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igneous01

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Everything posted by igneous01

  1. igneous01

    AI Improvements?

    I was thinking the exact same thing for AI as well. Similar to how the AI in RTS games behaves, there are priority nodes that placed on the map (resources, territory, flags) and the ai makes moves to these areas to fulfill a goal. Now obviously the priorities change as the fight goes on, and this can become complicated (as in Supreme Commander Complicated) but really, if the AI could at least be assigned priority nodes (game logics with setVariable) then this would be more than enough to setup some very interesting engagements. And I must stress the AI needs to know how to use WEAPON SYSTEMS. In any large fight (platoon vs platoon) the MG team is the most valuable asset, it suppresses and racks up the kills, mortars also rack up kills with indirect fire on the enemy. If AI could learn to use these weapons on their own, then fights would change forever (no more of this flanking everywhere without a purpose, MG is setup, firing away at your position, and teams are flanking to destroy you). This changes the priorities for the human players, suddenly the MG is the most important target to eliminate. but simply put, simple goals as reube said with a priority setVariable, and ai to handle assembled weapons independantly. (also, more different combat FSM types, or atleast killing one type of combat FSM when the unit looses its weapon (Mortar out of ammo, no more AT rounds) then run primary FSM)
  2. for this particular instance yes, because the arty module is dynamically created and removed (and so appending global variables is too cumbersome for me) also, i need to be able to detect if more than one mortar team is present, to allow the ability to work for other teams.
  3. I am also looking in the same direction you are - working with the communication menu to have actions to deploy weapon teams in High Command, and order mortar strikes for mortar teams - I will let you know if I find anything
  4. igneous01

    AI Improvements?

    ^ ai always stops fighting correctly when they are by themselves, try with 2 men instead of one, and youll get better results. However I do agree that single AI should know how to defend themselves
  5. igneous01

    Any strategy guides with High Command?

    yea, I guess I was trying to challenge myself (i admit - too much so), I did add in 3 call ins for CAS and Helos, and thing is, they ripped the entire island apart with no support, after my men were all slaughtered. BTW, It would be great to have ai mortar teams that function (Im using ACE too) that would pack up/deploy and suggest fire missions, same with MG teams. Right now I am only doing basic 4 regular fireteams - 3 mg teams - 2 at teams I shall have a look at the field manuals though, see If I cant find anything useful to use.
  6. look into the command isFlatEmpty on the wiki, its more streamlined for open spaces
  7. i believe cursorTarget and knowsabout will work here
  8. nil destroys the variable, as if it never existed
  9. this is definitly possible, i havent touch the script in a while, however, right after the group is spawned in script, you can add a setVehicleInit and processinitcommands to the leader of the spawned group, this obviously requires a new variable in the script. If you feel up for it your free to modify it to your needs, all you really need is another variable to add to parameters (init string) and using leader _grp to setvehicleinit after the group spawns.
  10. there is however one issue i see with those scenery pics - the ai pathfinding will be very problematic. Tight corridors makes the ai get stuck alot, so you will need to plan some sort of compromise for space and scenery for the ai to patrol and work with. I have seen it happen on Namalsk - the abandoned factory looks great and all, but the ai cannot go inside it without phasing through walls, getting stuck, or simply getting stuck on the outside walls. just a little tip
  11. yup, realized it after reading about what it actually does.
  12. igneous01

    AI Improvements?

    were you crawling prone? Im thinking you were spotted by a group close by you (maybe 100-50m away) I have never been spotted 200m or even 150m away when crawling prone on the ground. Oh, if they do find you, and you hide in a tree, the AI will stay there and camp the tree indefinitely (they wont engage though, apparently its a viewblock to them. Best bet is to wait until nighttime and then move slowly out of the tree (I've been successful at this, but still, not really believable tactics)
  13. i believe you should check for alive (gunner mortar) as I believe mortar might not return the gunner in the mortar, but the weapon itself (however I may be wrong, in any case, this will surely solve the issue of infinite ammo after gunners death)
  14. addSwitchableUnit someguy
  15. its fine, dont worry about it, I can only feel ashamed of myself of all those people who tried the demo mission realizing it didnt work because no functions module was on the map. glad it worked for you, enjoy!
  16. igneous01

    3D Editor Problem?

    3d editor is good for placing objects down to set the scene of a mission, but thats where its capabilities end im afraid. And yes, trying to do complex object stacking (like barrels stacked on top of each other, for example) will bug out every time you save. I found from my experience that so long as two objects are not touching (phasing into) eachother, they will save properly (but this still fails with large steel pipes for some reason)
  17. why not use ASIO4ALL? Best performance with good compensation for latency. audio production software uses it for this reason - it relieves the stress of latency and cycles of hardware acceleration (which is a big no no on my steinberg ci2) edit: nevermind, it can only be adjusted within the audio settings dialog of said software. However my soundcard has its own asio control panel and I can use it with arma no problems.
  18. igneous01

    AI Improvements?

    the ai isn't that challenging, I have been playing with the skill settings almost maxed (friendly 0.95, enemy 0.98) and while the ai fire reasonably well, their maneuvering is terrible. Biggest problem is the default ai leader assigns targets for individual units to engage, and their they go, running off on their own across a hail of fire, only to be gunned down one by one. I have noticed that alot of fights I get into with the ai, the squad or fireteam is spread out all over the place, because everyone is engaging their own target - destroys cohesion of the unit. This is forgiven in open and sometimes forested areas, but where hard cover is plenty, you usually see 1 man running in the open trying to flank, die, then see his buddy attempt the same thing. Also, AI have a tough time engaging vehicles with their at weaponry. The ai (for me) refuses to engage with SMAW's more than 150m away. they'll pull it out, look at it, admire its texture, read the warning and inscriptions, then put it away again and continue watching armor chew up town. also, the suppressive fire command only works 1/3 of the time on a machinegunner that is laying down facing enemy direction. So, those are my biggest gripes with ai - biggest being lack of cohesion, it should be the minimum of two units engaging a target while also watching each other, lanes of fire should also be utilized for suppression - maneuver - flank - advance etc
  19. igneous01

    music in arma

    Berlin Philharmonic, with Karajan or Bernstein conducting. I would honestly prefer more art music in the game, the bombastic epic orchestra is really stale and tiring, metal is very plain as well. who knows, maybe throw in some excerpts from Mahlers symphonies or Holst planets suite or whatever. It must be hard writing music for a simulator - theres no compliment to it I think.
  20. Are the taliban or hamas not a party as described here? Then I guess its a war afterall - huh go figure.
  21. its because the newer script added the ability to have more waypoints for the ai to move to, so the attackwp is to be incased in brackets (its an array) those errors tell me that the script took in a gamelogic (one waypoint to move to) but is not in [waypoint], hence it errors expecting an array. hope that helps EDIT*** I see i forgot the functions module in my example mission, which is why it wasnt working - MAKE SURE YOU HAVE FUNCTIONS MODULE or CBA running! (I always forget about this) sorry, I hope that helps you now
  22. could you post what the error messages were? I am still using this in a lot of my test missions and it hasn't failed yet. So perhaps something is missing (or perhaps, the soldier unit used to identify the faction was killed, which stops the spawning (have not changed this yet))
  23. interesting, I did not know call can identify upper scopes depending on where its called. Question is though, how does it know that it can use the variable?
  24. well, seems the OP wants a bomb to trigger when someone uses the gear action in the menu. Isnt there an eventhandler for such purposes?
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