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genesis92x

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Everything posted by genesis92x

  1. genesis92x

    [CTI-COOP] Dissension

    Nawww. I really feel like I have polished the farming aspect of the game. I was able to fix that nasty bug were potatoes were growing waayyyy to fast, which eventually resulted in them usurping control over the player. Which OF COURSE lead to the eventual uninstallation of ArmA 3 if the player left the potatoes unchecked for too long. Man these spud bugs get worse every iteration. Anyway, look forward to Dissension: Farm Manager coming soon!
  2. genesis92x

    Vcom AI V2.0 - AI Overhaul

    Hello! Here is another bug fix update. -Removed in-game editing menu as it was causing too many issues with other mods. -AI squads will now properly disembark vehicles and helicraft -Improved AI vehicle behavior (Drivers/gunners will no longer jump out of vehicles unless the vehicle is severely damaged) -AI cover system improved, AI will now take more chances in trying to reach cover. -AI will be more aggressive. Vcom AI version 2.92 MOD Vcom AI version 2.92 SCRIPTS This will be my last update to Vcom for quite some time :D!
  3. genesis92x

    Vcom AI V2.0 - AI Overhaul

    Thanks for the report! I fixed the issue for the next update.
  4. genesis92x

    Vcom AI V2.0 - AI Overhaul

    https://www.dropbox.com/s/x11kouwv70mbi4s/VcomAI.Tanoa.zip?dl=0 Here is a quick script-version I threw together a few minutes before work. Let me know if it fixes the ESC menu bug. By default it is now OFF and can be enabled dynamically throughout the mission by setting up a simple radio trigger, addaction, or other script. This also looks to mitigate some of the issues of AI stealing empty vehicles. If it works alright, I will add more fixes tomorrow and have it officially released on Thursday! It will be one of the last few updates before I run back to working on Dissension. Thanks!
  5. genesis92x

    [CTI-COOP] Dissension

    I haven't tested this recently. It worked for me last time - however there could be something going wrong. I will take a look when I work more on Dissension this coming week. I noticed this the last time I played it...I will be sitting down and tweaking the AI - I think we are hitting the group limits somehow. And nice catch on the PMC commander AI.
  6. genesis92x

    Vcom AI V2.0 - AI Overhaul

    VCOM AIV2.91 MOD https://www.dropbox.com/s/uvgmnrzy8vbwb3l/VcomAIV2.91MOD.zip?dl=0 VCOM AIV2.91SCRIPT https://www.dropbox.com/s/4c8cqo78ed2dowx/VcomAIV2.91SCRIPT.zip?dl=0
  7. genesis92x

    Vcom AI V2.0 - AI Overhaul

    That is being addressed now :) Also, I don't care about it looking cheap. You could help and provide me with a nice texture then :D!
  8. genesis92x

    Vcom AI V2.0 - AI Overhaul

    If they don't have a radio, they shouldn't be called in for support already
  9. genesis92x

    Vcom AI V2.0 - AI Overhaul

    Thank you :) Hm, is this with the mod or script version? I will be making the Options menu only show up if you are the admin of the server (logged in, not voted) and/or the actual server. This should hide a lot of the problems with the menu from most players until I find a better solution. Thanks!! That's great to hear. The lying prone issues seems to be something when the AI gets hit and ducks for cover. Then never stands back up! It will be hotfixed later tomorrow night. I will be looking more into the driving AI tomorrow - seems to have gotten worse :( I will be making the Options menu only show up if you are the admin of the server (logged in, not voted) and/or the actual server. This should hide a lot of the problems with the menu from most players until I find a better solution.
  10. genesis92x

    Vcom AI V2.0 - AI Overhaul

    Vcom V2.90 Release! Vcom V2.90 Mod Release: https://www.dropbox.com/s/r4tkqdbcgonw197/VcomAIV2.90MOD.zip?dl=0 Vcom V2.90 Script Release: https://www.dropbox.com/s/9w75y7zygxdy2u8/VcomAIV2.90SCRIPT.zip?dl=0 Vcom V2.90 Steam Release: http://steamcommunity.com/sharedfiles/filedetails/?id=721359761 CHANGE LOG: Contains most-ish of the changes. Thanks everyone! Any reported bugs/issues will be worked into a hotfix later in the week.
  11. genesis92x

    Vcom AI V2.0 - AI Overhaul

    Largely they should be fine with careful configuration. VCOM works more deeply on a micro level (for the most part) so it directly works with forcing the AI to move to cover/flank/use explosives, etc. If TPWCAS attempts to force the AI into cover (more than just changing their unit stance) they will conflict. So you just have to make sure only one is handling specific tasks. Overall I'd argue against mixing AI mods, however, I believe it's more about minimizing the 'damage' in terms of FPS hits and overloading the AI. Ooohh that's good news. I will have to give that a try again. The update actually did little to foil any plans! Just my own lack of understanding when it comes to making mods. I am having a strange issue with packing up Vcom...I am currently trying to work on it now. --------- Per usual I am running into an issue with the mod...I am getting the following errors: This occurs when loading into ANY mission This occurs when loading into the lobby of a server. Google searching around I could not find anyone else running into this issue. I am not sure what I did - these errors disappear once I remove the in-game options dialog? I have never had this issue with my others mods :< So until I can figure this out, I can't release tonight. Bah. If I need to, I will just remove the in-game controls dialog due to this issue. Interestingly enough, I never call for any of these pictures... If anyone else has run into this issue, please let me know what I am doing :) Thanks!
  12. genesis92x

    Vcom AI V2.0 - AI Overhaul

    In my tests today the AI did NOT notice them. So I went ahead and added in detection for this. Players will have to be careful where they are shining their IR lasers in the next update... In the next version you will have much more control over this, and their general accuracy and volume of fire has been changed. -------------- The last thing on my agenda is to improve vehicle behaviors. Working with vehicles tends to be a bloody nightmare. After this, hopefully tomorrow*TM I will be releasing the new version of Vcom.
  13. genesis92x

    Vcom AI V2.0 - AI Overhaul

    I have not coded it to do so...but...this is an interesting idea with AI that have NVG's...
  14. genesis92x

    Vcom AI V2.0 - AI Overhaul

    Haha :) I can't wait to sit down and finish Dissension. after this coming Tuesday I actually have two days off work! So I plan on finishing Vcom and getting back to Dissension then. Perfect! Thank you :) It will help a lot I hope! That's great news, thank you.
  15. genesis92x

    Vcom AI V2.0 - AI Overhaul

    I will have to test this and report back - it could be possible that artillery no longer functions properly after the changes. Currently AI units defined as medics will heal any unit close to them, in or out of their group, as long as they are NOT in combat. ^^^^^^^ This is also very true :) I would use other mods that were designed for that.
  16. genesis92x

    Vcom AI V2.0 - AI Overhaul

    I have never tried Exile - so I am not sure. If it involves zombos, then probably not too well...depending on how they are spawned in. To my understanding, even changing it to an SQF wouldn't remove the requirement of having filepatching enabled. In the scripted version you can edit the defaultsettings.sqf and not need the userconfig folder. The next Vcom update will be complete in one to two weeks from now...I have been working too much to sit down and work on ArmA this week :(
  17. genesis92x

    Vcom AI V2.0 - AI Overhaul

    I am sorry :( I usually only have time to focus on 1 project at the same time. The good news is that VCOMAI is much, much, much quicker to work on. In 3 days of work I have completed some of the most difficult tasks. I will now be adding a few extra features, but that's it. Dissension needs my full undivided attention! The AI improvements will help Dissension, because it is designed to work with VCOMAI from the ground up. Squeezing as much FPS out as possible is extremely helpful...a little more AI here and there are always welcome :D I will always update the mod version, but I don't waste my time with test versions. I really don't enjoy packing mods. For some reason, I find it difficult and annoying for no particular reason. I would even pay someone to do it for me (Modded version and steam version :D ) Thanks for nice feedback :) I always appreciate hearing that.
  18. genesis92x

    Vcom AI V2.0 - AI Overhaul

    I was playing Dissension yesterday, and the FPS improvement was quite noticeable :)
  19. genesis92x

    Vcom AI V2.0 - AI Overhaul

    Here is what I have been working on :) https://www.dropbox.com/s/p7u2v0200hh193v/VcomAI.Tanoa.zip?dl=0 - Make sure to update the userconfig folder, or prepare for a spam of error messages. Mostly optimizations, further mod support, and plenty of options to configure the AI. I have started work on a PDF that will outline all the details of Vcom AI and how to manipulate them. I would not say I am close to being done with the AI, but enjoy this test scripted version. Per usual, I will not release a modded version until I am happy with the mods status. A steam update will be dead last... Change log from inside the ZIP *Optimized* Checkbag function improved in terms of speed *Optimized* Deploy static and disassemble static speed improved *Optimized* FSM system has been optimized for faster performance. *Optimized* Placing mines and satchels on structures has been optimized. The AI no longer need to leave the group either. *Optimized* Changed several functions from 'spawn' to 'call' to decrease possible script-lag. *Added* VCOM_FPSFreeze in userconfig file for disabling Vcom on units when server FPS drops below a certain level *Added* VCOM_LeaderExecuteLimit variable in userconfig file to limit the # of leaders executing commands at once. *Added* VCOM_BasicCheckLimit variable in userconfig file to limit the # of units executing basic commands at once. *Added* VCOM_DisableDistance variable in userconfig file to disable Vcom AI on units when the enemy is over this distance. *Added* Side based skill settings in userconfig file. *Added* Classname specific skill settings in userconfig file. *Added* Artillery cooldown timer in userconfig file. *Added* Artillery dispersion range in userconfig file. *Added* VCOM_WaypointDistance variable in userconfig file. This variable controls how far AI commanders can set waypoints from their targeted area. *Added* AI will go prone when struck by a projectile. *Added* Dynamic static weapon support for mods Again, this is just a sneak peek version. This is not the final version, there is still much I wish to do. The biggest improvement so far is better support for large numbers of AI.
  20. genesis92x

    AI Discussion (dev branch)

    I did another test out of curiosity. Seems inconsistent, or at least interesting. I was just using Zeus and doing tests that way - AI seem to send a small part of their squad to "Hunt" the entity that placed the mine, they seem to always know exactly where to send at least 1 unit to find the culprit, some kind of AI cheater vision. However, they ignore mines or the such being detonated and will quickly return back to safe mode. They will not engage in the "Hunt" behavior unless it was a satchel.
  21. genesis92x

    AI Discussion (dev branch)

    Do AI even react to explosions going off near them? I remember awhile ago setting off C4 right next to an AI group, killing half the group, and they went to aware stance for all of 30 seconds before going back to safe. "MUST OF BEEN THE WIND GUYZ." Some things I would hope to be fixed before A3 goes into retirement... AI bugs 1)AI vehicles will attempt to drive on the dirt pathways in Tanoa that lead through thick forests or impassable terrain. This causes vehicles to become stuck in ridiculous situations. These paths seems to be defined as roads. Having these not defined as roads, or have some sort of check if a path is "wide enough" to support the vehicle would be nice. 2)AI vehicles will still RAM into objects that do NOT have physics enabled. For example, place a sandbag in the middle of the road and the AI in vehicles will charge full speed into it. Disabling the vehicle and harming the crew. 3)AI do not understand how to operate tanks or vehicles with static turrets (turrets that do not have a 360 turn radius) 4)AI units still don't seem to understand when/how to throw a grenade. They will throw grenades endlessly at armored vehicles. AI Wishlist 1)AI would automatically rearm off dead bodies like they do with vehicles. 2)AI deploy and use static weapons 3)AI deploy and use mines 4)AI deploy and use UAV's automatically 5)AI communicate more effectively throughout groups about enemies. 6)AI don't seem to care about suppressors?
  22. genesis92x

    [CTI-COOP] Dissension

    Thanks for the update! I am getting ready to release another GitHub. I am also working on Vcom, so I will be posting updates for both of them soon.
  23. genesis92x

    [CTI-COOP] Dissension

    That is a great idea... This is actually something we could easily do. I have a function that runs through and defines all weapons/vehicles/ammo. Adding in a couple extra variables for costs would be fairly straight forward. As Soolie said, when BB offers code you don't decline :D Thanks! It's running fairly stable so far (no crashing of servers/etc), It seems the commanders burn through materials very quickly - so I need to figure out a good buff for materials. Possibly reducing the income timer to 1 minute or so? I also keep getting that Error: Unknown Vehicle error...why this error is happening I have no clue. Very true :D
  24. genesis92x

    Help with random Crash

    Powers down your computer? Like it shuts it down completely? That sounds like a power issue - with the computer trying to pull too much power and something gives, causing the machine to boot down? Does it go to a blue screen?
  25. genesis92x

    Text misplaced.

    Yes, in some recent version of ArmA they botched the default A3 text that is used in dialogs. I don't know WHICH one it is, but if it is a dialog you created, try changing the type of font and the issue will be resolved.
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