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genesis92x

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Everything posted by genesis92x

  1. genesis92x

    Vcom AI V2.0 - AI Overhaul

    Ahhh. I see. Thanks for the video, I need to update that documentation and make it easier. I tried this and it worked, let me know if it still does not work for you: {_x setvariable ["NOAI",true];_x setvariable ["VCOM_NOPATHING_Unit",true];} foreach (Crew this); Thank you :) Disabling VCOM AI on helicopters is something I would recommend with Alive! Try adding this to your mission if you want to disable Helicopters from the AI [ { { If (!isNull (driver _x) ) then { { if !(_x getVariable ["NOAI",false];) then { _x setVariable ["NOAI", true, false]; }; } foreach (units group (driver _x)); }; } Foreach (vehicles select {_x isKindOf "Helicopter"}); }, 10, [] ] call CBA_fnc_addPerFrameHandler
  2. genesis92x

    Vcom AI V2.0 - AI Overhaul

    Huh. That needs updating. Try this setvariable ["NOAI",true]; and this setvariable ["VCOM_NOPATHING_Unit",true];
  3. genesis92x

    Vcom AI V2.0 - AI Overhaul

    Thank you CSK! If you are utilizing the script version, and not using the userconfig folder, look for the file VCOMAI_DefaultSettings.sqf (Or something to that effect). In there are all the defined variables that VCOM uses. You can change what you'd like! I will keep an eye out for it patpower
  4. genesis92x

    Vcom AI V2.0 - AI Overhaul

    AI in your squad should not be executing VCOM AI at all :| As long as "NOAI_FOR_PLAYERLEADERS = 1" AI exit VCOM AI if the group leader is a human. If this continues to be an issue provide me with a mission file with the problem, then I can for sure look at it! Well, there's a couple things you could do if you don't want to disable Vcom AI The one that comes off the top of my head would be something like this ["VcomRemove", "onEachFrame", {{if !(_x getvariable [NOAI,false]) then {_x setvariable ["NOAI",true];}} foreach allunits;} Bis_fnc_addStackedEventHandler
  5. genesis92x

    Vcom AI V2.0 - AI Overhaul

    Bad Benson you are amazing. I will take a look into this. I am not sure how I missed this in the configviewer but if this works....well I'll be.
  6. genesis92x

    Vcom AI V2.0 - AI Overhaul

    Not really - just some small implications. If you run the scripts in a mission, EVERYONE in the server will be executing Vcom AI. If you run the mod, only the one with the mod will run Vcom AI. (And thus only their spawned units will have vcom ai). Mod enables you to run Vcom with missions that don't have it already installed - but be warned! This is a great way to break things. Like the campaign....unless you heavily modify the userconfig file. Ohhh yeah. I should do that.
  7. genesis92x

    Vcom AI V2.0 - AI Overhaul

    Thank you! Is it possible to upload your missions for the tests? I have had AI engage me at quite some distance, and within 5 meters very quickly. There might be something else going on that I would need to see. Thank you! It was awesome :) Is it possible for you to upload a simple mission that showcases the problem? It makes it much easier to troubleshoot. Thank you!
  8. genesis92x

    Vcom AI V2.0 - AI Overhaul

    Thank you! Its a small one - but hopefully it helps :) Thank you! Let me know about bugs you encounter! Thank you!
  9. genesis92x

    Vcom AI V2.0 - AI Overhaul

    Vcom AI 2.81 Script Version Vcom AI 2.81 Mod Version
  10. I know the problem was solved...but this reminded me of a script I wrote awhile ago. I figured someone might make more use of it than I currently do. It was designed for moving a lot of items from multiple vehicles into a single box. You simply put down a trigger, and a box/object you want the things to go to. Anything inside the trigger will have its contents emptied and moved to the box. The script detects what is inside backpacks and empties them into the object as well. MoveStuff.sqf //This is a trigger. Anything inside this trigger will get items pulled from them into _Box. _VehiclesArray = list VehicleConversionZone; systemchat format ["%1",_VehiclesArray]; //The object we want the supplies to be dropped into. _Box = DropSupplyCrate; //Classnames the script should completely ignore. _IgnoreList = ["Logic","ModuleCurator_F","babe_helper","Sign_Arrow_F","Sign_Arrow_Yellow_F","Sign_Arrow_Green_F","Land_HelipadEmpty_F","Land_BottlePlastic_V2_F"]; _CompleteArray = []; { if !(_x isKindOf "MAN") then { _CN = typeof _x; if !(_CN in _IgnoreList) then { _WC = weaponCargo _x; if (isnil "_WC") then {_WC = [];}; _MC = magazineCargo _x; if (isnil "_MC") then {_MC = [];}; _IC = itemCargo _x; if (isnil "_IC") then {_IC = [];}; _BC = backpackCargo _x;if (isnil "_BC") then {_BC = [];}; _ObjectArray = [_WC,_MC,_IC,_BC]; _CompleteArray pushback _ObjectArray; { systemchat format ["%1",_x]; _BackPack = (_x select 1); _WC = weaponCargo _BackPack; if (isnil "_WC") then {_WC = [];}; _MC = magazineCargo _BackPack; if (isnil "_MC") then {_MC = [];}; _IC = itemCargo _BackPack; if (isnil "_IC") then {_IC = [];}; if !(_WC isEqualTo []) then { { _Box addWeaponCargoGlobal [_x,1]; } foreach _WC; }; if !(_MC isEqualTo []) then { { _Box addMagazineCargoGlobal [_x,1]; } foreach _MC; }; if !(_IC isEqualTo []) then { { _Box addItemCargoGlobal [_x,1]; } foreach _IC; }; } foreach (everyContainer _x); }; }; clearWeaponCargoGlobal _x; clearMagazineCargoGlobal _x; clearBackpackCargoGlobal _x; clearItemCargoGlobal _x; } foreach _VehiclesArray; { _DisArray = _x; _WC = _DisArray select 0; _MC = _DisArray select 1; _IC = _DisArray select 2; _BC = _DisArray select 3; if !(_WC isEqualTo []) then { { _Box addWeaponCargoGlobal [_x,1]; } foreach _WC; }; if !(_MC isEqualTo []) then { { _Box addMagazineCargoGlobal [_x,1]; } foreach _MC; }; if !(_IC isEqualTo []) then { { _Box addItemCargoGlobal [_x,1]; } foreach _IC; }; if !(_BC isEqualTo []) then { { _Box addBackpackCargoGlobal [_x,1]; } foreach _BC; { _Backpack = (_x select 1); clearMagazineCargoGlobal _BackPack; clearWeaponCargoGlobal _BackPack; clearItemCargoGlobal _BackPack; } foreach (everyContainer _Box); }; } foreach _CompleteArray;
  11. genesis92x

    Vcom AI V2.0 - AI Overhaul

    I will once I am mostly happy with the current script version. Packing mods is my least favorite thing. I should have ._. Thank you! I will check it out very soon
  12. genesis92x

    Vcom AI V2.0 - AI Overhaul

    Haha yeah, try adding in a few units or adding Zeus to the mission. The mission is blank - it just comes with the new files. That would be amazing! If you have easy access to them I would love to take a look.
  13. Just letting you know how awesome this is :) Thank you John.
  14. genesis92x

    Vcom AI V2.0 - AI Overhaul

    Here is a test version of what I have so far. Please give it a test and let me know what you encounter. Thank you all! So far this simply improves FPS and schedule lag. https://dl.dropboxusercontent.com/u/38334795/AIFOLDER/VcomAITestVersion.zip
  15. genesis92x

    Vcom AI V2.0 - AI Overhaul

    Okay. I have to admit. This made me laugh. This is a bug that I have caught now - Even though the AI have Vcom disabled it doesn't prevent other AI from calling non-vcom units for reinforcements (whoops). NOAI will actually take these units out of play all together. I have made some massive gains to the FPS and scheduler lag. I apologize for the wait as optimization is my LEAST FAVORITE part of creating things. Currently I am just finding a better way to force AI to move during combat.
  16. genesis92x

    Vcom AI V2.0 - AI Overhaul

    I am going to make a switch in the config file that can be turned on to completely disable air units. Currently VCOM ignores planes but not those we-just-like-to-crash helicraft.
  17. Wow. This is really cool. I am excited to see how you managed to change the distance of a thrown grenade
  18. genesis92x

    include mission parameters

    So the mission will launch in a dedicated server environment but no in a locally hosted one? Am I understanding this correctly?
  19. genesis92x

    Headless Client help required!

    Nice work pulling the error log. The only thing I can think of with the following errors is that the HC is not pulling the mods from the correct folder. I feel silly asking this...but are the @ace and @task_force_radio mods in the root folder of "D:\Steam\steamapps\common\Arma 3\"? And are they unzipped and installed correctly? You seem to have everything setup correctly. I have not used a .bat file to launch a server (I do the bad way of just using a shortcut to the .exe) and our settings are almost identical for the HC. "C:\Program Files (x86)\Steam\steamapps\common\ArmA 3 Server\arma3server.exe" -profiles=newprofile -mod=@RHS;@EM -filepatching -localhost=127.0.0.1 -client -connect=localhost -port=2305 -nosound
  20. genesis92x

    Vcom AI V2.0 - AI Overhaul

    I will be working on it today. It seems to be a few areas that need optimizations since the last few patches. (In particular smoke grenades now seem to drastically impact the scheduler?) Areas of code that I have not touched in months are now appearing to be giving problems...so...I am going through those and optimizing/providing more options in the config to manage these optimizations. Once I am happy with it - I will push out a test version. Then followed up with an 'official' update.
  21. Yeah, I remember this annoying problem. Using waypoints are your best bet. I think I created a function once that would constantly look 1m ahead of an AI and see if there was a drop greater than 5m. If there was it was forcespeed 0, turn them around, and move them 1m back. I believe this had obvious problems though...
  22. genesis92x

    Vcom AI V2.0 - AI Overhaul

    Setting up Statics works with Vanilla statics currently. The problem is (to my knowledge) there is nothing in the bag config's that link them to their physical static counterparts. I have not checked in awhile though.... If static bags had the classname of their physical counterpart that would make it possible to have any static deployable from any properly configed mod. Yeah it should be. I am surprised AI using statics is not a default behavior. I will be taking another look at Vcom AI using statics. If anyone has classnames for the static weapons/bags from their favorite mods that would be extremely useful. Or maybe there is a website with this info? I am not sure what mods are the most popular that add additional static weapons.
  23. genesis92x

    Vcom AI V2.0 - AI Overhaul

    Thank you :) I hope to get it all sorted some time this week. That would be the goal anyway. That's a good question... With Vcom you can edit the 'VCOM_HEARINGDISTANCE' variable on the fly to change how far they will respond to gun-fire or other sounds. Changing that variable - and using a function that re-defines the AI's accuracyfunctions (found in the userconfigfile) might be a good step. Something in a script like { _x setSkill ["spotDistance",0.2]; _x setSkill ["spotTime",0.2]; } foreach allunits; I remember this heart-break of a function. It was really cool, but only seemed to work a small fraction of the time.
  24. genesis92x

    Vcom AI V2.0 - AI Overhaul

    I have not looked at the dynamic caching system, but am very excited for it! I am curious how it will work and how people like me can tie into it. Yeah, try this one. I am trying to do this without any formatting help. I am not at home so this is just me typing away... Try this: [{{{{Driver _x setvariable ["VCOM_NOPATHING_Unit",true]; (Driver _x) setvariable ["NOAI",true];} foreach (vehicles select {_x isKindOf 'air'});}, 1, []] call CBA_fnc_addPerFrameHandler; Regarding the slow-down issue. Could someone post a vanilla mission for me to test with? That way I can repeat it over and over again and specifically work toward fixing the problem. I will be looking at things like number of AI -> distances from each other -> specific interactions with AI modules (Like maybe the support modules are getting grouped into Vcom?!). I will not be able to do any work over the holidays but if anyone has the time to post a vanilla mission that I can easily un-pbo, it would be appreciated. Also - as I am typing this a thought has come to my mind. If anyone is planning on messing around with VCOM please go into the settings found in the userconfig folder and reduce/disable as many features as possible. If things start working, then we have a more clear picture of what is going on. EDIT: I played around with the most recent version of VCOM and saw some pretty severe lag in some cases. Much worse than before. I will be sitting down and going through the mod again to find what is exactly causing this slowdown. EDIT2: Oh. Of course. 5 minutes into looking I think I found the cause...
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