spirit6
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Posts posted by spirit6
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16 hours ago, doc. caliban said:Oh, wow! So good to see you here! I think I sent you a PM asking if it's ok to be doing all of this, so thank you for letting us run with it! I could never create something like this from scratch, but I love to tinker... Gaia has been a blast to work with. Thanks again!
I hope you don't mind, but I came up with a slightly different idea for what the acronym stands for. I know it was originally Greater Artificial Intelligence. To make it clear that it functions at the group level, I came up with Group AI Augmentation. What do you think?
I also threw together a logo for the mod version that uses the Greek alphabet in keeping with the Gaia namesake:
The ancient Greek for Gaia. Gamma Alpha Iota Alpha.
Hi there. I am working on getting Beta 1 out shortly ... hopefully today. It will be fully functional but it will have some things for me to improve for Beta 2, and I will also try to fix any bugs that you guys find in B1. I'll post a Dropbox link when it's ready.
UPDATE: I'm trying to pin down one last bug but I need to stop for the night. I'll get back on it first thing in the morning.
You can take it to any level you like as long as all contributers stay in the hall of fame : ) hahahahaha. Thing is, I could never maintain things like Shay does or possible you will. I am more like a spin my head from ground up and burst something in reality 🙂
GAIA like you know it was not finished when delivered. It was just a first stage. The idea was to give all "zones" their own brain, taks and goals. One could be support, one could be occupy, one could be resupply, scout .... within that zones, priorities would be used to make sure the P1 zone will not be drained by a P2 zone.
Apart from their own goal or "purpose" the idea was that on top of GAIA would be the GAIA Master 🙂 Treating all zones like an army, dictating their GOAL/TASK. But also moving them based on what is happening. It is easy to produce, just make zones armies in the eye of the hihger level GAIA and deliver points. This higher level could then decide that a zone should be relocated/retreated. Or could, as a whole zone, move to a warzone to occupy. Resulting ins massive troopmovement from ai.
Just idea's! Have fun!
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Hi all! Was supprised to see this topic updated hahaha. Do what ever you want/please on GAIA, it was made for the community so enjoy it any way you like! I have not played arma in years myself now.... ....... Have fun! 🙂
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https://www.dropbox.com/s/7f4c0ixvxualcg2/MCC GAIA V1.0 Release.pdf?dl=0
https://github.com/shaygman/MCC_sandbox_modDev/blob/master/gaia/functions/control/fn_issueOrders.sqf
checkout issue orders command and delete every line of "
and
(count(_x getVariable ["GAIA_zone_intend",[]])>1)
"
GAIA now starts issueing all units and not just ones that have been "given".
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I hold no time for implemenation but if any out there is looking for a nice AI implemenation go for this; https://gamedevelopment.tutsplus.com/tutorials/goal-oriented-action-planning-for-a-smarter-ai--cms-20793
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On 14-6-2018 at 8:50 PM, 1212PDMCDMPPM said:@spirit6 cool to see you around ! :)
Thanks, but that is all you will see :)
10 hours ago, Lukeocyte said:Thanks so much for this! Still really enjoying this set of scripts for all our custom missions.
Nice! It was made to have fun with.
3 hours ago, kremator said:Is GAIA v1.0 still the latest version or was it updated ?
If nobody updated it, then yes :)
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QuoteCloned the MCC and stripped to GAIA only and converted to new mission standard. Working from solo branch:
https://github.com/shaygman/mcc_sandbox.Altis/tree/SpiritBranche
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On 22-3-2017 at 11:32 AM, foxhound said:Super later response, but thanks! Updated my front page with this like :)
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Gonna get my Arma installed and do some research on changes tomorrow. Let's see what we can do.
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Hey there people. Anybody still actively using this? Going to goof around with it myself to see what is still working. Winter is coming so probably more hours inside.
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Good luck with it!
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Ola guys. Shay is very occupied since somebody calls him did dad for the time in his life ;) I am sure he will be doing some stuff as soon as he can and wants. For me it is even worse, I dont even dare to predict anything anymore ;)
Hang Tough!
we will be back ;)
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Is there a time frame for the next release? I can't put up any new maps for the guys since half of them get stuck during the load in.
Also when i remove mcc some of the guys become seagulls. I imagine this is from them not disabling mcc from their mod list?
This weekend we expect.
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Hay, I am a recruiter from Tier1ops, this post was linked to me by one of our members.
Tier1 is a Mil-sim community (ie' realistic tactics and weapons but none of the 'yes sir, no sir' stuff that you mentioned) based in Europe. We use MCC for our mission making (which i am sure you will be happy to hear) and of course having someone like you in our unit would be a great pleasure. Official mission day is Sunday evening (19:30 CET), often there is some kind of mission on a Wednesday as well. We also have a training session on Thursdays. If you are rusty then don't worry, we can accept pretty much anyone that knows how to shoot a gun and move around.
There really isn't much more to say and i am not going to bore you with a copy-paste response so I will link to a few videos of recent operations so that you can see if we would be something you would enjoy.
- The ending of this mission is insaneIf you are interested then you can head over to www.tier1ops.eu and click on the 'join us' tab to submit an application (you will need to be signed into an enjin account to do this). Someone (probably me) will process your application very quickly. If you have any questions then you can ask here or PM me if you like. We look forward to hearing from you!
:)
Tier one was the followup community of marsoc of which i was the founder and Shay a gamer of ;) MCC was initiated by me to create the specific gaming requirements we had in MARSOC :P
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Heya. Currently in Belgium unplanned but when back in Holland next week I will push the promised code :)
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Back from the holidays and up for some releasing somewhere this week, stay tuned :)
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After testing 1.56 tonight I don't find any errors with MCC. So pleas inlight me if you do.
Havent noticed real issues either. What I did notice is that helicopters are set in fleeing mode the moment they even think an enemy is near(by bis). So I had to tweak some for upcoming GAIA settings. Me off to Portugal for a week so talk on skype after that mate! (and other people :P)
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@spirit6
I have a question for you... I'm not sure it's in your hand... anyway... :)
Is it possible to increase the AI spotting skill when players walk over a crest of a hill?
Everything is possible but tweaking spotting skills would conflict against to GAIA to be a higher level AI and this is a lower level AI setting/script/improvement. There are mods that tweak this already and can be used together with GAIA (as long as that mod stays in the lower AI part).
Secondly, there is no specific code for players. GAIA does care much if the spot is AI controlled or player controlled.
So: no :)
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Hey,
For those that want to goof around a little on transportation stuff and supply some early feedback. Its all yours! Put it into your editor mission folder (like this C:\Users\rjjoo\Documents\Arma 3 - Other Profiles\Spirit\missions):
https://onedrive.live.com/redir?resid=5B56E83CAD09AC30!564&authkey=!AAYlL2ivsi_qELc&ithint=file%2c7z
Goof around in editor, press play, go do some stuff.
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WIP Gaia report
- Fixed: Hand placed helicopters search their own "home base" and move. They now always go back to where placed.
- Added : Transportation by helicopters (with mixed results because of horrible flightschool ai)
- Added : transportation of all (including heli's) used during offensive attack moves.
Its quite fun to hand place helicopters on a far away airport, create a zone with infantry and now move the zone to another place. They all get nicely tranported and the helis go back to "home". Its also incredibly scary to see the AI organize a truck to get to the conflict area faster and see the truck go back to pickup another group.
So I am handling the small stuff first to make the bigger stuff possible. Gues I go release this already soon.
To above: Yes I gues you need a fix for something. have not seen the issue myself but I trust it will be there. Lets see if Shay wakes up :)
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Thanks for the valid points all!
Great input James. I am already increasing the input for the AI. The idea about retreating is what i described few pages back as Batttle Plans. I think I will put up a template here on the forum so people can start filling in that template that I can then put into effect as battle plan.
Something like this:
BatlePlan 1 : Tactical Retreat
Triggers:
GAIA points < Offensive Force in triggered Zone
&
Any GAIA Zone <> Combat
Action
Relocate triggered zone to Non-combat Zone.
Something like that.The thing is. It may all seem rather simpel but you might have multiple triggers going off. You can solve things by (like Hetman) creating "character statistics" to the GAIA system. I prefer however mission maker control. So I would vote for being able to set priority to zones. So if a priority One zone is in trouble it will draw lower priority zones empty. Stuff like that.
Anyway, I plan to release in short sprints and not in bulk. So we should slowly get to "the goal" instead of think it all over and fail :)
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:627: :627:
Edit: @spirit - in the Gaia Module can you include 1000 and 500 Cache Distance like as in the MCC Mission Settings - thanks
Ofcourse.
So far I updated the following:
- Infantry will actively search buildings in their patrol area.
- Infantry on attack orders will go in the buildings to attack you, if they think you are in it.
- More error prone target detecting system for GAIA. Testing it, it seems more smooth with AI something searching the wrong area and taking longer to communicate.
And now up to the battleplans.
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Great news spirit6 !!
From the top of my head:
- one bug I have sometimes and that I never managed to properly reproduce: a lot of different groups start patrolling the exact same spot (adding units to zeus and looking at their waypoints, all the waypoints are in the exact same place). may be the gaia thread in the script section of this forum has some info about script error that may lead to that result
- another one: at least one time, the waypoint created by Gaia was 150-200 m above the ground resulting in the inf group staying around but unable to "reach" the waypoint. may be it's possible to add some control to check the real altitude of the waypoint
Feature request:
- less predictability: when fighting Gaia a lot, you start to be able to predict how Gaia will be reacting, thus planning your course of action accordingly. the most predictable part is that the troops sent by Gaia will go to your current location. this makes it easy to plan a short move of your own troops to catch Gaia troups while on the move.
it would be great if Gaia could send groups around your detected location (what's the good radius ? not sure. 100 m may be ? more ? depends on terrain type...). also, the 3:1 ratio should be a bit more random, to add some unpredictability
- air transport: I don't think Gaia is able to do that right now. even better: assume landing by default but add the abiity to paradrop or fast rope transported troops (make it configurable by some variable)
I'll add more if I'm think about something else. :)
Thanks!
I recognize the preddictablity. GAIA does however not send troops to your current location. It takes assumed location of all targets, devides them into conflict area's and then send troops to the conflict areas. However, if you are the only enemy group out there then I gues it could easily seem that way. I already changed the code for target recognistion so that it is prone to more error (it already was but i gues not enought).
The first thing I am workin on is something that was planned from the beginning already.
At the moment GAIA recognizes the units she holds (tank, vehicle with gun, transport vehicle, infantry etc etc). That is all just sweet and congo but the gaia attack system is based on points only. That is not enough. If you know the type of unit you control it would be very unwise not to take terrain knowledge into calculation.
So i started scanning the conflict area's and devided them into urban, forest, open and hills.
So now GAIA knows the following about a conflict areas (example going here):
- Conflict Terrain is Urban
- 200 points in the area
- Types present : tank, infantry, gunned vehicle
Knowing this you know a few things.
You need AT capablity, infantry effective + vehicle effective units that are fitted for the Urban Area.
To sumerize: So I am creating a response table for GAIA to check if an attack is "smart". After taking that check it can decide other choises that I describe as battle plans. One of them is surrounding the Conflict Area. Another is to Ignore the Conflict area. And so on.
A very wild idea battle plan is to "lock" the area by placing ambush groups on every road leading out of the confflict area.
Hope it makes sense :)
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Mission Template Stand Alone GAIA - Make missions FAST by using MCC GAIA engine
in ARMA 3 - MISSION EDITING & SCRIPTING
Posted
Are you using addons? GAIA uses a dynamic way to figure out what unit type it is using. If the addon creator "improved" the config file, GAIA has no clue what the unit is.