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Everything posted by zooloo75
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Firefight Improvement System 2
zooloo75 replied to zooloo75's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
To put it short, it micro-manages each individual AI, completely overhauling their behavior. They avoid failed strategies and eventually evolve into a good strategy. As players, we learn from our mistakes; if we were killed at a certain place, we will try to avoid it and find a different place. If we find a good spot to eliminate the enemy then we will go there more often. So the AI with this mod will attempt to mimic the behavior of a player; learning from their mistakes and sticking with what works. The DLL component of the mod is required as it allows for so much more potential down the road and handles file management, allowing the recorded data to be organized in a satisfactory manner. A potential feature down the road is to have the option to pull in data from a master server as well as contribute your own, resulting in an ever expanding variety of AI behavior. -
A3A (Arma 3 Actual)
zooloo75 replied to BlackViperGaming's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
This sounds too good to be true. Very ambitious for a one man team. -
Firefight Improvement System 2
zooloo75 replied to zooloo75's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Not a dumb question at all, and that is exactly what it does :) -
Firefight Improvement System 2
zooloo75 replied to zooloo75's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Throughout the day, the Opfor has evolved their tactics, going as far as flanking the patrol, and even getting behind them. They've utilized buildings and alleyways and have deviated away from their predictable default path. http://s11.postimg.org/mn789hkdv/ffis2_1.jpg (120 kB) -
Firefight Improvement System 2
zooloo75 replied to zooloo75's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
It saves the death of all units. There's no performance hit at all. ---------- Post added 06-09-2014 at 12:16 AM ---------- Previous post was 06-08-2014 at 10:39 PM ---------- It's hard to explain how joyous I am right now! I've been coding all day and have managed to see my work already making a very noticeable impact on gameplay! I have ran the same simple scenario in the editor endlessly and have seen the AI improve their tactics each time. At first the Opfor ambush failed, they kept running to the street in front of the Blufor, resulting in a swift death. Now after a few more rounds I've noticed that the Opfor group has declined the previous route of ambush and has instead decided to flank the Blufor group to the left, going through houses and alleyways to avoid detection. The Blufor patrol walked down the road and was blind-sided by the Opfor group, resulting in massive and quick casualties. I'll have to post a video once I polish it out a bit. -
Firefight Improvement System 2
zooloo75 replied to zooloo75's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Thanks :) ---------- Post added at 07:54 PM ---------- Previous post was at 06:02 PM ---------- More news: it will be open source! Hopefully this will allow the community to learn from my code as well as guide them through their own coding. The Visual Studio solution file will be available with all of its source code goodness available for modification :) ---------- Post added at 09:21 PM ---------- Previous post was at 07:54 PM ---------- A visualization of previously recorded data viewed on the map. The dots represents death locations, the exclamations represent the killer's position. This data can be used by the AI to determine their behavior. Visualization of sides. Player's team = blue, other teams = red. -
Firefight Improvement System 2
zooloo75 replied to zooloo75's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
I will work in modularity so the system can be toggled for certain units. The system can be either addon-based or mission(script)-based. The addon version will apply the system to all units (and spawned units), while the mission only version will allow the mission creator to choose which units the system will hook into. ---------- Post added at 05:09 PM ---------- Previous post was at 05:03 PM ---------- Thanks for your input. I will try to do as much as I can with this system. I already completed the technical stuff for the system last night. This will allow me to record and use any previously recorded data. So now it's mostly SQF and less C#. The system can be thought of as though time goes by between each scenario one plays. Troops that were ambushed in a certain area previously will allow troops in future scenarios that move through that same area, be aware that an ambush happened there and they will enact certain countermeasures that the previous troops should have done. You could also "roleplay" a bit and act as though you are running training scenarios on your troops so they will be more effective in the real situation. You can effectively run Blufor AI through multiple scenarios in an area and improve their chances of survival. When the real action comes (from let's say a campaign) then they will be ready to fight in that area and be aware of possible strategic locations. ---------- Post added at 05:15 PM ---------- Previous post was at 05:09 PM ---------- Theoretically they shouldn't cancel each other out. They should continue to approach their objective differently and more effectively. ---------- Post added at 05:16 PM ---------- Previous post was at 05:15 PM ---------- All AI will benefit from previous scenario experiences. The idea is that a side (Blufor, Opfor, Independent, Civ) will gather intel from previous operations and use that to inform future troops that are in those areas of possible strategic locations. As far as compatibility is concerned, I am not sure if other mods would conflict or not, but I do plan on creating a complete overhaul of the AI eventually like my first FFIS (this will be toggle-able of course so users can benefit from the memory system while still being able to use other AI mods). My original mod was never intended for anything outside of random editor missions, but I guess people liked how much it changed default AI behavior, so they just went with it. I will keep compatibility in mind while creating this mod. -
Firefight Improvement System 2
zooloo75 replied to zooloo75's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Thanks, the concept should be done tomorrow hopefully. Already dished out a majority of the code within the last few hours. It relies on ArmA2NET as I've written a DLL to handle ArmA-External code for file IO. -
So... You made all these accounts to promote yourself? Looks desperate. Anyways, good luck.
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You shouldn't be taking my criticism as a put-down. I wish you the best of luck.
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The web design needs a lot of work. Some parts look like bad edits of Facebook. There's not much purpose to it; everyone has access to this forum which already has everything community members need. Why use your site when someone can just ask another member for their actual Facebook info? Everyone has an account on Facebook, if they don't then there's no reason for them to create an account on your site. I wouldn't trust my private information in your hands either. Also there's no effort on your part. I know you; you are nowhere near capable of creating this. People shouldn't waste time on your site when you didn't bother to do the same.
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drawIcon3D won't display my custom texture.
zooloo75 posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I've ran into a problem. The drawIcon3D command displays default A3 textures fine, but when I use a custom texture from within my mission, it just shows up as a blank square. The texture is in paa format and is 64x64 with transparency. The texture (the original is in paa format) http://s11.postimg.org/bpe75owcv/emblem_Admin.png I'd also like to add that the texture works when I apply it to the user texture object. addMissionEventHandler ["Draw3D", { { if(_x distance player < 10) then { if((getPlayerUID _x) in adminUIDs) then { drawIcon3D [ fullEmblemList select (_x getVariable ["emblem",0]), [1,0.9,0.55,1], [visiblePosition _x select 0,visiblePosition _x select 1, (visiblePosition _x select 2) + 2], 1, 1, 0, name _x, 1, 0.045, "Default" ]; } else { drawIcon3D [ fullEmblemList select (_x getVariable ["emblem",0]), [0.78,0.56,0.72,1], [visiblePosition _x select 0,visiblePosition _x select 1, (visiblePosition _x select 2) + 2], 1, 1, 0, name _x, 1, 0.04, "Default" ]; }; }; } forEach playerList - [player]; } ]; -
32x32km Real Life Map Project: call for inspiration and aid
zooloo75 replied to ZeroG's topic in ARMA 3 - TERRAIN - (BUILDER)
Far from it lol Sent from my HTC One V using Tapatalk -
BIS Function That Returns Each Element in Array?
zooloo75 replied to rakowozz's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Why not just do? hint str(arrayName); -
This thread will cover things that I find in the game that I can't find anywhere else (or am just too much of a noob to find :P) ERROR! Press (Shift+Minus) to open the invisible console, then input "error". This will close the game and show a message box saying "Shift-Minus-ERROR". "PLAIN NOFADE" titleText ["Hello world!", "PLAIN NOFADE"] Undocumented parameter for titleText. Smoke source "#smokesource" createVehicle (position player) "#smokesource" class for quick creation of smoke. Adjust light shaft intensity "LightShafts" ppEffectAdjust [0.1,0.2,1,0.97]; I was looking around a bit and found that light shafts was a post-process effect, and like so can be adjusted. The parameters change the intensity of the sun's light shafts. The value range is 0-1 floating point. @Moderator(s): Can you rename this thread to, "Undocumented discoveries" please.
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ArmAgeddon
zooloo75 replied to super-truite's topic in Arma 3 - MAKE ARMA NOT WAR CONTEST - MULTIPLAYER GAME MODE
Ah, it looks cool and is an awesome idea nonetheless. Are we able to use addons in the contest for the MP Missions? -
AttachToWithMovement: Walkable Vehicle Interriors and Exterirors
zooloo75 replied to Make Love Not War's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Still no word from BIS yet? :( Sent from my HTC One V using Tapatalk -
ArmAgeddon
zooloo75 replied to super-truite's topic in Arma 3 - MAKE ARMA NOT WAR CONTEST - MULTIPLAYER GAME MODE
How exactly will you be making the water level change as there is no command to do this. Sent from my HTC One V using Tapatalk -
ArmAgeddon
zooloo75 replied to super-truite's topic in Arma 3 - MAKE ARMA NOT WAR CONTEST - MULTIPLAYER GAME MODE
Those features sound awesome! Good luck on the project! -
Arma 3 Engine - What would have been a better option and what can we learn?
zooloo75 replied to squirrel0311's topic in ARMA 3 - GENERAL
What? http://www.arma2.com/supply/free.html -
Arma 3 Engine - What would have been a better option and what can we learn?
zooloo75 replied to squirrel0311's topic in ARMA 3 - GENERAL
ArmA2 has a free version which is the full game minus high res textures, no campaign and no mod support. -
Arma 3 Engine - What would have been a better option and what can we learn?
zooloo75 replied to squirrel0311's topic in ARMA 3 - GENERAL
We need access to PhysX or native support for languages such as C#! Many of us have been waiting to have access to PhysX scripting commands with no luck. -
Fire-Fight Improvement System
zooloo75 replied to zooloo75's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I am remaking this from scratch, and all the original features of FFIS will be rewritten to be mostly bug-free. I will post updates/additions in a new thread once I have a good build to release. Here's a new feature: Every unit will have their own set of variables assigned by FFIS, one of which is stress. Stress will determine many behavioural calculations in FFIS II and can be caused by factors such as being suppressed, running, or firing. Higher stress = higher chance of losing control or panicking. Stress is also scaled by the unit's skill; high skilled units will be able to control their stress better than low skilled units. -
Fire-Fight Improvement System
zooloo75 replied to zooloo75's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Merry Christmas everyone! I am starting the development of FFIS II right now! -
What about custom music in MANW-missions / campaigns?
zooloo75 replied to Undeceived's topic in Arma 3 - MAKE ARMA NOT WAR CONTEST - SINGLEPLAYER GAME MODE
@Neurofunker - That's a great idea to release a music pack for the community! It would be great to get all the musicians here at BIS to do such a thing! I guess I could do the same :D