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genesis92x

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Everything posted by genesis92x

  1. Oh boy! Something is going wrong there! I've been playing Dissension with ~100 AI going at it with over 60 FPS and 40-50 FPS serverside, not sure what is going on ๐Ÿ˜ Been playing with a small squad of people, and we have had improved performance from the last version. Make sure you updated the userconfig folder, and not running anything twice. I would delete the old Vcom completely and paste in the new code. Double-check .rpt logs for errors messages that might give you a clue as to what is going on.
  2. Vcom will definitely take over - Due to the way Vcom AI works, it tends to take over AI skill settings from most other mods/scripts.
  3. Not sure - tested the mod from the steam workshop last night and I did not have this issue ๐Ÿ˜ Edit: I will keep playing around with it, and try to make some sense of what is going on This is an old version of Vcom, try this one https://github.com/genesis92x/VcomAI-3.0/tree/3.3.3-develop
  4. What an odd issue - That is the right file size for both files, so I have to assume it is correct. I am not at my home computer at the moment to test, but I was able to remote in and just double check the steam addon by decompiling the vcomai.pbo, and the file structure was correct with the correct definitions. I am assuming if you opened the vcomai.pbo you would also see the correct files. Somehow it is not being initialized correctly? What if you changed the loading order to 1st? Or what if you just load Vcom by itself? Does the issue persist? If you have the time, I would see if you can open the vcomai.pbo and navigate to \vcomai\Vcom\cfgfunctions.hpp, there should be a "class sniperengage" located in there somewhere. Some things to keep in mind. - Vcom AI really doesn't do much until a squad enters combat mode - Vcom AI also edits AI skills, if there is a sniper in a group their sight skill is increased, although this is not enough to see in the darkness - Typically Vcom AI generates two waypoints when attacking enemies (and only when in combat mode), so at 2:55 when a single waypoint is generated it makes me believe that there is something else making the AI path to the players I am not at home, but I can do some stealth testing and throw it up here for you later to compare it with.
  5. I would go to the github and pull the script version from there. It looks like you might be running an older version of Vcom somehow? That error is showing that the function is _not_ even defined. An error that shouldn't even be possible with the mod in it's current state. Thanks for the screen shot - only advice I can give is it unsubscribe from the mod, delete it from your steam folder, shut down arma, and then re-subscribe again.
  6. Make sure to update/delete your vcomai userconfig folder, can guarantee that's it ๐Ÿ™‚
  7. Updated the GitHub with a test script version for the upcoming update. Bug fixes, new features, and etc. https://github.com/genesis92x/VcomAI-3.0/tree/3.3.3-develop Feel free to mess with it and report bugs here. Due to me being lazy I will list a few of the improvements here - Addressed many of the reported bugs - New AI suppression system (AI will suppress players more) - New sniper AI system (Snipers will engage further out and more accurately, their skill changes dynamically based on distance - keep in mind AI will not typically engage past serverside viewdistance settings in the server.cfg) - Implemented Vcom Driving into Vcom AI (Turned off by default, A highly experimental feature that is still being worked on) - New settings for player AI skill settings for each side - AI received better hearing aids - AI should no longer mass heal themselves - Player should (hopefully) not receive random waypoints. - Better Zeus control of squads in combat - More stuff I forgot.
  8. You got it ๐Ÿ˜„ Unfortunately there is no dynamic way to mimic 'real' snipers in ArmA, unless you want to make it 100% code and simulated. Which is possible.
  9. If you are trying to write a script for ACE/Vanilla compatibility I would use something like this... Check if ACE medical is running: Perhaps place this in your init.sqf //ACE CHECK if (!(isNil "ACE_Medical_enableFor") && {ACE_Medical_enableFor isEqualTo 1}) then {ACE_MEDICALACTIVE = false;} else {ACE_MEDICALACTIVE = true;}; Then you can run the killed EH with checks - if (ACE_MEDICALACTIVE) then { //_killed getVariable "ace_medical_lastDamageSource" //_killed getVariable "ace_medical_lastInstigator" } else { }; I would use that to just define the necessary variables and not place entire code blocks in either section. This is just off the top of my head.
  10. My post is not a helpful contribution to this forum at all - I just wanted to point out that your responses are not living up to your username, and this makes me a little sad.
  11. @Nichols I would not recommend running the mod version with the script version. This could cause some...interesting unknown effects. The upcoming version of Vcom will attempt to protect from this - as if it detects another Vcom already running it will simply abort. I *believe* the mod version always launches first, so that will have priority. In it's current state, running the mod server-side with the script version will cause interesting side effects. Fortunately, the side effects should be fairly limited - and perhaps a little FPS drop here and there, as AI groups will only run 1 Vcom FSM at a time.
  12. I meant to respond to this yesterday, but got busy. Typically I would recommend use of an eventhandler. However, an even better approach may be just finding the function/script that spawns units and add the wanted code there. One counter argument of using an eventhandler, or even a call function, for each AI spawned is the potential for a massive hit on noticeable FPS for players/server. (E.g. If a script spawns in 24 AI, it will run the code 24 times in rapid succession) Now, running a simple setskill command 24 times in a row may not be terrible - but if you begin adding more commands, this becomes a different story. Especially if these commands need to be broadcasted to each client, such as a change in a units equipment. For this specific case, I would argue for some combination of an eventhandler/loop. I would "queue" up AI for these changes by listing them into an array and having each one execute the heavy code with a small wait in-between, allowing the server/clients room to breath for other scripts. This method still allows commands to be set on AI in rapid succession, without crippling the server, even under large amounts of AI. There is room to argue that there is not a "right" answer here. Every solution has a consequence.
  13. genesis92x

    Radio Arma

    I will always support something like this.
  14. Thanks to everyone who has been posting bugs on the GitHub ๐Ÿ™‚ July 6th is my last day for one of my jobs. On that day I will no longer be working 80 hour weeks! So, I will be dedicating time to fix bugs there, implement feature requests, and etc. So make sure to post on that GItHub about errors/wishes you have ๐Ÿ™‚ Does vanilla AI work with ACE by default? Vcom doesn't override default healing behavior. What variables would AI need to change to heal in ACE? I would need the direct variables to manipulate for ACE healing to work. If you have these variables, please post them on the GItHub. VCM_USECBASETTINGS =false means that that the CBA_Settings.sqf will NOT be read, and it will rely on the defaultsettings file or the .hpp file. IF you are using the .hpp file you will need to enable filepatching on the server Disable the feature! Use that config file ๐Ÿ™‚ I thought there was an option in there to disable it. And I have never had the Zeus lock feature work for AI
  15. I completely agree with this. I haven't been excited about _most_ of the DLC's Bohemia has released. The last one I cared about was Apex. I have been playing since ArmA 1, so maybe I am just getting old ๐Ÿ˜ But I want a well written story driven DLC, that adds a healthy amount of content.
  16. I would love to see how I could incorporate something like this into Vcom - that would be really cool.
  17. I will take a look at it this Sunday and see if I can't get a solution ๐Ÿ™‚ Also, I have changed VCOM to only set behaviors to AWARE or their initial behavior state. I was hoping this would prevent infinite COMBAT states. This will require more testing on Sunday. To change skills, you have to do it manually in the userconfig folder, or the default settings file in the script version. I have not implemented AI skill settings into the CBA options yet. If you got the time, leave a request for it on GitHub, so when I sit down on Sunday to work on Vcom I don't forget it https://github.com/genesis92x/VcomAI-3.0/issues/new/choose
  18. https://www.dropbox.com/s/yhcz9zgh7xy15uv/%40VcomAI3.3.2.zip?dl=0 Let me know if that works alright. ๐Ÿ™‚ I could take a look at how formations work - potentially adding another variable that gets passed through that checks if they are actually changing formations or not. It would cost some performance, but stop the message spam for AI led squads. That's a good find ๐Ÿ™‚ I think I would change it to see if the suggested formation differs from the present formation, that way they will only issue the command when they need to.
  19. Yeah, I can post it here. Currently it's just on steam.
  20. Make sure you are using 3.3.2 off the link above, or the steam version, and then: SUBMIT BUGS HERE: https://github.com/genesis92x/VcomAI-3.0/issues/new/choose Provide as much detail as possible
  21. I went ahead and finally updated the 1st page to have the appropriate download links. Discord Vcom AI 3.3.2 GitHub - SUBMIT BUGS/REQUESTS/ETC HERE! Vcom AI 3.3.2 Steam Version Make sure you are using 3.3.2 off the link above, or the steam version, and then: SUBMIT BUGS HERE: https://github.com/genesis92x/VcomAI-3.0/issues/new/choose Provide as much detail as possible VCM_ADVANCEDMOVEMENT = false; will prevent any AI from executing advanced movement commands. I believe most of these should still work...I should probably update this. Make sure you are using 3.3.2 off the link above, or the steam version, and then: SUBMIT BUGS HERE: https://github.com/genesis92x/VcomAI-3.0/issues/new/choose Provide as much detail as possible
  22. Makes sure to update your userconfig folder with the right files ๐Ÿ™‚ I just checked, apparently steam had some new EULA thingy I had to agree to. It should be resolved now.
  23. Here is a test version of the upcoming update from GitHub: https://github.com/genesis92x/VcomAI-3.0/archive/release/3.3.2.zip Features many bug fixes, massive optimizations, new handler for artillery, new handler for vehicles, better medic system, with better default setting that allow AI to become suppressed/retreat, with improvements for Zeus controls! Go ahead and post any complaints/wishes before I "officially" go live. This is late warning, but I am looking to push this release out later tonight.
  24. This is incredibly impressive! I can't wait to see how this comes together - I am definitely going to be following this thread.
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