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alloc

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Posts posted by alloc


  1. On 10. 4. 2017 at 0:51 AM, lordprimate said:

    Hello, I have been seeing this and have been meaning to get to it. Ill look at it today. see what i can do. and if i cannot figure it out ill send a message to robalo and see if maybe he has a few moments to take a look. what kind of mission is this?

    Is it an modded missiong. IE using MORE mods then just the three cba,asr,tpwcas.

    is it an alive mission. 

    does it happen ONLY at the beginning of the mission and NEVER More...

    Does it happen in an Alive Mission when AI are spawning in OUT of your vision.

    I usually get that error Only when New AI are introdused and spawned in. and their skill is being set. 

    I have been meaning to just look into it and see if i get the error with ASRAI and NO tpwcas. IF so then its an ASRAI problem.
     

    However, I have been seeing this as well and with your nudge ill be looking into it now. So, Thanks :)

     

     

    I know this wasn't directed at me since i have pretty much taken over updating this mod ill go ahead and respond with what i have been thinking about because, I have been thinking about this lately.. and I do want to put it on steam workshop. However, since i want to make sure this brief undefind variable is what i think it is and everything still works ill move foreward. so, Ill look into fixing the error and then work on the SW side of things. I think the error is just because tpwcas is calling an ASRAI function. outside of that i think tpwcas still adjust skills just fine. Its just calling the asrai function on a brand new unit.. when asrai has not had time to creat the variable for it. I could be wrong, but i think asrai polls the map every couple seconds for new units. again i could be wrong but i think he has some function that does that for new units that are spawned with via script or zeus. basically anything not editor placed.

     

    Sorry I did Not get to this earlier. However, I did NOT add a Sitting animation. if your getting AI that actuly cross their legs and SIT this is not because of TPWCAS. I know that ASRAI (Robalo) added AI falling when they are hit on occasion. However, they do not go into a sitting anim.

     

    when you say Sitting stance. you literally mean they cross their legs and sit? because i know that was a thing in ARMA 2 using SLX. when you got hit there was a chance of getting knocked on your ass ... quite literally.

     

     But again i know that is not a part of tpwcas. i was just say'n.

     

    Thank you all for your continued interest in this mod. I think its great. All credits go to Ollem, Fabrizio_T , TPW, and -Coulum-. Im just a guy.

    This one (in the posted picture) is from standart ARMA mission called Combined Arms. It happens each time only in the beginning of mission. I think it occurs only with ASR AI running along. I usuaully use this mod with CBA, Blastcore, Bloodlust and TPW MODS. I dont play ALIVE at all so you should try it yourself. Thank for your support anyway.


  2. There isn't really much "coding" to be done on the user's side. Setup is super simple.

     

    Drop the ais_injury folder ,  init.sqf and description.ext into your mission directory (where mission.sqm is located). Then edit ais_setup.sqf in an editor (like notepad). All you have to do is write false / true to change settings, that's it, Then you are done.

     

    Okey, thanks for your answer .)


  3. Hey there Robalo, I'm pretty much finished with my mod of your mod, called Pooter's enhanced ASR AI. I did it as a fork of your git repository.

     

    I have only changed the behavior invoked by danger.fsm. Every file I added is prefixed with fnc_pt_ . I also changed  danger.fsm and added some lines to XEH_preInit to set some default values.

     

    AIs now counterattack if attacked (and then left alone)

    Ais now find individual pieces of cover to hide behind (leader does the picking).

    Ais in buildings now maneuver in response to inbound fire. (they'll either go down a pos or move to a different part of the building, depending on visibility)

     

    This whole experience has left me rather tired of the limited capabilities that we have as modders. They gave us just enough to see what is possible, without actually letting us change any core components. I have found that most of the combat behavior attributed to AI mods is just caused by the mod poking the default AI to get it to behave.

     

    What I would really like to work on is the AI visibility calculations, but sadly those are somewhere in the engine and can't be easily changed without the source. I have a feeling that the visibility calculations are relatively simple, which makes them easy to debug and cheap to run, but causes the AI to have laser eyes (or at least not act even remotely human).

     

    Let me know if you want me to make a pull request, or have any questions.

    Sweet! Where can I get it? :)


  4. OH, tkank U for new information. Sounds very good, what do I like the most is Targeting of Opportunity, that could be very useful improvement. About Shooting accuracy and AI sklills, have you tried ASR AI Addons by Robalo_AS? It handles AI skills and also includes AI rearming feature. Looking forward to see further progress and thanks for your awesome work so far. :bounce3:


  5. Thanks everyone! Thanks for the mirrors!

    I don't know why anyone would walk around crouched in aware mode and it would be very difficult to do, you can tell your people to crouch if you want though. MG gunners and snipers should go prone after seeing the enemy or firing their first shot, then they should try to stay prone.

    Oops, sorry I meant in Combat mode, not aware. Never mind, thanks for your answer anyway. ;)


  6. Hi solus, thank you for new version. I consider you mod one of the best what came to Arma2 so-far. But can I have several requirements for infantry? I would like to se soldiers using more crouch position while moving in aware mode, they should stand up only in urban environment for example. Also MG gunners should never fire in standing position, beacuse they are quite inaccurate compared to lying position. Thanks again for your effort and good work! :bounce3:


  7. Hi Solus first of all I want to say, that I really appreciate your great and complex mod. I play mostly single player, SLX mod also with MMA and GL4 going to be best of the best :). I really like the option to have every *.pbo separate, that’s really useful. I most interested in AI behavior. The AI with SLX is waaay better, but I have little problem. I experimented with .pbos and I think it causes the slx_findcover.pbo. For example when I see enemy units in the distance I order my squad to go somewhere (hide behind house, wall,…), to have better tactical position or to flank enemy. They go there until they are under fire :confused:, they cancel my order and return to formation. It would be nice, if they could continue to their destination without interruption, only with cover movement checking enemy position and trying to find the safest path to the waypoint. THX.


  8. Hi Victor, I really love your mod. I play Arma2 only in SP and I was looking for rearming mod like this for ages :) There is nothing worse than hear Out of ammo from AI teammates and give each of them order to gear. I use only rearming pbo and I must say, that latest release runs very smoothly. But I saw sometimes strange behaviour like medic with rucksack on back took rpg then dropped rucksuck run away, then run back took rucksuck dropped rpg and and so on... but maybe i has something to do with ACE. Or soldier took AK then back M4 then he ran back to take AK, back to M4, I dont know why. Oh, just one really not easy request :D Could you made AI in combat mode to act like this: First shoot with rifles, mgs.. then when they are out of primary ammo try to switch to hanguns, out of secondary ammo, try to throw grenades and search for a new weapon or rearm somewhere no matter what's going on? It would be also nice to see them rearming from Weapon boxes, but I understand that it is maybe too hard for scripting. Anyway great MOD, please keep on good work!

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