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genesis92x

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Everything posted by genesis92x

  1. [CooP, TvT, CTI] Dissension Objective Kill the opposing team's commander. That's it. That's the primary objective. There are hundreds of secondary objectives, but this is the primary one. Features Downloads: Update Time! Several bug fixes - Removed all nonsteerable parachutes to fix game from freezing. 1st Attempt at preventing AI units from getting stuck All players can construct items off the same crate to assist in building bases (will still require own purchased HQ) Fix for towns that have only 1 person left to cap. (Towns that report only 1 remaining WITH A FULL BAR have simply not been initialized yet). Several other small bug fixes Dissension Altis V1.2 Dissension Tanoa V1.2 Dissension Source Files The steam version will be updated once I can figure out this issue here. AI Commanders These AI commanders are more than your "capture closest territory" formulas. They come with randomized personalities and army traits. Personalities: These will dictate how the AI choose to engage enemies. Some commanders will like all-out blitzkrieg strategies while others prefer more subtle approaches. Army Traits: These will determine what the commander prefers to create their army with. Every commander will have the basics, but some will prefer more infantry while others will prefer more tanks. These traits interact with many variables to create a unique experience each game. Each of these traits can drastically change the approach the commanders take to the battlefield. Perhaps one commander prefers settings traps and ambushing enemies, while another prefers a Blitzkrieg approach, while yet another prefers to sit back and let the artillery do the talking. AI Hate Humans AI commanders always have something in store for players. They like to adapt to what players are doing. If they notice you using a little too much air, they will just order (which takes resources) a lot of anti-air vehicles, planes, or whatever they'd like. They will match your force with equal force, if they have the resources. Simply steam rolling over the AI with numbers will not be enough - you will need strategy. You will need to attack the AI from multiple sides. Have fun trying to simply "drop" onto the commander to kill him. He doesn't like that. WORK AS A TEAM! Dissension offers an actual difficult Players vs AI challenge. You have to work together. AI Base Construction The AI commander will dynamically utilize squads to defend, patrol, and assault areas. The AI commander will deploy structures and respawn points in new locations to keep the travel time to a minimum for troops while also generously giving out vehicles to select AI squads to traverse the distance before and after combat. Even bodies of water are not a problem as AI will automatically use aircraft to transport units AND vehicles across great expanses of land or sea. Each spawned unit takes 1 ticket and costs resources. It is vital that the AI commanders can quickly expand and spend resources effectively to produce a steady stream of units. Player Base Construction Players can construct their own bases where they can respawn, sell vehicles, sell gear, purchase gear, and purchase vehicles. Be warned, AI will actively seek out player bases if they are too close. Base Destruction Base objects must be destroyed by placing "explosives" on them. If the explosive is not disarmed, it will...explode... and destroy the structure. Players must protect their structures against enemy players and AI alike, lest your base be removed from the face of the planet. Randomized Map Resources Dissension can run on almost any map that has multiple towns and is properly configured, with a simple copy and paste setup. In Dissension, you don't just fight over the towns, you fight over everything. See that interesting point on the map? Yeah, you have to capture that. See that random little island that most people forget about? Yeah, that needs to be captured, prepare for an island invasion. Each map grid, and each town, produce resources for the AI commander's war machine. The more towns/grids you capture, the more cash you get as well. Every town produces a randomize amount of all four resources (Oil,Power,Cash, and Materials). Every grid produces 1 random resource, based off what map objects are around that grid. Advanced UI Design Navigate every feature the game has to offer right from the convenience of a single screen. This UI was lovely crafted by Soolie, a master of ArmA UI design. Supply Lines As the battlefield expands, so does the commander's need for supplies. Supplies must be ferried by players to local structures. Delivering these supplies gives the commander a nice boost of resources and you get a nice cut of the cash as well. Recruit AI Recruit AI into your squad to help man vehicles or to take with you into a town! Every 10 levels gives you one additional AI that you can recruit. Custom Medical/Engineer/Sniper System This comes with a custom medical system. It's simple, but effective. Engineers get rewarded for doing their job, and medics get rewarded for doing their job. You just revived someone? Well here you go pal, here's some nice cash and a little bit of XP. You just got revived by a player without a medikit? Well you're up, but pretty bruised and slow. Well, a FAK will get you up to a decent speed...but without a medic you won't be healed completely. Are you a sniper? Well don't worry if you don't get a lot of kills - the further you can shoot that enemy standing stupidly in the open, the more money you can get! Custom rearm/repair/refuel system Ha! You thought you could just hop into an artillery piece and saturate the map with arty without paying for it, didn't you? Well not only do you have to pay for the artillery. You have to PAY FOR EACH ROUND. Yep. When you go to rearm, you get charged for every round. Ouch. Better make sure those rounds count. This holds true for repairing and refueling, it will cost you. Non-Restrictive Leveling System What's this? A leveling system in an ArmA mission that doesn't simply let you unlock weapons? Weapons that you already paid to have? So, what. Your fancy leveling system must unlock the right to access vehicles? No? Hm. What does it do? The leveling system simply allows you to gain access to unique abilities that do not offer a severe advantage over the battle field. The heavier abilities take time to level to and are costly. While the most frequently used lesser abilities take a few hundred $ and allow you to resupply your team more effectively. You get the idea. It's a fun way to watch yourself progress without it overriding what you do. The idea is simple: Give the player more things to play with, not return what they lost. Freedom of Movement Just like many other CTI missions, the players are free to do just about anything. Perhaps you enjoy helping the AI take towns. Or maybe you enjoy setting up ambushes on convoys or supply lines. The sky is the limit and Dissension aims to create a fun experience no matter where you go in the world. Squad Radar What? Another scripted squad radar? Big deal. Wait! This one is fancy, I promise. See? Hit backspace there. You see? You can filter through all sorts of different modes. You can see names, primary weapon, secondary weapons, unit roles, or even disable it! Vcom AI Vcom AI is baked right into the mission, SO DON'T RUN THE MOD WITH THIS. This means that the AI are vicious in attacking the players AND don't break the mission. Because it was designed around it by the guy who made the mod! Would you just look at that. I hope you like being mortared. Vehicle Customization Feel free to deck out your vehicles with whatever gear you want! Take advantage of ArmA's customizable vehicles. Would you like to have 12 GBU's on that plane? Well you can do that! If you can pay... Parameters, Parameters, Parameters Almost everything about Dissension is customizable. Just look at the size of these parameters! I'm sure there is more...but that is all I will put down for now. Come play! Join in on the fun! Help test! Have questions? Want to play with a group? Have suggestions? Want to pick a fight? Come to our Discord! https://discord.gg/gxc2Wzy I spent many, many, many hours on this project. Feel free to warm your cold heart by donating to a poor ArmA 3 coder: DONATE TO WARM MY COLD HEART
  2. Vcom AI 3.4.0 AI Modification: Faster, Smarter, and Deadlier AI. Vcom AI 3.3.0 is an AI overhaul modification (Script or Mod) that aims to change the feel of combat in a PvE environment. 3.4.0 -AI will clear buildings more aggressively -New AI movement system -Added support for enhanced movement. AI can utilize enhanced movement to move around the battlefield -AI will utilize smoke grenades and frag grenades more often -Drastically improved AI debug information -AI will heal themselves more often. AI medics will heal teammates who do not have medikits/fac's -Experimental driving update - helps AI avoid collisions and attempts to stop them from running over friendlies -Improved sniper AI -AI use static weapons more effectively -Artillery has been re-worked. They will have to bracket enemies in. -AI skills can all be modified via CBA now -Added new CBA/config options -Other stuff..I dunno. I am tired. 3.3.0 Hotfix -Fixed several errors related to radios/groups 3.2.2 -CBA integration fixes -Artillery error fixes -Added Vcom Driving (experimental) -Vcom AI will ignore squads with players in them -Overhauled initialization -AI movement during combat tweaked -AI healing improved -AI unique animations -Other things I forgot about HUGE THANKS TO FREDDO FOR ASSISTING SO GREATLY IN MY ABSENCE! Added Changelog Rydigiers "Fire For Effect" artillery system CBA settings support for "Fire For Effect" artillery system Parameter for forcing speedMode "FULL" Descriptive header for all Vcom functions VCOM is now licensed under the ArmA Public License - Share Alike Zeus to mission.sqm Changed Vcom will not give flanking orders to AI with a commander Suppressors are now dynamically checked Mines are now handled differently (Placed mines are added to an array) AI will no longer ragdoll when prone, will instead perform animations AI will not ragdoll when within a certain distance of a player VCom functions have been moved to Vcom\Functions\VCM_Functions Hold waypoints now define what building to garrison AI will not generate flanking waypoints targetting unknown units Deprecated VCom artillery (Replaced by "Fire For Effect") Fixed VCM_SKILLCHANGE had no effect AI taking control when player incapacitated AI attempting to flank aircraft Building clearing behaviour did not check distance to target Civilians being affected by VCOM VCM_SIDEENABLED had no effect VCM_ARTYENABLE had no effect Security Whitelisted remote execution for VCOM And much more that I forgot.... What does Vcom AI offer? Optimizations For starters, Vcom AI 3.0 offers a noticeable increase of performance over its older counter-part, Vcom AI 2.81. Functions on a group based FSM system, instead of an individual AI system. Allowing for better FPS, control, and cohesion with AI. Removed fluff and unnecessary code from Vcom AI 2.81, making the mod/script much more focused. Customization Use the Userconfig file to modify Vcom AI to your liking, or if CBA is running you can modify the settings in-game and on the fly. Advanced AI Direction and Threats -AI will clear garrisoned buildings -AI will automatically generate waypoints for more interesting and varied combat (AI will not do this if they have certain pre-placed waypoints or more than 1 move waypoint) -AI move dynamically from cover to cover while following waypoints -AI will call for on-map artillery for support -AI will call for reinforcements proportional to the enemy threat -AI will garrison structures temporarily in combat, if able -AI will look for nearby static weapons to man -AI will automatically deploy/pack static weapons -AI will use satchels to drop buildings, or setup traps for enemies -AI will use mines to on roads, in buildings, or wherever, to stop enemy movement -AI will change formations depending on the environment -AI will attempt to heal themselves or others when out of combat -AI will attempt to rearm themselves from dead bodies, vehicles, and etc when low -AI will steal empty or unlocked vehicles -AI have a chance to ragdoll when shot, causing them to fall over briefly -AI have an enhanced ability to hear and respond to gunfire from a distance -AI will respond differently from a weapon that is suppressed or not -AI on a hold waypoint will garrison a structure indefinitely, or until provided another order -AI, with NVGs, will be able to see your IR laser and respond accordingly. Be careful where you point that thing! -AI can have side based/classname based skill settings. Ease of use Vcom AI is easy to use. Install it, throw some units down, and go. It supports AI being spawned in dynamically, so there is no worry about needing to execute the code on every freshly spawned AI. To manage specific AI group behaviors, simply use these commands listed below. (group this) setVariable ["VCM_NOFLANK",true]; //This command will stop the AI squad from executing advanced movement maneuvers. (group this) setVariable ["VCM_NORESCUE",true]; //This command will stop the AI squad from responding to calls for backup. (group this) setVariable ["VCM_TOUGHSQUAD",true]; //This command will stop the AI squad from calling for backup. (group this) setVariable ["Vcm_Disable",true]; //This command will disable Vcom AI on a group entirely. (group this) setVariable ["VCM_DisableForm",true]; //This command will disable AI group from changing formations. (group this) setVariable ["VCM_Skilldisable",true]; //This command will disable an AI group from being impacted by Vcom AI skill changes. Known Issues -You must enable -filepatching on your server/machine if you want the userconfig folder to work. Not doing this may result in an error message. Donations Hey, working on this can be difficult and I do it in my spare time. If you want to show me a little love for what I do, I won't say no. With any brand new release, expect some bugs. They will be addressed when I am able. If you want to ensure that I see bugs, suggestions, or questions, hop on my discord and leave a comment the #bugreports channel or #suggestions channel, or preferably post in the Github! Discord Vcom AI 3.4.0 GitHub - SUBMIT BUGS/REQUESTS/ETC HERE! Vcom AI 3.4.0 Steam Version
  3. genesis92x

    Bcombat, Vcom, TPW, ASR, where are you?

    For me, a new generation of coders will need to continue work for ArmA Reforger. I love a lot of the improvements for the Enfusion engine, however there are a lot of concerns that I have with Reforger. It's hard for me to want to spend many hours coding for a game that I will not be playing. I was contemplating messing with Enfusion but just decided to move over to Unity and make my own projects for fun until ArmA 4 comes out.
  4. genesis92x

    OPCOM - Operations Command (NEW UPDATE)

    I haven't logged onto this website in years, and I logged in to let you know that I am amazed with that UI. Absolutely beautiful. The amount of work and love that went into that is insane.
  5. VCOM_DRIVING Hey guys, I made some driving improvements in my VCOM AI mod - however I thought (and others) that it would be nice to just have the AI driving enhancements without any other strings attached. This mod simply executes an FSM on all AI and checks if they are drivers or not. If they are actively driving a vehicle they will check for objects/buildings that may get in their way while driving. I could type a lot more. But I thought I'd let the video speak for the mod instead. AI DRIVING COMPARISON V1.03 CHANGES - I believe I have fixed the error message people are getting on their screens when running this mod with CBA. VCOM_DRIVING V1.03 VCOM_DRIVING V1.03 Script Version VCOM AI Driving Mod v1.03 VCOM AI Driving Script v1.03 Updated mod v1.0.3 available at withSIX. Download now by clicking: Thank you, Genesis92x Donation Info.
  6. Spooky Skeletons Hey everyone! Here is a joke mission I made for a Halloween video I made it specifically for Halloween and is short. But it has a fun surprise at the end of it. You and your squad are dispatched to go explore a gruesome crime scene - but it turns out to be more than anyone bargained for. https://www.dropbox.com/s/edld3r01x6c2tf5/SpookySkeleton.Malden.zip?dl=0 Again, this is more or less a joke mission. If you want to surprise your friends, tell them it's a Cop simulator.
  7. I remember that animation...now that I am thinking about it...I thought A3 had it as well. And yes, the AI will climb rock faces. I'm not sure to what extent they will, but I have seen them mount boulders to engage others. 1) Go into the !Workshop folder and find Vcom, pull the userconfig folder from there into your root A3 folder. Or you can use CBA to edit almost every setting. 2) They will sit around until they are given new orders. Unless the AI are in combat, Vcom should not be assigning new waypoints. 4) You will need to adjust the settings appropriately. The default is only a 10% chance to use every few seconds or so. Also, everyone on the server needs to be running enhanced movement. The original enhanced movement. Any forked versions WILL NOT WORK. this enableAI "RADIOPROTOCOL"; should fix it. I believe I disabled it so the AI would respond faster to orders.
  8. I'm not sure if that's a good idea or not. In general, it's not a good idea to mix AI mods. You would have to give it a test. I am unaware of what GAIA actually does to make a good guess on that.
  9. Believe its on the steam page - just not in the changelog There is an experimental driving option. It is what it says it is. Experimental. It attempts to prevent AI from running over friendlies, it also helps them navigate around obstacles that AI would normally run into without second thought (Think of sandbags in the middle of a road). It is however, not perfect. I can't remember the last time the AI moved in fast speed....so no. That is an option you can toggle now, and it only impacts them in combat. Vcom really doesn't do much until the AI get into combat. Combat somersault animations? Whatttt are you talking about. That sounds silly and fun.
  10. Edit to your hearts content This is a late response...but here goes anyway. You cannot toggle Vcm_disable unfortunately. Although that would be a good idea. What you CAN do is set vcm_disable to false, and then run this code "_group spawn VCM_fnc_SQUADBEH;" , which will execute Vcom on the group again. The reason for this is that the scheduler I use just skips squads that have been disabled, I did this intentionally to save on precious FPS in an infinite loop that constantly checks for AI groups - although there are simple work-arounds as above. As for your 2nd question, vcom now supports classname based skill settings. However, this can be quite tedious....but possible.
  11. genesis92x

    AnimationName of door

    I am not the best at this - but I am assuming you want the code that will open the door? Or do you just want the door name? Or the doorsource name, in order to make it open/close? Here is an example of how I find doors in one of my scripts. I am sure there are better ways, you will have to adjust the scripts below to your needs. This code below runs in a loop - constantly checking for doors in buildings, and then executing code once a door is found. private _SelectionNames = (selectionNames _building); { if (["door",_x] call BIS_fnc_inString) then { private _doorPos = _building selectionPosition _x; private _WorldPos = (_building modelToWorld _doorPos); if (player distance2d _WorldPos < 3) then { private _Door = [_x, "dDoor_0123456789"] call BIS_fnc_filterString; if !(missionNamespace getVariable [((str _Building)+_Door),false]) then { private _HandleObj = "#lightpoint" createVehicleLocal _WorldPos; _HandleObj setpos _WorldPos; [_Building,_Door,_x,"Door",_HandleObj] spawn INT_fnc_DoorDraw; }; }; }; } foreach _SelectionNames; Code snippet from DoorDraw function: This part adds the door, among other things, to an array and adds a displayhandler that will allow the player to open/close a door by using their scroll wheel. I am assuming the way to get the door sourcename is what you are after? Look at the variables _Doorsource and _DoorNoSource. private _DoorArray = [_Building,_Door,_HandleObj]; INT_SelectedDoors pushback _DoorArray; _INT_SlowOpen = (findDisplay 46) displayAddEventHandler ["MouseZchanged", { params ["_displayorcontrol", "_scroll"]; { _x params ["_Building","_Door","_HandleObj"]; if ([player, _HandleObj, 0] call BIS_fnc_isInFrontOf) then { private _DoorSource = format ["%1_sound_source", _Door]; private _DoorNoSource = format ["%1_nosound_source", _Door]; private _p = _Building animationSourcePhase _DoorSource; if (_scroll > 0) then {_p = _p + 0.4} else {_p = _p - 0.4}; if (_p > 1) then {_p = 1}; if (_p < 0) then {_p = 0}; _Building animateSource [_DoorSource, _p]; _Building animateSource [_DoorNoSource, _p]; }; } foreach INT_SelectedDoors; } ];
  12. genesis92x

    setDriveOnPath for boats

    This is a month too late, but I ran into a similar issue yesterday and wanted to post a potential solution. I started by looking at how the BIS_fnc_UnitPlay function makes vehicles follow a set of points *smooth-ish=ly*. That function uses setvelocitytransformation. object setVelocityTransformation [fromPosASL, toPosASL, fromVelocity, toVelocity, fromVectorDir, toVectorDir, fromVectorUp, toVectorUp, interval] With some careful planning, you can create an array of positions and iterate through it to get the AI to "drive" the boat down the water. If you use this method, you would have to add checks for things like combat, a dead driver, dead vehicle, or a halted boat that interrupt the loop. Otherwise you will have a ghost boat driving around.... Which sounds fairly cool anyway.... The only other solution I could think of...would to be constantly nudging the boat forward and away from the shore... using abs (getTerrainHeightASL (getposASL _boat)) you can constantly be checking the depth of the water - and if it gets too shallow, have a function setvelocitytransformation away from the edge of the water. This method would most likely create a drunken driver effect...as the AI LOVE to just drive boats into the shore.
  13. Another interesting behavior to add on with this, if you use displayRemoveAllEventHandlers it does clear the index's of the EHs. If you individually remove an eventhandler it does not remove the index from display handler list. However, if you remove all the indices manually, it does eventually return the index count back to 0 when adding a new event handler. This behavior exists when using local variables for eventhandlers as well. My guess is that this is not really a big issue...the only potential concern would be that during a long running mission, a players total index number for displayhandlers could potentially reach the thousands or higher. Although I still do not see how this would really cause any FPS or script lag issues - as ArmA seems to handle large numbers decently well...however that is only if the displayeventhandler index storage is not actually a giant array. I am not sure how Bohemia stores those into memory.
  14. genesis92x

    [CTI,TvT,CooP] Dissension

    It should be as simple as putting it into the right missions folder and loading it :/ are you getting an error?
  15. I know this is several days later - did you notice any difference between using agents as drivers instead of standard AI? If I recall in my previous testing - agents seemed to perform better in situations with setdriveonpath
  16. Make a request on the GitHub - once I get time I can get around to it. I typically don't have issues with them getting back into their aware behavior
  17. The skill settings are not in the CBA settings currently - they will be added once I get back to Vcom for the next update.
  18. I'm not sure exactly, but I don't see why MCC4 wouldn't be compatible with Vcom. The GAIA aspect and Vcom may play alright together. Vcom AI does not generate additional waypoints if there are already waypoints created
  19. Vcom AI does not make AI pick up weapons
  20. genesis92x

    Mounting and dismounting ai loop

    Not without some more intricate coding. I believe using the "TR UNLOAD" waypoint type will make any AI in cargo slots disembark and not attempt to enter the vehicle again...So making vehicles do this during combat will prevent AI from entering in repeatedly
  21. genesis92x

    [CTI,TvT,CooP] Dissension

    Currently on steam I believe.
  22. I apologize, I have not. I have been slammed with multiple requests and projects at the moment. I will have to dig it up - I did not realize that code is actually missing from the current version! It essentially was very similar to how AI deployed static weapons, it looked at the classname of the backpack and created the vehicle that the bag was supposed to assemble. Mostly right! I would remove the // from that line. To make sure the difficulty gets set, I would make sure to put that code at the end of the init.sqf, after VCOM is loaded. So it will correctly override the settings. If you are using the script version (and do not have file patching enabled) I would change the defaultsettings.sqf file. located inside the vcom folder somewhere
  23. genesis92x

    FSM vs SQF

    Thanks for explaining it, instead of just linking to the wiki! There isn't much documentation on it 🙂
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