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genesis92x

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Everything posted by genesis92x

  1. genesis92x

    Vcom AI V2.0 - AI Overhaul

    Hey all, I will be releasing Vcom AI 3.0 (yes another complete re-write to update the several year old code again) sometime late this weekend. I am releasing it alongside my new CTI mission called Dissension. It features huge optimizations, quality of life changes, improved AI responsiveness, and smarter squad based AI. Once I release it, I will be posting it in a completely new thread and will request this one to be locked, if at all possible.
  2. genesis92x

    [CTI-COOP] Dissension

    Thank you for the great feedback - I agree that there needs to be a way to kick out units not in your group from a vehicle. I have redone the locking feature, I am thinking of changing the locking feature to simply kicking out units outside of your group. Or possibly another add action for this. The delayed spawning should now be resolved as well, it was an experiment that did not quite work. I also agree with more information about where the squads are moving to - The more interaction with the commander, the better. I am glad to hear about the increase of server performance - I am adding more options to help tweak the experience on the server. With the addition of headless clients, we should see even more boosts (if a HC is available). That is why it's not 'offically' released yet. Also why the 1st page is not updated either. The mission is changing too quickly. Once I feel like the mission is ready for release I will request to have this thread locked and I will open a completely new one.
  3. Just wanted to pop in here and say how amazing this script is. Good work! I can tell you worked extremely hard on this, I look forward to you maintaining this and your future work :)
  4. genesis92x

    [CTI-COOP] Dissension

    You may have an older version of VcomAI in your USerconfig folder - I can do a check in the mission for this.
  5. genesis92x

    [CTI-COOP] Dissension

    I am moving around the GitHub! I will be uploading another version shortly.
  6. genesis92x

    Vcom AI V2.0 - AI Overhaul

    You hit the nail on the head there. With what little time I have available I spend it working on Dissension. Dissension is getting closer to release and I plan on releasing an updated version of Vcom and Dissension together. I can get up a github version of VcomAI with my most recent changes - please feel free to modify whatever you'd like with Vcom. I have been getting a lot of messages about Vcom, and like always, I plan on coming back with more optimizations and improvements. I have had some strange issues with vehicles refusing to move at all - this needs to be addressed. I have created an updated Vcom Github - I will make an effort to check the Github weekly for reports. To keep track of all the bugs/concerns, please post them at the Github so I can track them easier. Please provide as much information as possible. https://github.com/genesis92x/VCOMAI This way any reports won't get buried in a the forums, as I do not check the forums frequently.
  7. genesis92x

    Combat Realism Scripts

    Phronk. I downloaded this. I put it on the desktop, and it is not loading. Please fix this.
  8. genesis92x

    [CTI-COOP] Dissension

    Thanks for the report kremator. After this week of working overtime I plan on working on Dissension as much as possible to push the project to a more completed state. I am currently working on re-doing the leveling/stat saving system. The level system will be mostly for looks, but I am thinking of including a few passive abilities that are not too powerful. A few ideas I currently have are having the ability to call in for airdropped ammunition in exchange for cash. Potentially an air-dropped unarmed light vehicle for transportation, and other random supplies that shouldn't change the course of a battle. After that, it will be continuing with stability and more testing. If all looks well I am going to try polishing up the commander and then re-add in the commander personalities. That way each game should be much more dynamic and interesting (That's the fun part to code too). After all that, time for a first 'public' release!
  9. genesis92x

    [CTI-COOP] Dissension

    Sorry, for living AI you need to purchase the "AI DLC" for only $49.99! Yeah :) This is a problem, will see if I can fix it tonight. Thanks Kremator
  10. genesis92x

    Forums Upgrade

    I can also confirm. The forums will often give me 502 gateway errors or take 4-5 minutes to load any page. Even attempting to add a hyperlink into a post is hit or miss. Tracert if it helps at all:
  11. genesis92x

    Vcom AI V2.0 - AI Overhaul

    Thank you for the screenshot! VCOM_AIINGAMEMENU = false; is defined in the userconfig file as the first line and in the VCOMAI_DefaultSetting.sqf file, did you update your userconfig file by chance? Look for my grumpy commented line :) Correct, if you are using the script version all Headless clients will execute VcomAI just fine. Definitely do not mix the scripts with the mods! The best way to tell, without using commands, would be to have the headless client spawn AI on a ridge, or in a town, and see if they change formation. The other best way is to use Zeus and see if they are generating waypoints. The AI will generate waypoints to flank if they do not have any other waypoints or just a single MOVE waypoint. That's good to hear!
  12. genesis92x

    Vcom AI V2.0 - AI Overhaul

    Foxhound, you are great :D Thank you
  13. genesis92x

    Vcom AI V2.0 - AI Overhaul

    Vcom AI 2.94 Release! Vcom AI version 2.94 MOD Vcom AI version 2.94 SCRIPTS Quote Vcom AI Changelog 12/2/2017 V2.94 *Fixed* Vehicles being too scary for AI to stay in. *Fixed* Typos causing enum errors for disableAI commands *Fixed* Remove disableAI "WeaponAim" - as this command appears to no longer work. *Fixed* Several small bugs *Changed* AI will attempt to run for cover when disembarking from vehicles while in combat. Some AI will choose to engage the enemy, and then run for cover. Thank you for the story :) That is awesome to hear that! The AI love to steal vehicles if they aren't locked up
  14. genesis92x

    Vcom AI V2.0 - AI Overhaul

    Vcom AI 2.93 Update VCOM AIV2.93 MOD Vcom AI version 2.93 MOD VCOM AIV2.93SCRIPT Vcom AI version 2.93 SCRIPTS
  15. genesis92x

    Vcom AI V2.0 - AI Overhaul

    You did not update the userconfig folder for the mod.
  16. genesis92x

    Vcom AI V2.0 - AI Overhaul

    Hey everyone, I can not 100% confirm, but it appears that something has changed in the most recent TacOps DLC that has caused RPT spam with Vcom AI. I plan on working on a fix for this tomorrow and release a small update with a few other simple changes and requests. Thank you!
  17. Hi Phronk. I am getting this error when running this mod Error in expression <("PhronCuteness isEqualTo 1) then {ShutdownCutnessoverload = true}; Error position: PhronkTooCute How can I fix this? I really like this mod but this makes it difficult to play - while this error is popping up I only see "Phronk is cute" over my screen. Fix this please.
  18. genesis92x

    Vcom AI V2.0 - AI Overhaul

    If you are using the script version, change the settings in the vcom_defaultsettings.sqf in the function folder. If you are changing the userconfig folder settings you need to have -filepatching enabled otherwise the changes won't take affect. I can confirm that disabling the AI from taking vehicles does work. Also try reducing the range they will look for vehicles to 0 meters.
  19. genesis92x

    Force AI to drive boats fast

    This will create hilarious results if not used carefully. Boats act funny with setVelocity.
  20. genesis92x

    [CTI-COOP] Dissension

    The test version of Dissension has been moved over to Altis at this point. I will start making more frequent post updates here on the forums as well :) The first step will be revamping my original post as well... A 24/7 server has been setup that has Dissension Altis loaded onto it. It currently only supports 12 people at a time, but has been loads of fun to play on with a bunch of you :) Server Info: IP : 68.232.160.85:2312 Name: [US - COOP/CTI] Task Force Ronin /Dissension Test Server Discord Info: https://discord.gg/gxc2Wzy
  21. genesis92x

    [SP/MP] Spooky Skeletons- Happy Halloween!

    Fixing this now! JSRS is silly. Okay, link fixed with pure vanilla requirements.
  22. genesis92x

    [CTI-COOP] Dissension

    Thanks Erendil! The GitHub version is "as-is" and I post updates periodically as I make significant changes. While it's a GitHub version I don't really do much support on the forums due the nature of Dissension constantly changing still. For instance: I am re-writing the commander code completely, I am changing the water transport boats into helicraft instead, and major optimizations. So any reported bugs will already be irrelevant. As the project grows and gets closer to completion I will become more consistent on the forums about the mission :)
  23. Hey all - just thought I would give a heads up and/or see if anyone has any known solutions. Since I was foolish and updated my Windows PC to the windows 10 creators update I have been having weird issues with the newest, and older, versions of the FSM editor. After updating my machine the FSM Editor refused to open up any .FSM file stating, "Cannot open! File not found." After reinstalling ArmA 3 tools, I would get this error when attempting to compile my FSM's https://imgur.com/a/UUjMJ After setting the compiler, and the FSMEditor to Windows 7 Compatibility, and to run as administrator the application would again load FSM's. However, now I am getting a new interesting error. Any FSM's will fail to compile multiple times. "FSMCompiler.exe has stopped working." is the error that pops up. Funny thing is, when I save multiple times in a row (sometimes 30+ times) it will eventually be successful and update correctly in the mission. This issues happens regardless of the complexity of the FSM. However, I noticed that smaller FSM's will have a higher chance of compiling. I am not sure if this is a specific issue to my machine or not, but it started happening directly after several windows updates today. Things I have tried to fix this problem: -Clearing out \AppData\Local\Bohemia_Interactive\ folder. -Reinstalling ArmA 3 Tools (Multiple restarts as well) -Running program as administrator/windows 7 compatibility -Disabling Windows Defender and Malware bytes -Verifying integrity of game cache for ArmA 3 Tools -Trying to run an older version of the FSM editor -I am using the scriptedFSM.cfg compiler Here is a link to a video showcasing the problem...You can see that it successfully saves twice in the video (When the cmd box pops up for a split second and disappears). This FSM in the video produces 0 errors and 2 warning (Multiple INPUTS to a single condition).
  24. In case people in the future have this problem, I fixed the issues by slowing deleting chunks of the FSM and seeing if the save problem persisted. The goal was to see if it was certain parts of the FSM that became corrupt or were now causing a problem after the Windows update. Eventually I found out that it appears that something had changed in my FSM that was causing an issue. Well, I found out that it was a single FSM block. The FSM block was simply called "Attack" and the code within was "private _t = time;" Oddly enough - once I delete this FSM block, and re-created it, the FSM is now compiling with 100% success. Such an odd issue, I am not sure what caused it. Another oddity I have NEVER encountered with ArmA. This following code, after the FSM failing to compile, starting popping up everywhere in my mission file: <<<<<<< HEAD ======= Not sure what/why this happened, just an odd error.
  25. genesis92x

    [CTI-COOP] Dissension

    I think the one on Git is good to playish. I am rewriting the spawning code and rewriting the commander mission request system at the moment and everything is broken!
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