny.

    Warfare BE

    I've increase a bit the camp protection radius. HQ Wrecks remains in my beta. Resistance reinforcement is not even working nor has anything running behind, it will be hard to impact on fps :) MI8MT is also present on my version. The hit EH in action :)
  17. Benny.

    Warfare BE

    Hey, Don't forget that 072 performances are terribad regarding the vehicle de-spawn in town. Hey, Pretty soon, i'm ending the AI delegation tests & finishing AI mortars squad acquisition system, then it's all good. In 073 you can now blow camps (thus preventing players respawn), you can also enforce the camps/ambulance/mash spawn gear system (spawn with default gear by default in params).
  18. Benny.

    Warfare BE

    AI micro and macro management will be the main reason of 074 :) Expect more in 074 (reinforcements, counter attacks, guerilla ambushes....) :) For now, i'm ending the mortars routine for town AIs. Of course it'll be in A3 :p
  19. Benny.

    Warfare BE

    If enabled in the parameters, you can use High Command (Ctrl + Space) as commander to order the AI around with waypoints.
  20. Benny.

    Warfare BE

    072 Had that vehicle not being cleaned on de-activation bug. All of those issues are gone in 073 (Ill release it after ending a few last features & tweaking). RPG elements can be tricky to include. Not planned for now. Didn't had any troubles on the server side, which issues are you refering to? AI delegation is done, need to test now :)
  21. Benny.

    Warfare BE

    Wait untill you see resistance with mortar shelling you... :p FOB will be available with a limitation per side, they will have a smaller spawn radius but you will be able to buy low tech infantry from them (FOB will be deployed via the repair truck, "destroying" the truck in the process). I'm also going to add a way to "rearm" the cargo of the service points. 074 Will be focused on AI & CoC redesign. Towns will have more strategic assets such as Towers which will call reinforcements as long as it's standing still (reinforcement can be boats/air paradroping/ground reinforcement).
  22. Benny.

    Warfare BE

    It should work without any problems as long as you've disabled it ingame. Better have less playable slots, each of them have an heavy FSM running behind if AI controlled. Thought 074 will have big optimization regarding the capacity.
  23. Benny.

    Warfare BE

    That may happen if you the run the mission with too much AI, if you plan on hosting yourself & playing there, i'd suggest reducing the AI to something like 12v12. Note that 072 has a bug which will generate lag (vehicles not being cleaned up). I will upload beta 5.2 soon (with a new ai delegation system).
  24. Benny.

    Warfare BE

    Hey, thanks :) Did you enable UPSMON or did you set a defensive order at the AI ?(defensive order will make AI try to man turrets too) In the command center menu you can disable AI mission automation (meaning that they will only respond to the HC orders), if the AI has an order and that it's automation is disabled, it will follow the HC order. Best practice is to disable AI automation and manually giving them waypoint by HC. You'll find some wiki's page here: https://dev-heaven.net/projects/warfare-be/wiki Note that in 074, the whole AI system will be totaly changed, thus allowing me to use unique features for AI & a custom made HC system.
  25. Benny.

    Warfare BE

    Some good resources/facts can be of use here about locality. Well transfering locality is a big word, since the last OA 1.62 you can use setOwner to transfer a vehicle locality for instance (I use it to set the HQ local to the commander). I don't know whether this command work for AI units themselves (whether it transfer the unit FSM processing to the client or if it keep it on the server side, guess i'll have to test sometime). As stated in the locality notes: Creating units on a client outside of his group scope will make those units local to that client. Client side created units will be transfered back to the server-side when the client disconnect. A raw implementation in my case will be: Icons are still there, i'll try to add big ones in the listbox maybe :) Adding upgrades on the old one was too much of a pain to handle.
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