Jump to content

spirit6

Member
  • Content Count

    586
  • Joined

  • Last visited

  • Medals

  • Medals

Posts posted by spirit6


  1. Really looking forward for ambient combat and the occupation system...

    Re: Ambient Combat - How persistent are the units if you leave a conflict area, are the cached depending on the caching settings? Or are the completely removed?

    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.


  2. Spirit an idea on ambient combat(if not all ready considered)

    In using ambient combat before,there was one thing i didnt quite like about it....Factions spawning positions.

    Is there a way to designate roughly what side of the map(N,S,W,E) The factions spawn on? IE if i have russia starting a mission from,say molos airfield in the north east,and bluefor have the bulk of its forces(ie a base/marker) in the west,is it possible to pick up on that and spawn factions around the player accrding to direction factions are attacking/defending from?

    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 ----------

    Yep and maybe even someday throwing in a civilian occupation(much like the occupy zone with faction feature) feature so you can populate a zone with civilians and vehicles, with the click of a button.:cool:

    Edit: Unless of course the occupy zone works with civilians! I haven't tried yet but i will be asap.

    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 ----------

    I've just tried with independent instead of resistance and unfortunately still get exactly the same issue.

    I expect that the bug reported in R8 still exists for the resistance faction in R9 despite the new MCC function syntax.

    Maybe, you'll have some time to get it.

    Thanks a lot.

    Regarding your last video Ambient Combat inbound, it sounds to have a big potential for the player immersion. I find the idea very good especially for some new kind of mission. But it might be better with setting preferences allowing more random spawning events based on the current player position that you explained.

    Do we have here the idea of large scale battle with dynamic ground controlled?

    I have to read again the video more times so that to be sure to well understand ;-)

    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.

    Hey Shay and Spirit,

    Is it possible to add a recently new stand alone map Bornholm made by EgilSandfeld to MCC. I am trying to save a base made with MCC 3D Editor but it will not want to save correctly. I have to save to clipboard, load up Altis, paste objects in Altis then switch back over to Bornholm in the 2D Editor and try to correclty place them there and save. Also being able to generate a random mission without creating a zone would be nice too. Thanks!

    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 :)

    That's just brillant !! Honestly, I'm far more thrilled by this kind of features than the more Rainbow Six-like ones you displayed before.

    Great work !!

    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)?

    Yep and maybe even someday throwing in a civilian occupation(much like the occupy zone with faction feature) feature so you can populate a zone with civilians and vehicles, with the click of a button.:cool:

    Edit: Unless of course the occupy zone works with civilians! I haven't tried yet but i will be asap.

    Actualy. I havent tried that myself either. Anyway, you are guessing quite where we are heading :)


  3. Hi MCC Team,

    Sorry to quote my own post.

    I wanted to not have it forgotten just in case.

    Thanks again!

    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.


  4. Hey spirit,

    I would actually like to know this too,i like to add items,clothing etc to infantry and ESPECIALLY for armour,i like to set init commands so that tank crews dont bail because of a destroyed track by entering in the veihicle init a line to make them stay in till 0% health(dont have init code infront of me rite now).

    Once they respawn,inits dissapear.

    Well you are on your own there ;) There is no support for custom init if you make use of gaia respawn functionality.


  5. Thanks Spirit, I actually found an MCC variable I can check and was going to post my code here but this one is probably better. I think I had to wait a few seconds within init.sql before the variable was actually defined though.

    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 ----------

    Wow, just spent a couple of hours playing with this in the editor and I am impressed.

    More to the point, I spent a couple of minutes whipping up a quick battle and then a couple of hours watching the mayhem unfold.....

    Just a quick question: Is there any way to run an init script on a respawning group?

    Specifically, I'd like to run this: http://forums.bistudio.com/showthread.php?183684-Jona-s-Easy-Redress-Functions

    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).


  6. Are these parameters recognized when using the script version of GAIA?

    MCC_AI_Skill

    MCC_AI_Aim

    MCC_AI_Spot

    MCC_AI_Command

    I.e I can just add them to init.sqf and all AI will behave accordingly?

    Is Headless Client supported? And If so how would I go about configuring GAIA to use it.

    Also.

    Regarding the Caching. It would be nice if there was a possibility to adjust the GAIA_CACHE_STAGE_2 in the init. So that I can for example have a very short spawn for the whole group but let the group leader be an active part from a greater distance.

    Or maybe even better an option to not spawn units when planes are flying over so that Pilots can fly about without risking the statbility of the server.

    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 ;)


  7. 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 :)

    9C726D5492FC3B76AA3BDD396E63D2F4AD4DEA9B


  8. When you say template do you mean GAIA script version? This is a real dissappointment if so because I have a lot of plans in creating missions using GAIA script but I always play missions with MCC!!! What if no GAIA functions are used within MCC? Still issues?

    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?


  9. Will GAIA script conflict with MCC GAIA? So far it doesn't seem to be an issue but thought I'd ask just in case.

    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 ----------

    And yet another question for Spirit: Are any of the CSAT helicopters recognized as transport? I tried all of them plus an independent and nothing is recognized for transport. As soon as a through a truck down the units will use that no problem.

    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.


  10. Apoligies,may have left folder in.

    So i still CAN just open up a new mission,add some elements from MCC.Then also hand place editor units,and write in their inits or a trigger gaia orders?

    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


  11. @spirit

    When im using MCC,and i use editor units,and fill their inits with gaia parameters from your template.Such as assign them a zone,no follow etc.

    Then load my mission which also has an mcc mission generated(pre generated via save to sqm.

    I get a error saying cannot find Gaia init sqf.

    Im confused as gaia is already in mcc,do i need the gaia script folder from your template,or will it conflict?

    EDIT: @Shay gman

    i just figured out i can save to sqm,warzone will be saved also.Thats great.I would like to report a few ruins that get generated seem to be floating off the ground.Quite high infact.Usually the large mound rubble type.Not too common but its there.

    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.


  12. Hi fellas,

    MCC/GAIA and Zeus are a match made in noob Arma heaven.

    Anyway I'd like to ask a question regarding GAIA. I watched one of Spirits video's where a transport helo was assigned to GAIA and it would patrol GAIA zones. Is it possible at present to fill these helo's with an OPFOR group fireteam/s. Then make the transport helo patrol the zone/s until BLUFOR presence is detected, find a suitable landing/ fastroping spot to unload; and track the BLUFOR units last known position etc. Then possibly even repeat the helo process with a second fireteam. I was thinking something similar to the GAIA hemtt initialization where the two units/groups would combine and head to the objective, clear the area and return to base. Or possibly even using the MCC editor for initialization place Helo and fill with units/cargo but a group/s assigned to GAIA.

    ps I've tried attaching groups to a GAIA helo and it fails to take off even when other units are actively engaged in combat.

    Hope some of this makes sense :p

    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 :)


  13. Hi,

    Quick question about MCC and its control over local units spawned in by Zeus...

    When running a mission on a dedicated server and spawn units as Zeus, I understand that these are still local to the client who spawned them (as opposed to the server). As such, it seems that Gaia cannot provide orders to these units.

    As a workaround, I have to join the newly-added groups to a server-based unit to change locality.

    Can MCC help to transfer the locality of these units to the server, or can Gaia wrest control over these units in some way that I am overlooking?

    Thanks!

    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 :)


  14. 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 ----------

    @spirit, maybe can you tell about your GAIA plans, also you say the occupation thing is WIP; will you make it a bit more configurable (#units for instance)?

    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 ;)


  15. Thanks for informing us about the newest version, I completely missed it :(

    Updated release frontpaged on the Armaholic homepage.

    ===================================================

    We have also "connected" these pages to your account on Armaholic.

    This means in the future you will be able to maintain these pages yourself if you wish to do so. Once this new feature is ready we will contact you about it and explain how things work and what options you have.

    When you have any questions already feel free to PM or email me!

    Tx Fox, take it easy man!


  16. Hi Spirit

    I downloaded the template and mucked about with it.All is good,crystal clear.

    Of course i have a question ;) I have been using upsmon recently,and one thing i particularly like about it is that i can set things like "SAFE" "COMBAT" etc into the groups init.So that units have a predefined behaviour.

    Is this possible with Gaia?

    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.


  17. We have this same issue with the mission generator. When I host locally, generating mission to a zone works fine. But when another player hosting, and I'm the mission maker, it just keeps saying "building mission", and the host gets this ""MCC: Mission Wizard Error: Create a zone first" error message. And I must reconnect, to get rid of the text, and to be able to generate another mission (since it's saying that another mission generating in progress).

    This problem is not entirely new however, we have it with the previous version too.

    ((We tried mission and mod version from the current build, and mission version of the previous one.))

    On it tomorrow, hang in there :)

    Does spawn work normally? question I ask is because few things got changed on spawing (delayed/caching).


  18. S

    Also,regarding GAIA.and zones.Could someone tell me how do i create a zone in the editor,and what to put into the group/s init/s,whom i want to patrol that zone,and also how to assign a behaviour.Apoligies if there is tutorial for this somewhere.I havnt seen it.

    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


  19. This video shows the changes in the latest release, related to GAIA (ai system in mcc). It covers:

    1. Caching
    2. Delayed Spawning
    3. Occupy Script
    4. 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 :


  20. Change log missed few lines (my error). This is also part of the release (video that i will make will explain):

    - Added: CIV side added to GAIA control

    - Added: Delayed spawning. The spawns can now be delayed until within caching distance.

    - Added: Occupy script (wip)

    Delayed spawning means that stuff will not be spawned until a player comes in caching range. Quite usefull if you are not always sure where the player goes. Shorter said: the spawning is delayed until a player comes within given range (caching range that can be set in settings -> top right button).

    Current wip: Automatic load balancer between server, clients and hc (all automated)

×