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genesis92x

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Everything posted by genesis92x

  1. Vcom AI 3.3.0 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. 3.3.0 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 -AI's with mortars will still attempt to deploy the mortar INSIDE a structure. -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 3.3.2 GitHub - SUBMIT BUGS/REQUESTS/ETC HERE! Vcom AI 3.3.2 Steam Version
  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. [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
  15. 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.
  16. You'd have to look into how GAIA spawns the groups in and just add a VCM_DISABLE (Or whatever it exactly is) to them, and just enable it for the groups you want. By default Vcom runs on every group Currently if you put the AI on a HOLD waypoint they will garrison the nearest structure AI will randomly garrison structures during combat for a short time A "watch" waypoint would be ideal, although it doesn't exist. Currently the AI will sometimes look for the highest ground in combat when trying to get vision on a position, but that's about it. A few of the requests (fall back waypoints/garrison multiple buildings) are more mission specific items that fall to the mission designer to create. Vcom AI will aim to modify/compliment vanilla AI behavior and not 'completely' overhaul it.
  17. The current version execute only through the description.ext The version I am currently working on executes through the init.sqf again.
  18. genesis92x

    [CTI,TvT,CooP] Dissension

    Haha yes, definitely. Vcom AI update first.
  19. If there is a dynamic way to create waypoints/positions for AI to path through buildings, I would love to see it.
  20. That's a good idea, adding a variable. I have noticed this behavior as well, I will be taking a look into it.
  21. Hey redarmy, For a little background, Freddo and I were working together on updating Vcom (Mostly him in my 3 month absence) and some features were cut. The ragdolling system is one of them in the current version, although some of the variables still exist. However, in the next update the ragdolling will be back, with some additional fixes. Currently I am working on a much more dynamic and interesting artillery system - something that players will definitely notice a difference of.
  22. That should work just fine, I will take a look into fixing the undefined variable ๐Ÿ™‚ EDIT: The next release of Vcom will be different from this release. Freddo and I have decided that he will create his own "Fork" of Vcom and I will maintain my own version. No big drama, just both wanted two very different things for the mod. As a result, many of the bug reports will be invalid until the new version is published. Hopefully by this Sunday. Once Freddo feels comfortable releasing his version of Vcom I will provide a link in the 1st post of this thread.
  23. Take a look at my response on the steam forums.
  24. Alright, these errors have been fixed ๐Ÿ™‚ Will be updating soon 3.3.0 is out! Just a few bug fixes for the errors. I'm sure there will be more.
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