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spirit6

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Everything posted by spirit6

  1. Well, MCC does not make units disappear other then when using the caching system. Please take a look here: Also, take a look at my other video's. you answers are all there :)---------- Post added at 11:49 AM ---------- Previous post was at 11:43 AM ---------- I second that :)
  2. Thanks loyal user :) Yes, the current version of the occupy script is far from perfect. Most of the things you mention are indeed on the list to be tuned. But I like it interactive, so as soon as I hold a testversion and date I let you know. Do the units disappear? That might be the caching system. Try checkout one of my video's about that. But for tests, move closer to the original position of the unit. Do the units change faction/side? That would be very odd never heard of that. Please let us know. Arma has its own garbage cleaners. Try use those in your missions/mission template.
  3. Hey guys! I am working on the occupy script of MCC. If you hold no clue take a look here. For that I neeed a few testers next week. (or a week later, I suffer usualy from devvers optimism :P ) If you hold interest, let me know :)
  4. Hey mate, Yes, there is no 1 click solution for defend mission but there is, as mcc is a tool, a way. - First of all decide where you want to defend. Spawn some stuf you want the players to have. - Create a start location near, but far enough from the defend location. Teh start location is a protected area where players and ai cannot shoot each other. You dont want that in your defend location :) - Now create some enemy zones with troops in it, surrounding the defend location. (tip: you might want to set the respawn on for the ai, so they can respawn x amount of time to simulate waves). - As soon as players are in defend area, you as mission maker simple move the enemy zones over the head of the defend location. I assure you they will come. Now you have your defend mission. You will even respawn on the start location as a player and be able to make it back by transport or on foot (depending on what you give them) to the defend location. Cool idea's: -give the ai a mortar unit far, far far away. Now the defenders will face mortar fire. -Want to give them hell? Put an attack helicopter somewhere with the 3d editor and put it on aggressive. Poor defenders will face CAS from the attacking units. - Or even worst. Just put a tank in a small zone somewhere near by on agressive. The attacksers will cal the tank if they need it :) - Dont walk in, make the defenders paradrop in. Just ideas. They are kinda endless. Hope this helps a bit :) ---------- Post added at 09:14 AM ---------- Previous post was at 09:12 AM ---------- GAIA recognizes all mod factions/units that have been given a decent config file. If the config file is a fantasy book, then for gaia the units are elfs :)
  5. Probably my line as I wrote gaia but I cant remember that line :) What GAIA does is simple remember where targets where seen by her troops. Then she starts to draw big circles called conflic area's. As conflict area's have a size of (i dunno anymore) 100 or so, it means that the targets will probably stay in there. Then all she does is say: So conflict area 1 has 20 infanry, 2 vehicles = ??? points. I dunno how may points. But GAIA only cares about points. When the fight continues there can be less and more points in that conlfict area and eventualy (as combat is not static) that conflict area can travel. But as 100's of troops fight there are usualy only just a few conflict areas. Also each conflict area gets assigned troops to it until 2 times or 3 times more points on gaia side then in the conflict area side.She evaluates that every cycle (few minutes). So how other mods do that I dunno but I do know i have seen target systems usualy handling one unit/infantry or vehicles while I think that this is the wrong approuch if you want to give the ai a nice brain. If you look at the map you odnt look at the 2 or 3 infantry guys that bugging you but you look at the number of troops in taht area. You might even call that a conflict area :) Hope that explains it a bit?
  6. Thanks, I show that post about me being a genious to my wife tonight. If she agrees I tell you :) I have not been active for 1,5 month now, but as soon as I hold time and get grabbed by a horrible idea then I will active again. For now I have a survival weekend coming up. That is quite the same feeling as SQF :) http://www.wildcraftgidsen.be/wp-content/uploads/2012/01/winter-aredennen-045bis2.jpg (122 kB) ---------- Post added at 03:58 PM ---------- Previous post was at 03:54 PM ---------- One question. How come I always see people type Shay and the team? Do I hold a multiple personality disorder? Me, No? But, we? Yes! ---------- Post added at 04:00 PM ---------- Previous post was at 03:58 PM ---------- There. And hearing that from a guy that holds more mod active then the SIXUPDATER repository is epic ! :) Thanks for clearing that up Sir James!
  7. @DenzelW Well xMas inbound, new year, a job change, 3 kids, shay getting married. Last part of the year usually is not a lot of scripty arma stuff going on. Maybe Shay will go nuts one of these days and release something, but my bet would be in the new year. When boring January gets us back on the keys :) But don't confuse low scripting with low activity. My brain is going nuts on idea's, including for what I hear on the forums also. Beginning next year I want to raise GAIA to frightening levels in our own MCC;) Anyways. @ALL Have a great X-mas and an awesome new year guys/girls. We see you somewhere in the new year! Spirit
  8. Hey, GAIA is not really designed to do lower level AI improvements. My best bet would be to use other lower AI mods. With lower I do mean mods unfluencing the ai on induvidual level like cover, consealment, smoke etc.
  9. Who cannot love this guy. "You might notice a common denominator." Love the mod list, although the essential one is missing. :P
  10. What you mean with GAIA files inside my mission folder? You either use MCC or the GAIA template stand alone "http://forums.bistudio.com/showthread.php?183056-Mission-Template-Stand-Alone-GAIA-Make-missions-FAST-by-using-MCC-GAIA-engine" (that is all the gaia code in your mission folder), if you use combined then it will run twice with undersired results. Last time i checked respawn code it worked fine, but i go check again. If you mean you use group inits to set the variables as you do, then indeed it should work. I get back to you with a testresult with latest build MCC.
  11. Hey Jester this is the team (a.k.a Spirit) typing :) For now I dont think there is room for AI improvement on that level. When I wrote GAIA as replacement for UPSMON, I made the choice to only take on the higher level lead elements into the system. This means that GAIA holds a group itself as the lowest element she controls and does not influence the solo elements (soldiers) in a squad. That said. There might be no room for it in GAIA but if it holds not to much work then there is probably room in the SETTINGS part of MCC. I check it out. I expect to be active again on MCC building somewhere this week. Work and real life ate me up last few weeks.
  12. Dont expect zombies, but you made a real good gues why we needed Ambient Combat also :)
  13. Try the delete brush. ---------- Post added at 02:50 PM ---------- Previous post was at 02:49 PM ---------- Well, we I doubt we will reach arma 4 :) But thanks!
  14. First of all, there will be settings that will give you the ability to tweak. Apart from settings I have to notice you why you got killed in current setup of AC (ambient combat). AC determines ownership of area's by taking the distance to the closest GAIA controlled zone. This means that in your case the airport is enemy controlled. The maximum number of groups that the AC can spawn depends on the number of houses that are around a player within 1 km. So, the settings might be high and you will be able to set that. BUT. One can wonder if going through the closest enemy airport is the right way to approuch. If you would have would approuch through smaller places or even open area's (or by open sea) you would see much less enemy. Apart from that, the range in which the AC spawns is a minimum of 900 meter from the closest player. So the guys at 300 meter must have been there for a while. What I try to say is that AC does change the game. To me it sounds like the approuch plan (going through enemy occupied airport with a small team) was part of your game experience. Anyway, AC is there to have fun. So please provide and keep giving feedback. Together we make it just how we like it to be :)
  15. Good to hear mate, that is mostly the reason why I wanted GAIA active. Yes, when something usefull will be around there will a new release. ---------- Post added at 08:26 PM ---------- Previous post was at 08:24 PM ---------- I am not sure what you ask me? If your server can handle that amount of AI is more up to your server then GAIA. Comparing to UPSMON I can do a little as GAIA replaced UPSMON in the MCC mod as the AI system. We noticed much better performance. Not sure if this is still the case but UPSMON is Kronzky's UPS script with all sorts of extra's in it. That runs for each and every AI group, GAIA runs only one proces on server side. So the more groups, the better GAIA will perform compare to UPSMON.
  16. You realize that the occupy script works with delayed spawing and caching right? If you dont use delayed spawning and/or caching then indeed it will quite overload your system :) Check this: The checkboxes to enable/disable that can be be found under the spawn menu (yeah I know its not completely logic/user friendly).
  17. Yes, AC units are GAIA controlled. This means that all communication is arranged by the GAIA also. For example. Make a zone at an airport. Put two attack helicopters there. If AC units spot you, there is a chance they call CAS on you. Or spawn some mortar/arillery somewhere and the AC suddenly have this to their proposal also. Also close by zones will respond to what the AC units spot. And another most nasty one. If AC units are close by a zone, they might even be called in by the system to support defend the zone (AC units are not spawned in MCC zones but can sure be called in for assistance/support). Behavior of AC units is random. Explaining: Infantry rolls randomly selects DEFEND, FORTIFY, AGRESSIVE. So you hold a chance that infantry storm the buildings near by. What technicaly happens is this: Each player gets a dedicated zone over his head that moves with him. So the GAIA controlled units consider this "their zone" and with that comes that behavior :) Thanks for the idea's! ---------- Post added at 10:54 AM ---------- Previous post was at 10:53 AM ---------- haha, good to see you hold fun on this :)
  18. Hya, just back from holidays but I am happy to reply :) - Ambient Combat is in WIP and will go much futher then it is now. I will deliver in sprints that work, but hold not yet all functionality. - Ambient Combat works only for zones that hold GAIA controlled units. - Blue dots = bluefor controlloed, red dots = opfor controlled, excalmation mark = multiple sides, green = neutrals. It calculates the distance to AI controlled zones (gaia controlled, non cached). (for now!), then it determines if it holds war or it is owned. - Ambient combat will kick in slowly (specialy if you teleport). - Ambient combat will work much better if you drive or walk. It holds direction prediction, so while travelilng (and holding same direction) there is a VERY high chance to encounter stuff. - Ambient Combat will not start when a player is in a MCC zone. So MCC zones are excluded from ambient combat. The idea is that the mission maker wants to be in control there. - Ambient Combat holds a maximum number of encounters per player and is also limited to the environment. The more houses are within 1 KM area of the player, the more unis will show. So of you travel through the bush there is a much much lower chance to encounter stuff. In the future the number of units will be taken into calculation, cached units, delayed units. Also the colors (red, green, blue, excamation mark) are now shown, should be optional as well as other settings in the GUI to set the ambient as often and high as you want.). And more, moch more. For stage 1 it is what you have now. So, hope that explains it a little. Let me hear what you like ! :) Ambient Combat, as it is now can be really fun. I drove all over the map with just two zones. One bluefor zone with 1 infantry gaia controlled, one opfor zone with 1 infantry gaia controlle on the other side of map. The markers appear on the map. Now start driving, stuff will happen. ---------- Post added at 11:25 AM ---------- Previous post was at 11:23 AM ---------- CBA is not needed. Download the latest MCC mod, have it run on client and and server and it will work. There is nothing more to say about it :)
  19. The occupy script works by the delayed spawning and caching settings (enabled/disabled), you can set them on and off under the spawn button. (top left button). So it is up to the user to delay, cache or directly spawn the groups.
  20. Caching has been hotfixed by me on the dev branch. Shay will push out a fix release today or anyday near. I will be gone for few days visiting Basel (so let me know if your close :P). That should fix: occupy, MW issues and basicly anyting affected by cache. Also: MW is by default delayed spawning. So get closer to the areay of the mission and stuff will spawn. It also defaults to cache so that will hold an issue, should be fixed on next hotty from shay.
  21. Does this resolve if you move closer to the target area? Units/groups are delayed spawned/cached. ---------- Post added at 11:42 PM ---------- Previous post was at 11:17 PM ---------- Confirmed issue on the Caching system using vehicles. We roll out a hotty asap by rolling back to previous state of caching sytem.
  22. Click mission settings button in MCC on the top right. There are GAIA settings you can set, including use of smoke.
  23. Occupied real real real on work. I go produce a video about ambient combat, it's current state, it future use and what i need to know from you guys :) And optional use is MCC guys. We wont throw any 'must haves' in your face and if we do, we will correct it :P I am sure that did not answer anybody lol :P
  24. Apart frm teh addon, GAIA recognizes the unit as Artillery, based on the ammunition. That is arranged/selected by the addon maker's config file. So I assume that is where you need to put your request. I am by no means an expert on this matter, but this is where all other artillery pieces are recognized. I assumed that using artillery ammo, would make the unit an artillery :) In GAIA this must be true on the ammo type of the artillery piece: getNumber (configfile >> "CfgAmmo" >> _ammo >> "artilleryLock"); (must be one). The other is theat the ammon is not any kind of "Bulletbase" ammo. if (_artilleryLock==1 and !(_ammo iskindof "BulletBase")) then .... So I would assume, checking at the addon first, in the config viewer. Or check on the addon builder.
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