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genesis92x

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About genesis92x

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  1. 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.
  2. I would love to see how I could incorporate something like this into Vcom - that would be really cool.
  3. 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
  4. 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.
  5. Yeah, I can post it here. Currently it's just on steam.
  6. 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
  7. 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
  8. 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.
  9. 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.
  10. This is incredibly impressive! I can't wait to see how this comes together - I am definitely going to be following this thread.
  11. Try changing _projectile call bulletCheck; to _projectile spawn bulletcheck; I didn't think while {} do {} could be called, as the engine halts for the code to execute first. Further down the line, I'd add some way to not have the function be called every time an AI fires. It will cause death and chaos due to FPS drain otherwise.
  12. I haven't really tested this - UAV's should not be impacted by VCOM AI, but this probably needs more testing with the new version. Script version is the easiest for HC's. Some issues do exist for Vcom AI and headless clients: 1) Artillery arrays are not global - so artillery units local to one machine will NOT be used by another machine. 2) AI on different machines will not support each other in a "quick-and-snappy" way. IE, sometimes waypoint generation and etc does not work if one group tries to call support from another group who is local to another machine. 3) A few other of these locality Issues I can't remember... Other than that, as long as you spawn in the AI local to the HC, or spawn the units in and then "hand" them over to the HC(s), there shouldn't be too much of a noticeable difference. Although, your mileage will vary. I love Invade and Annex ๐Ÿ™‚ It's where my idea of Dissension came from (One day I will get back to that...). The upcoming version shouldn't mess with waypoints AS MUCH, as I am reverting a lot of the changes. Getting Vcom AI to work fully with Invade and Annex would take a little bit of poking around - it might be as simple as changing the parameters for Vcom AI so the AI don't generate additional waypoints.
  13. genesis92x

    [CTI,TvT,CooP] Dissension

    Thanks for the report! I will take a look into this ๐Ÿ™‚
  14. genesis92x

    [CTI,TvT,CooP] Dissension

    I can make a video on how to port the mission, and no problem ๐Ÿ™‚ The new Vcom AI update is coming along nicely, I do plan on updating Dissension again once I update Vcom AI And that's an interesting bug for RHS... I've also have had some stability issues with RHS for long games.
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