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spirit6

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Everything posted by spirit6

  1. Huh? Were do that civs of you come from? One has to have influence on the cause to be any form of blocker ;)
  2. Flying people dont have ambient combat. It is simple to costy. Ones the poor bastard lands, it kicks in. I realize that is not optimal but there is not much one can do i am afraid with server performance in mind. You posted fast! There is another link in there edited by 3 sides.
  3. Visualising Ambient Combat borders (optional choice). Two sides (two zones) http://cloud-4.steampowered.com/ugc/545259947182248651/CF93D6F36947F39E5AD3B59AE4CA71D69B0C03EA/ (296 kB) Three sides (4 zones) http://cloud-4.steampowered.com/ugc/545259947182577749/B057E7F4A9DF1BB7A2C64D683CFC4092D156497B/
  4. Ambient Combat units are completely removed. That said. The cached & delayed spawned units are taken into calculation. So a zone is considered west if there are gaia controlled west units attached to it. If they are cached or delayed they still are taken into calculation. So a zone with only cached west units is still considered west and for that influences the Ambient Combat results.
  5. Well I assume you used Spun's AI spawn pack, that I initially started with. Although it was awesome to start out with working functionality, I ended up rewriting everything and making use of all the BIS, MCC and GAIA functions available. What is left is only 2 scripts, setup in a total different way (although the core idea is still there). The original for example had hard coded units on each side, while current implementation reads dynamically what factions have been used. If you would, for example, spawn African east units then the ambient combat will also use that faction. This also influences the force they have at their proposal. If a faction does not own tanks then you will never see them also in the Ambient Combat (although the Ambient Combat is not meant to totally destroy a player and for that case deliberately low on lethal units). The ratio in which units spawn is depending on MCC GAIA controlled zones (with active units). In your example the OPFOR hold molos airfield. The BLUEFOR have some forces on the west. Exactly in the middle (assuming these opposing zones are the ones closest to each other, else the closest zone will be taken into calculation) would be conflict while on either side the owning faction will be dominating. For what i have seen ( i let an AI drive me through the bluefor area, through the conflict area (although i got killed 2 times :P) and into the enemy territory (just to be notices and the OPFOR airbase send an attack helicopter to us.......). So as you might see, what you suggest is naturally created and will indeed exist like you propose. So there will be no random units throwing around, but based on calculations. The other is that the random patrols that the original used have been replaced by use of GAIA. Internally what happens is that each player holds an invisible zone (starting in the 1000 number so it wont conflict by using MCC unless you go really really nuts) and that zones move with him as soon as the player rolls an event. (that also is a story for itself, but i spare you the details here). Units flying will not create Ambient, that just happens when they land. So it requires touching the ground (by foot or by vehicle) for Ambient to kick in. Then what has been added is path prediction. Every-time a player rolls a new event (new random spawn), his current position is noted and compared to the last time he got one. If he had moved atleast 30 meters then we can calculate the direction he is heading. So the spawns will be (in max range) spawn in his direction. Resulting in the fact that while travelling groups will only spawn in your direction (roughly), so there wont be any useless spawns in positions you have already moved away from. Then if you have not moved, the spawn are random but will respect positions you or other friendly's have been in the last 15 minutes. (So no sudden groups where you just cleared it). Since the units are under GAIA control, one can gues what happens if you get spotted in enemy territory. Attack plans will be generated. Any attack helicopters in zones might be activated. Artillery might even be used. Resulting, in what i experienced, quite a feeling of indeed enemy controlled territory. Hope this clears it up a bit more. (man oh man, what a typing). ---------- Post added at 10:02 AM ---------- Previous post was at 09:55 AM ---------- Mmmm havent tried that either, but you are guessing quite ok where we are heading :) ---------- Post added at 10:09 AM ---------- Previous post was at 10:02 AM ---------- Well, the bugreport will probably be picked up by Shay. The mission maker will indeed get a few settings. Dynamic ground control is not a goal itself, but a result of the system. So it will be possible yes. I have not seen issues with new maps compared to originals with saving. If you do exactly the same with existing maps does it also happen? Well, you would be able to generate missions without creating a zone if the mapmaker holded the same standards and settings as the original maps :) MCC is unable to "see" the map size as some settings are mission in the config. But, I gues, this is not to much of a deal. Create a zone is not that really really hard :) Thanks! What are the rainbow six like things i displayed if I may ask? Or do you refer to Shay's last video (food for thought)? Actualy. I havent tried that myself either. Anyway, you are guessing quite where we are heading :)
  6. Just a quicky without looking really into your probel, wasnt it "indepence"? ---------- Post added at 09:08 PM ---------- Previous post was at 08:37 PM ---------- Just a quicky, Ambient Combat inbound. Please let me know your feedback. It will be a switch you can turn on and off and will react to what you have spawned (as a mission maker) on the map. It detects the position of every player and will spawn corresponding factions and sides, based to where the player is on the map. This will result in friend and enemy occupied terrain incuding conflict fronts (dynamic so changeable by destroying enemy forces). Take a look and let me hear! (the real "official vidoe" will be later on). Just curious on your idea's and respons.
  7. Well you are on your own there ;) There is no support for custom init if you make use of gaia respawn functionality.
  8. With the functions there is no need to wait as they are part of the function library and loaded when arma starts. Thinking of it, I think it is better to check on a MCC function then a GAIA function in case I update the template to use the config functions also. So !(isNil("MCC_fnc_createMCCZones")) ---------- Post added at 09:40 AM ---------- Previous post was at 09:39 AM ---------- Checkt the template. There is already an option to make groups respawn.You can set the setvariable command to a group at any time you like, if you want to go the scripted wayt. But that is for you to find out ;) Good to see you hold a good time with it. If you want to go the easy way, i suggets use MCC that holds the GAIA system (integrated).
  9. Dont let the modders eat ya! One subject, one thread (or in mcc's case threat :P ). Try again, on the following number: http://forums.bistudio.com/showthread.php?150909-MCC-Sandbox-3-Dynamic-mission-creating-tool-for-ArmA-3/page273
  10. No, you need MCC for MCC. This is not MCC standalone, it is GAIA standalone. Pure and only the AI system. All you can do is what is explained in the template and/or with your own scirpting skills. Including changing stage2. simple find it :) There is no plan for pilot fly over options, but who knows ;)
  11. @Delta. You should be able to check if the MCC GAIA functions are in the function library. If so, MCC is active. I can pass you a command later today when i am back from work :) edit: With the following call you can check it. If the result is true, then MCC is active. !(isNil("GAIA_FNC_STARTGAIA"))
  12. Currently implementing (and changing) AI Spawn Script Pack (see http://lostvar.com/AISSP/documentation.html) with permission in MCC. (Ambient Combat). It will be changed so it dynamicly reacts to factions used in MCC isntead of static factions. Ratio of spawns are depending on forces on the map. Anyway, start beign carefull when you enter the water now! Awesome work by Sprun! Guys, i get back to the questions later. To much fun implementing this now :)
  13. There is no need for disappointment :) In the template you can learn how to use the commands. If you want to build mission in the editor you can do that by: - Using the template and not using MCC mod - Using the mod and not the template. The template is nothing more then stand alone GAIA. You dont need that if you have MCC mod as GAIA is an included part of MCC. If you use the template (including GAIA) and the MCC Mod then GAIA would be running 2 times, leading to weird behavior. So all you do, if you use the mod, is create a new missions. Then you can safely use all the commands as can be seen in the template. Users of the Mod version benefit greatly as GAIA is updated. Their missions benefit automaticly from that update. While template users need to update the gaia part of their mission. Hope that clears it up?
  14. You use the template OR you use MCC Mod. Not both. Both are stand alone. You can use all the commands as seen in the template in an empty mission if you hold the mod. GAIA is a part of MCC. ---------- Post added at 01:36 PM ---------- Previous post was at 01:33 PM ---------- Helicopters are auto detected and categorized in either transport or attack helicopter. Transport Heliopcters basicly wait and patrol. If you expect them to do transport request just like trucks then we have to disappoint you. The helicopters transportation fucntionality has been disabled (by me) as they were crash dummy's and had very very very very weird behavior entering hot zones, resulting in : anything but what you wanted them to do.
  15. I am not sure how you want to achieve this, but to answer in a generic way. GAIA does not care how and when the information is stored. It just responds. You can also update it, delete it. <group> setVariable ["GAIA_ZONE_INTEND",["<ZONE NUMBER>", "MOVE"], false]; -> Agressive. <group> setVariable ["GAIA_ZONE_INTEND",["<ZONE NUMBER>", "NOFOLLOW"], false]; -> Defensive <group> setVariable ["GAIA_ZONE_INTEND",["<ZONE NUMBER>", "FORTIFY"], false]; -> Fortify It speaks for itself that the zone number (marker with number as name) should be known on server. But GAIA itself just simple responds
  16. As said on the template thread. You use the template OR MCC Mod. Never Both. I have no clue what will go wrong but I guarantee it will. It looks like you use the template. Empty missions do not call for gaia init.sqf.
  17. On first release I disabled the functionality for Air Transportation (just like vehicle transportation) and QRF (Quick Reaction Force). This functionality comes closest to what you describe. The results of the AI pilots were so incredible destructive to their own force that I decided not to put this in. The AI pilots during hot insertions/extractions was simple said to unreliable and they became more of a threat to the zone then a service :) What about I put this option in and disable it by default. In the GAIA settings you can then put this functionality on by choice. Currently GAIA analyses the helicopter and decides that it is either an attack helicopter or a transport helicopter. The only order that a Transport Helicopter can do is DoPatrol and DoWait. That can easily be increased with DoTransport :)
  18. I will do some testing tonight. I would not expect issues to be honost as GAIA seems to work fine for AI on a headless client. But, it would not have been the first mistery :)
  19. Please guys, focus on giving us feedback instead of feeding a troll. In fact it was, if you read it right, the biggest compliment we ever got ;) ---------- Post added at 07:25 PM ---------- Previous post was at 07:18 PM ---------- Yes it is WIP and it will change to more settings later on. But my main focus this week is getting an event generator in MCC , making sure more interesting things happen during mission time. Think like sudden flashlighted patrols, AI with a broken car down the road, dogs. This all with respect to the factions used by the mission maker. @So gimme a list of your interesting events that could just happen if you walk down the road. This events are totally random and are player oriented. This means that the most bored players are more likely to enncouter events ;)
  20. *edited* Delayed spawn and caching issues on dedicated fixed in upcoming release R10..
  21. Coolio. No, that is not possible. The whole idea is to let GAIA decide on behavior, so I dont intend to put this in. But normal wayponts can do ofcourse.
  22. On it tomorrow, hang in there :) Does spawn work normally? question I ask is because few things got changed on spawing (delayed/caching).
  23. Red, for using GAIA in the editor I made an example template. Please read :) http://forums.bistudio.com/showthread.php?183056-Mission-Template-Stand-Alone-GAIA-Make-missions-FAST-by-using-MCC-GAIA-engine
  24. This video shows the changes in the latest release, related to GAIA (ai system in mcc). It covers: Caching Delayed Spawning Occupy Script GAIA Settings Although I realize it is not spoken in a sensational way by me, I promise you will like the functionality. Please let us know your feedback! :) MCC GAIA 3: If you missed out on previous GAIA videos I suggest to take a look at nr 1 and 2 first: MCC GAIA 1 : MCC GAIA 2 :
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