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Posts posted by mikey74
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hmmm we just loaded up a Zeus mission and all is well. Try deleting AISS and userconfigs and then reinstalling them and see if this fixes it. Hope that helps. I'm going to update this in next few hours. If reinstalling doesnt fix it maybe the next update will
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AISS does refressh every so often so it has all units that are not excluded under its control in case some are spawned later in missions. Is this what you are referring too.
ohhh you mean its not loading the mission at all??? ummm not completely sure whats causing that. Where did you download AISS from and how is it installed?
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We appreciate the help very much! :) Thank you.
---------- Post added at 06:33 PM ---------- Previous post was at 06:31 PM ----------
Hey i'm not sure why but AISS Creates a endless loading cycle if trying to start a ZEUS mission i'm not sure if this is something i'm doing incorrect as i'm using the play with six version.This is a lan hosted server btw
Thanks Jack, Could you give me a little more information? I'll tests that in Zues before I release this next update see if I see what you are seeing.
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is it in the \Deathcam folder if so you may want to change
player addEventHandler ["killed", {handle = [(_this select 0),(_this select 1)] execVM "killcam.sqf"}];to
player addEventHandler ["killed", {handle = [(_this select 0),(_this select 1)] execVM "Program Files (x86)\Steam\SteamApps\common\Arma 3\@Deathcam\addons\Deathcam\killcam.sqf"}]; -
Hi Froggy its not implemented yet in AISS this is coming hopefuly in next few hours. I can send ya something when I'm done testing when I know its not going to break something in next few minutes/hours. lol BTW thanks Froggy you are on of the coders who has inspired me to get back into coding. ;) I think I have you in my credits, or you could be one of the many I couldn't remember your name.
@Gattobuono I've played all OFP including the bis one except for RR I seem to remember some of it on DR I may have to put that back on my pc and have a look to remember it though :/ This old age stuff is killing me.
Hopefully I'l have something to release sometime tonight or tomorrow. After that My hours go to 12 for the unknown future and I wont have so much time to give to this for a bit. :/
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You can also use to pointer to point out where you want your group to disperse and were to watch a position. UpDate with this added is coming soon. Hopefully no later than tonight.
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Nope I'm not messing with you!!! ;) I've got it to work, but I'm not completely happy with it. I'm trying not give in to my excitement and release it to early. This tends to run people off. lol I'm dont think so good when I get excited about something. lol
Heres my situation:
I've got a dispersion action working well. I'm happy with it. Though it will be tweaked as I go till I'm very happy with it.
I want to add 2 suppression commands:
1) you order squad to supress your target lit up with cursorTarget command(I have that nut cracked pretty good, but needs some tweaking)
2) I want to add a suppress area command (I have it working BUT they will hit anything in there direction including friendlies, and cursor position only gives you a position if you have an object in site like a building. In other words if you want your group to light up a hill with no objects it wont recognize anything) I've got a few ideas for work arounds though.
SO I''m trying to figure out a way to 1) make a line of site script 2) find another way to get a position pointed at with your cursor without having to mark a certian position on a map. 3) Also debating wether to use suppressFor command vs forceWeaponFire. I get better suppression out of forceWeaponFire than suppressfor, BUT this is where my delima is Suppression commands 2)
Right now I'm working 7 days a week and my time is a bit limited. :/
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Mikey if you can get the command AI to suppress to work that would be ARMAzing!Sure thing. I'll look into it and see what I can do. I think I may put up a new temperary pole. I'm not a fan of poles but it will help a bit on getting me pointed, but keep in mind I can only do what I can do. I may not be able to get what you want. Like for instance In the last pole I had option for ambulance and other supporting units. I was unable to implement that. It was out of my skill range at the time, and possibly at this time. Though suppression was out of my skill range until recently, and as most of you know it probably still doesn't compare to other mods. lol But I'm going to look into that.
Yes I did just do a cheesy pole. lol Please feel free to vote what you think, and leave a comment on what you think? Yes Im still/always looking for help from coding enthusiast/hobbyist/experts. ;)
I GOT IT TO WORK!!!!!!!!!!!! This will be implemented next update.

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Right now they do it Automatically. ;) But if ya want I can add that in future updates. Though I think in the game it already has a unit command for this. ;) I think I'll add a userconfig to turn this off in another update. For me I'm not good with the command section for being a squad leader so for me them doing this automatically works, but I know most who do know the command part of Arma may not like this. ;) I want to make this controllable for everyone if at all possible. It does help to get feed back. Just let me know, and I'll try to implement stuff if I can. :)
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changes beta 2.1:
More random task for players. This will be improved with ideas. So give me ideas but keep them simple. ;)
Fixed player support: If Target was killed Player would be givven a task somewhere off the map.
Suppression and cover work a bit better together now and a even more realistic looking.
When units are suppressing they now will do it in burst, but can be supressed during and will stop and drop depending on skill. ALL is suppression considers skill and works with game controled moral.
Friendly fire can and will happen do to panic of combat.
If player is squad leader of AI.The AI will react like just like the rest of the AI.
Disabled Mech embarking and disembarking till I find a good solution to Iron front mod compatibility. Possibly in next 2 or 3 updates.
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Thanks asset, Yes I'd appriciate that very much. At 1st it was intedned to be single player, but a few dedi guys was wanting it on there dedi servers. But I suck with dedi servers. :/ lol
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ahhhh I thought I saw that the other day!!! I wasnt paying close attention and forgot all about it because I'm trying to get happy with the suppression and cover script. I'll remove that in the next update until I can work that out. Thanks for pointing that out. :)
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Thanks ChuWie, I'm taking some steps to fix that and should be fixed next update. :)
P.S I also found a variable that was supposed to be a userconfig that was left out! Thanks again!!! :D
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Hi Asset, It should, but I haven't had the chance to test it yet. I've got a group of friends testing it Thursday night. Feel free to test it yourself if you like. :) I really really really want to make this work on dedi!!! lol
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Unless I missed a bug. I'm going to try to limit updates to 1 per week. Poor Mod sites been working hard, and I really do feel guilty when I finally realized what I was doing to these guys. :(
changes:
Player can get assigned task if AI friendly needs support. You can stop this by changing AISS_Player_called = 1; to AISS_Player_called = 0; in userconfigs or by script or by trigger.
Reduce sonic crack default to 14 meters instead of 35. This can be changed in user configs or by trigger or by script by changing AISS_Sonic_Crack_dis = to desired amount of meters;
added new user configs below is default settings:
AISS_Shot_dis = 1000; //// This gauges how far out a shot is heard by AI when shooter doesn't have a suppressor.
AISS_Sonic_Crack_dis = 14; ///// This gauges how close a round has to be to an AI for the AI to know he's being shot at, and he will hit the deck.
AISS_Shot_dis_sup = 100; //// This gauges how far out a shooter with a suppressor is heard. Anything above this will not be heard.
AISS_Time_inCover_min = 10; //// This is minimum amount of time AI will remain on the ground when being suppressed.
AISS_Time_inCover_max = 20; ////This is maximum amount of time AI will remain on the ground when being suppressed. This is random based on skill combined with AISS_Time_inCover_min.
AISS_Player_called = 1; //// This allow AISS to assigning task to player units if player is squad leader. 0 Will turn this feature off.
Added few more scripts to make AISS server ready!
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If you do not like the way the units are suppressed. I have placed something in userconfigs to stop this. ;) Change AISS_AI_Enhancments = 1; to AISS_AI_Enhancments = 0; You can change that via userconfig, by a trigger, or int.sqf in mission folder. That will stop the AI from hitting the deck and looking for cover when someone is shooting at them, or you can changed range of bullet wizz AISS_Round_dis = 28; to maybe AISS_Round_dis = 2; This tells AI to hit the deck when round is within certain amount of meters from him. AISS_Round_dis will change to AISS_Sonic_Crack_dis in next update to avoid confusion. :)
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Thinking about changing the way point part around. What do you think? Maybe instead of AISS taking control when all way points are done, or no way points issued. Maybe assigning a sentry way point would be for defending and/or Garrisoning positions. Maybe using guard or SAD way points for Patrol. And just leaving all in the pool for support unless linked to a hold module,exclude module, on sentry, or garrisoned. Tell me what do you think?
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Changes:
Player was included in AI features! This has been fixed. Player will no longer do what AI do. Its up to you to be smart ;)
Tweaked cover script a bit more giving skill a tad more factor.
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Man, this ai mod is great. I've used bcombat, asrai and vcomai and honestly I really like your mod. I exclusively make my missions with ALiVE and your mod works so well with it. Please don't give up. You don't need to constantly improve it to the point it consumes your life but just tinker and keep it up to date for those of us that love your mod.Thanks! I am so glad you enjoy this. I am very glad its working with ALiVE. lol My biggest problems have been compatibility issues with other mods, dedi servers, and lack of time. Obviously I love this because I keep coming back to it. Even though it can get grow gray hair frustrating. lol
Thanks again,
Mikey74
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idk maybe I'll continue this a bit longer. :/
changes:
Updated AISS defaults. AISS will now start automatically unless you change AISS_Module = 0; to AISS_Module = 1; in userconfigs, init.sqf, or by trigger. Most of AISS parimeters can be changed on the fly.
Tweaked Suppression script.
Tweaked cover and suppress script.
Tweaked a few other minor things I cant remember.
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Make sure the user config folder is in the same directory as your Arma exe file. It should be in the arma folder, userconfig folder,aiss folder and in that folder should be the aiss.hpp.
Then make sure AISS_Kill_kill = 0;
Example: C:\Program Files (x86)\Steam\SteamApps\common\Arma 3\userconfig\AISS\AISS.hpp
All are folders till you get to AISS.hpp file.
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changes:
AISS2 modules now has there own category in the module menu. They also come with a description.
added a kill switch to user configs AISS_Kill_kill = 0; for stopping the deletion of bodies and vehicles if you do not want this.
AISS_AI_Enhancments = 0 will now kill the suppress script.
AISS2 now uses a bin instead of cpp so that AISS can be uploaded to steam.
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Sorry Marlboro this will be addressed in a quick update asap.

Artificial intelligence Support System! Released
in ARMA 3 - ADDONS & MODS: COMPLETE
Posted · Edited by Mikey74
message sent. let me know if that works for ya. Another thing I didnt think of, but did you remove AISS and see if it still acted funny?