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Everything posted by mikey74
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AISS3 Feat of Arms This is our new installment of the AISS series. This is very much a WIP not even Alpha yet. FOA still has few outdated scripts from AISS2 but much improvements and additions have been made. Features: 1) Dubbing: a) We have added Dubbing to help get a feel for your troops or enemy troops only WEST is done. b) When Morale is low and a unit is taking fire they will holler out for help. c) When a unit is hit he will holler out in pain. d) When a unit is laying down some fire he will let you know. note: Mind you they wont do this repetitively as it gets well to repetitive. ;) 2) Morale Stance controls: a) If morale is normal to high Bis or other AI enhancement has control. b) If morale drops a bit they will stay crouched especially if there is known contact that's a threat. c) While underfire they will stay proned. Unless unit gets a bit froggy. 3) Support control: a) Units can and will if availible call for arty support. There is some calculations in here so its not just dropping mortar rounds on your head. b) Units can and will call for back up if they percieve enemy units are threat enough. c) Units will use all weapons at there disposal. d) They will search buildings for enemy contacts if there was buildings nearby during contact. e) for the time being CAS works like any other units. They get called and bis scripts determan how to handle enemy. 4) Garrison/Patrol control a) There a modules for the mission maker. These must be synced in order for FOA to use them. Other wise custom Mission's and campaigns will get broken. b) Way Points do play a factor when a unit is synced to those modules. Hold,no WP's, or finished all wp's they will Garrison. c) Patrol does same except Seek and Destroy works in place of HOLD. KEEP in mind: Fire fights will be drawn out longer as its more calculated what AI will do. ;) In other words a unit taking fire will not move in enemy fire to a way point. Or move in suspected line of fire from enemies. todo: Expand on FOA modules. Add options for range triggers and other stuff (ideas?) Maybe add a module just for supporting units or for non supporting units. Make dubbing work with all languages Give different strategies for sides and units Add strategies for different unit classes. Tweak and edit previously mentioned. WIP PREVIEW WIP PREVIEW STEAM FOA ALPHA 1 3/29/15 FOA left somethingout fix 3/30/15 MAKE sure that you put userconfigs folder in Arma 3 directory. Give us your thoughts and wish list, and when time permits. We will see what we can do. OH as of now it is compatible with Bcombat and ASR. Final note: PWEASSSE KEEP in mind this is just a wip pre alpha release for feedback and requests. ;) 4/9/15 Change log: Started scripts for servers we have a server now and will be running test. KEEP in mind none of us know what we are doing server side yet so may still be a bit before I can give a deffinate yes on works on servers Fixed exclude bug fixed units getting stuck added code and tweaked cover script Units will now take cover and move up on enemy while going in and out of cover. Still early work but looks pretty good right now. Tweaked Garrison script Building search radius is now based on unit size. Few other tweaks. Also had to redo Steam as they made changes after about 2 hours I think I figured out how to update it correctly on steam! lol So if you are subscribed you will have to re subscribe, to get newest one and on. FOAonSTEAM FOA LATEST Cedits: Mikey74 Author CosmicR10 CoAuthor and Technical StTosin CoAuthor and Technical FroggyLuv CoAuthor and SOUNDMAN!!! GraemeShute is credited for FOA's new LOGO!!! Great Job man! Great Job team!!! There is a ton of other that has helped out and We thank you from the bottom of our hearts!!! :)
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Quick update: I'm working on Adding static weapons to fray. Also the fix. Just gotta find the missions thats delayed because of FOA. Once thats done New stuff will be Units with static weapon backpacks mod and vanilla will deploy and undeploy weapons, hopefully fix the delay in some missions, and a new AI respawning/spawning feature.
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@f2k sel change commandwatch to _unit dowatch objnull; That will shut them up. idk what I was seeing the other day, tested FOA again and it seems to be working, but this was after I went to dev branch for apex. Not sure what difference it made or if I was just not seeing what they were actually doing. 2 hours sleep doesn't help either. Maybe they were actually taking cover before. idk. Anywho it works.
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maybe its because i have it in an fsm. will change over to reg sqf n see and change the order up a bit. idk
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Thanks, but have done all that. Setting careless used to work great now they just walk. Combat mode blue and green they will disengage but still wont move. lol Several other things as well. lol oh well cant have you're cake and eat it. Maybe Dev will figure it out sooner or later, or ignore it depending on how many other AI guru's are speaking up.
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This is what I am using by trigger right now with my scripts turned off. bugga disableAI "AUTOCOMBAT"; bugga disableAI "COVER"; bugga disableAI "AUTOTARGET"; bugga commandWatch objNull; bugga doMove (position truck); hint "move it"; Still same results he still will engage and not move to truck. Yes I really did name him bugga. :P When they 1st came out with the commands in Dev it seemed to work good. But now its like before. AI will not listen to me anymore :( This is what I actually used in FOA V2 that worked for a short period of time. _unit disableAI "COVER"; _unit disableAI "AUTOTARGET"; _unit disableAI "TARGET"; _unit disableAI "SUPPRESSION"; _unit disableAI "AUTOCOMBAT";
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Maybe I missed something. I do know about the new Disable AI commands, but the generally do not do what some of us need. I think. lol Basically is there a disengage command yet? Like _unit dodisengage and get your hind parts behind that rock command? or in my case _unit dodisengage and do what this upstart amateur coder wants you to do? lol I guess even with the new disable AI they still will sit out in the open and return fire even though I've used domove moveTo and even made my own fsm which made it better but still not quite there. I've looked at other threads and most are saying the same thing. Its all hard coded in and there is very little you can do about it. We don't want them to just stop and stand there either especially when ive gave a few codes saying run you fool. lol he he he he aside from that. The things you've done with AI almost makes it not worth the time of creating a mod to edit AI behavior. ;) But sense people keep throwing peanuts, and asking for it we do. lol
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Hey guys in the middle of job change, and a big move. So update obviously is being delayed. Hopefully I'll have one here soon. NO PROMISES. :P @blackthorne 1) Bis leaves very little room to play with AI manuevering especially while under fire. Until they come up with a disengage command for scripters I cant do much else. 2)Same as above. 3) same as above. Use to be able to give them the careless command and they would run any were you want them to, but they changed something so that now careless makes them walk. My hands are tied up in most cases. I'll keep plugging away at it you never know. lol Thanks for the input. :) @gpgpgpgpgpgpgpgpgpgpgpgpgpg There is an exclude feature for mission makers. Its in module form. Just sync the module to group leader and they are excluded. That being said. We are working or were working on a menu feature to replace userconfigs so that if it messes with certain missions you can turn it off. This does need to be done. Hopefully in the future it will be so. ;) The next update will most likely be minor stuff and working on slowing up FOA's start so It doesn't mess with intro scenes.
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hmmm ok. I may try a delay for FOA to start later. Maybe that will fix it. I'll have to DL and try Hetman war stories. :) Right now I've linked BL with WICT but I've not heard back from anyone on it. So may have to scrap that project. I loved wict, and with BL it makes for awesome gameplay. imo
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I was wondering is the project dead? I have a few ideas if not. I'd like to join this team.
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Down load Steam version for now. This thread need closed. This is older outdated version.
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lol kinda figured that but offer though goofy it was still remains. :P :)
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1) it will give you up to 30 units depending on what groups it spawns sometimes less sometime more. 2) If I understand you correctly It fills it according to the faction of the unit synced 3) Yes, but Sectors are not capture by just steppng into the marked area. Your side must dominate that sector for a certian amount of time. ;)
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lol not that I can be any help but If I can. Just pm me, or what ever you may need. AND you wont have to pay me ;) :D
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Progress report: PLA now works with Battle lines. West for Veterans mod works, but something is amiss with Vet configs. So I probably wont be able to make BL compatible with it. All other unit mods tested work. This included: RHS both sides, PLA, Aggressors, The halo mod lol cant remember the name Ryans zombies with minor conflicts * will look into that but not game breaking. All Cup units, and a few others I cant remember them at the moment. I will send it out to the testers and as soon as they say yay I'll upload asap. ohh a sp respawn still working so far. Lets see what testers say.
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Fixes are not yet made. Armaholic update is the steam one a week or so ago. I forgot to let fox know about that release. This was latest fix but only steam version: Userconfigs removed and file not fount fixed. Units defending in battlelines will now Garrison Added Amibiant battle sounds module and category only tested by me, but should be functional Battle Lines still is not compatible with veterans mod and PLA mod
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OK I did some research on sector module. Which is basically what BL is but simplified, and expanded a bit. Here is what I've found. https://forums.bistudio.com/topic/176117-sectors-causing-crashes/ BTW last few test with Veterans worked as far as finding factions name, but I experienced the freeze. Not sure if its related to veterans or not. My suspicion is the sector module itself. :/ Hopefully at the least I'll have Factions from mods nailed down next release.
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Config Root from Last Defined Class
mikey74 replied to jshock's topic in ARMA 3 - MISSION EDITING & SCRIPTING
ok I've written a script to find a group in a faction with different faction names for groups as apposed to faction names for there units. Don't know why I didn't think of this sooner. :/ params [ "_group" ]; _side = str (side _group); _unitsGrpT = []; _unitfaction = faction leader _group; _WAllFac = (configFile >> "CfgGroups" >> _side) call BIS_fnc_getCfgSubClasses; if (_unitfaction in _WAllFac) exitWith {_unitfaction};//else {hint "in"}; //sleep 1; { _type = typeOf (Vehicle _x); if !(_type in _unitsGrpT) then {_unitsGrpT pushBack _type}; } forEach units _group;//Alpha; _SideAllClass = [];//(configFile >> "CfgGroups" >> _mrk1 >> _RFac) call BIS_fnc_getCfgSubClasses; //sleep 1; _allsideGroups = []; _factionsselected = []; { _factions = _x; //sleep 1; _Classes = (configFile >> "CfgGroups" >> _side >> _factions) call BIS_fnc_getCfgSubClasses; //hint str _Classes; if !(_Classes in _SideAllClass) then { _SideAllClass append _Classes; { _class = _x; //sleep 1; _Groups = (configFile >> "CfgGroups" >> _side >> _factions >> _class) call BIS_fnc_getCfgSubClasses; //hint str _Classes; if !(_Groups in _allsideGroups) then { _allsideGroups append _Groups; { _grpclass = _x; _Unitclasses = (configFile >> "CfgGroups" >> _side >> _factions >> _class >> _grpclass) call BIS_fnc_getCfgSubClasses; _allUnitsgrpClass = []; { _unt = _x; _unitT = [(configFile >> "CfgGroups" >> _side >> _factions >> _class >> _grpclass >> _unt),"vehicle",0]call BIS_fnc_returnConfigEntry; if !(_unitT in _allUnitsgrpClass) then {_allUnitsgrpClass pushBack _unitT}; //hint str _unitT; //sleep 1; } forEach _Unitclasses; //hint str _allUnitsgrpClass; //sleep 1; if (_unitsGrpT isequalTo _allUnitsgrpClass) then {_factionsselected pushBack _factions}; } forEach _Groups; }; } forEach _Classes; }; } forEach _WAllFac; //hint str _SideAllClass; _selected = if (count _factionsselected > 0) then {selectRandom _factionsselected} else {nil}; hint str _selected; _selectedYou call it with something like [groupname] execVM "namegiventoscript.sqf"example of that for me will be [_group] execVM "FindGfaction.sqf" or If you define script in a config or descriptionext for me it will be: [_group] spawn FOA_fnc_findGclass; -
side step is in there. :P well Bis version. I havent delved into creating animations. I dont have so much time, and it takes time to research and learn stuff. :( Wish I could afford school for coding. PS Glad you like this version. :)
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Config Root from Last Defined Class
mikey74 replied to jshock's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks das, What I've been doing. I can select all groups in bis by script now, but some mods and 1 faction for bis does not follow patterns of configs. hmm Thats confusing. let me put a piece of my code up and you may figure out what im trying to do. Before I do. There are certian mods that do not have the same factions for groups as they do there units. Bis has 1 that does that. Guer: If I can get an actual classname for a group I can fix this without individually loading each mod classname. params[ "_mod"// Is the module used to call this script ]; private ["_playableP","_playable","_side","_type","_Suptype","_Strength","_units","_StrStrt","_sidePlay","_UNside","_UNside1"]; _playableP = if (isMultiplayer) then {playableUnits + [player]} else {switchableUnits + [player]}; _playable = _mod getVariable "BL_SyncdU"; //synced units to module if (isNil "_playable" or count _playable <=0) then {_playable = _playableP}; _side = (_mod getVariable "BL_side"); _type = (_mod getVariable "BL_Type"); _Suptype = (_mod getVariable "BL_SupType"); _Strength = (_mod getVariable "BL_Strength"); _units = (_mod getVariable "BL_sideU"); _sidePlay = []; {if (_side == side _x or _units == side _x) then {_sidePlay pushBack _x};} forEach _playable; _F2pick = if (count _sidePlay > 0) then {(_sidePlay call BIS_fnc_selectRandom)} else {nil}; if (isNil "_F2pick") then { _sidePlay = []; }; _UNside = format ["%1",_units]; _UNside1 = if (_UNside == "Guer") then {"Indep"} else {_UNside}; _WAllFac = (configFile >> "CfgGroups" >> _UNside1) call BIS_fnc_getCfgSubClasses; _RFac = if (count _sidePlay > 0) then {faction _F2pick} else {_WAllFac call BIS_fnc_selectRandom};//if (_side == side player) then {faction player} else {_WAllFac call BIS_fnc_selectRandom}; _RFac = if (_RFac == "BLU_G_F") then {"Guerilla"} else {_RFac}; _RFac = if (_RFac == "rhs_faction_tv") then {"rhs_faction_vdv"} else {_RFac};///////// FIX THIS TANKSSSS _WAllClass = (configFile >> "CfgGroups" >> _UNside1 >> _RFac) call BIS_fnc_getCfgSubClasses; //hint str [_WAllClass,_RFac]; //_WAllGroupsG = (configFile >> "CfgGroups" >> _UNside1 >> _RFac >> _Rclass) call BIS_fnc_getCfgSubClasses; _Rclass = _WAllClass call BIS_fnc_selectRandom; //hint str [_WAllClass_mrk1,_RFac]; _Fac_has_infantry = [_WAllClass,_UNside1,_RFac] call BL_fnc_BLhasInfantry; _Fac_has_tanks = [_WAllClass,_UNside1,_RFac] call BL_fnc_BLhasTank; _Fac_has_motor = [_WAllClass,_UNside1,_RFac] call BL_fnc_BLisMotor; _Fac_has_Mech = [_WAllClass,_UNside1,_RFac] call BL_fnc_BLisMech; //[_WAllClass,_UNside1,_RFac] call BL_BLhasAir; _Fac_has_Arty = [_WAllClass,_UNside1,_RFac] call BL_fnc_BLhasArty; _Fac_has_car = [_WAllClass,_UNside1,_RFac] call BL_fnc_BLhasCar; Most mods and all vanilla works with this. There is 2 mods that I know of that throw errors. Both mods are massive. lol -
Config Root from Last Defined Class
mikey74 replied to jshock's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I know this is an old thread, but is there a way to get a group class name by script call. We have typeOf for units, but is there something for groups. So far I've not found anything, but I seem to remember pulling this off 3 or 4 computers ago. Wished Id kept all my pc's lol -
Set Force size at start to 0. If you highlight each category in the module itself it explains what certain selections do. There is also a video on one of the 1st 3 post. When we do a major update we are going to try to add more tutorials though. Hope this helps :) That being said. Do you know of a way to get classnames for groups? If I can nail that I can fix the compatible issues with Veterans mod and PLA mod. Cup and RHS works great with BL in all my test so far. edit: Your group??? No your group will not respawn if its players group. Use SPrespawn module for each individual unit in your group for that.
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I've seen the BL issues in previous versions, but right now its working for me. I need to know what mods you are using with FOA. Progress report. Fixed the issue with SPrespawn identity. Changed killed EH to handledamage EH. :)
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Steam version has been updated: Userconfigs removed and file not found fixed. Units defending in battlelines will now Garrison Added Amibiant battle sounds module and category only tested by me, but should be functional Battle Lines still is not compatible with veterans mod and PLA mod If you use Steam version make sure it updates. You may have to re subscribe to make it update. If it doesnt show up as updated on your Arma 3 mod manager there is a wrench in the mods options when you click on mod in mod manager. Click that wrench. If you cannot find the wrench. Just unsubscribe then resubscrbied to FOA and it should update. Enjoy. :)
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Something like that will be added in future updates. BUT only in module form. it will not be automatic.
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