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mikey74

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Everything posted by mikey74

  1. mikey74

    Vcom AI V2.0 - AI Overhaul

    I sent you a dropbox link via messaging. Have a few other projects I am working on involving AI if I don't release them separately or revive AISS or even If I do let me know I'll share them. It involves medical and ammo.
  2. mikey74

    Vcom AI V2.0 - AI Overhaul

    I've got a few scripts started for finding static for AISS that I never finished to add to AISS. Basically the scripts use the find function to find out what a bag may be holding. I remember I was fairly close. I've kind of abandoned everything do to moving and work. If you'd like to take a look and can use them let me know I'll see if I can knock some of the dust off them and send them your way.
  3. Should be the position from the module or if synced to something from position of the something synced. ;)
  4. _position = [_position,0,150,10,0,0,0,[],[_position]] call BIS_fnc_findSafePos; Maybe try find safe Position. I had the same problem so I re wrote bis spawn script for some of my stuff. But BIS_fnc_findSafePos may fix your problem.
  5. Introducing: Squad Action Menu Orders (SAMO) A.I.M Team Founders Mikey74 StTosin CosmiC10R A.I.M testing and development Team FroggyLuv Redarmy Jcae2798 flyingPenguin Jackralph Brickwall instructions for keybinds: When a mission has begun, goto configure, then click controls. Down the bottom you will see Configure Addons, here is where you will find the default SAMO key to rebind. A Special thanks to the A.I.M team for all the hardwork! Thanks RAINF for simplifying instructions for keybinding. Thanks badLucky1776 for the help on that last version ... I am considering changing the menu call to "Layin down the Hate" lol and a very Special Thanks to PitGurl for the logos... Samo provides you with easy access to commands on demand: It provides you with a pointer to better see where your orders will take place. You can order your units to cover fire. This is based off position you are pointing at. So I recommend you use the pointer before giving this command. You can order your units to disperse at position your looking at. Same as above recommend using the pointer. You can order you units to watch a certain position. Same as above recommend using the pointer . You can Order units into different combat modes: Go Hot will command units to go to combat behavior and free to engage. Go Silent will command units to go into stealth mode only firing when they are spotted. All clear will tell units to go aware and engage if a target is spotted. This will not take effect if enemies are known about. All of these commands are accessed by you mouse wheel Just like if you want to change to AT weapon or pistol. Its not perfect yet, but it does add to the commands for your squad. Also If you have AISS this will be included in the next AISS update. This is no longer in the action menu and can only be called via bound keys that can be rebound in the configure add on menu of the configure >>> controls menu in a mission the keys do stay set to the key so you dont have to do it every mission. Forgot to mention this version includes RedArmy's Rapid Action Suppress key and StTosin's new Rapid Action Cease Fire key bound in the same configure addons menu. Cosmic Download: SAMO V0.36A RELEASE VERSION LINK Thanks to Cosmic and AIM team!!! :) You all get atta boys!!! Mikey... please add .36 - cba 1.09 compatible version link on main page.... pretty please :D :D Previous: BIG THANKS goes out to Sttosin a visionary/tester who has pushed me to make this better and continues relentlessly pushing me. ;) CosmiC10R wise/coding guru/tester who has pointed out valuable information and bugs I would have missed other wise. froggyluv is now apart of the AIM team. His information has also been Valuable to us. ;) We are still open for coders and testers and other for AISS and SAMO. Please pm me if you are interested. If this is a success its because of these two. The vision and information are invaluable! If it flops its all me. :)
  6. Thanks a lot of time and effort went into this. Cosmic has done a great job. I'm currently working on a HC version of SAMO. ITS very early works. Right now its for IFA3. I'm making for a friend. That being said we may look into adding an option for curators to be able to do some things when we start moving it to no mod requirments. I know very little of Zeus so I cant promise anything.
  7. Subscribe at Steam Pics on steam Tanoan government raised a standing army under intense negotiations with CSATI leadership. Meanwhile, NATO has dispatched some Contractors to help fight back CSATI influence. included: Infantry and motorized units for Tanoan Army Infantry and motorized units for Military contractors. Functions: The contractors are elite soldiers. They will have better skills than most. Quick response crews will disembark upon contact, and make repairs if needed when combat is done. More to come.
  8. mikey74

    Tanoan CSATI ACCORD

    Yeh I used the General for his uniform for the TCA units. I edited the texture of the Rangemaster for the contractors uniforms, but ended up having to use the Rangemaster and the General to set up the base units for my units. When I configed in the textures for any other unit it looked like I blended uniforms. With what u posted.... maybe just maybe I can use other units as a base for my base.
  9. mikey74

    Tanoan CSATI ACCORD

    Thanks for that. This means I've got to go in a redo some things. :P That being said. I did it the hard way!!!!! lmbo Im assuming you can do the same with your own textures you edit or create? I'll deffo have to play with that a bit.
  10. Not sure what I will do with FOA. Apex has improved AI a ton sense its release. So if you are a fan. Try Arma without FOA. Then try FOA. Then put your suggestions in here. If there is enough interest I'll see about an update or rewrite. AI programing is very time consuming. lol
  11. wow. I havnt looked on this thread in a while. I thought there was no interest in ambs anymore. btw MOVING AGAIN! Soo once I get settled AGAIN and get my scheduled worked out. I'll look into making an update for this one. I also need to find a good turorial or someone willing to take the time to show me have to make modules work correctly in Zeus and Eden. Specially Zeus. If that happens I'll start creating more modules. Right now just released a unit mod. Going to put up that thread now.
  12. 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!!! :)
  13. 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.
  14. mikey74

    AI Discussion (dev branch)

    @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.
  15. mikey74

    AI Discussion (dev branch)

    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
  16. mikey74

    AI Discussion (dev branch)

    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.
  17. mikey74

    AI Discussion (dev branch)

    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";
  18. mikey74

    AI Discussion (dev branch)

    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
  19. 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.
  20. mikey74

    Feat of Arms

    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
  21. mikey74

    "Community" WICT for A3

    I was wondering is the project dead? I have a few ideas if not. I'd like to join this team.
  22. mikey74

    Feat of Arms

    Down load Steam version for now. This thread need closed. This is older outdated version.
  23. mikey74

    AI Discussion (dev branch)

    lol kinda figured that but offer though goofy it was still remains. :P :)
  24. 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. ;)
  25. mikey74

    AI Discussion (dev branch)

    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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