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Rydygier

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Posts posted by Rydygier


  1. BTW: Does HAC control UAV? It could use them for recon only, pretty interesting concept.

    I have only very small experience with UAV usage, so effect is unknown, anyway HAC treats UAV as non-combat air unit so, I suppose, will use them only as recon if there is no any other groups including infantry (same, as eg tanks).

    Use of RHQ_Recon = ["MQ9PredatorB","Pchela1T"]; will not help much, beacuse HAC almost never sends on regular recon/combat mission units without ammo (maybe is possible to add some magazines to UAV by init script however?).

    However.

    As I said, do not know UAVs to well. For example I do not know, if UAV will do anything without UAV module on map (especially if without synchronization with this module UAV can to see anything on map).

    These are all guesses. The truth is that I have not tested the use of UAVs. I do not know even whether, as unmanned, are themselves counted as a unit and group. I will try to find time for some tests.

    PS. Of course if someone will set up UAV with module and terminal and will to use it for recon, it will affects HAC decision if: beacuse of UAV recon is rising used in scripts knowledge factor about units on map (without it, if UAV gives only visual look on battlefield, it is completely useless for HAC AI), and if this info is transmitted to HAC (I suppose, at least UAV should be "excluded" from HAC, mayby also its controller (player), but there is a variable to set sending recon info to HAC also from excluded allies.)

    After a bit of testing last night, I had a significant lag half way through the mission. This is with the latest alpha release.

    Are you talking about HAC alpha, or ASR alpha, I'm not sure?

    ---------- Post added at 11:25 ---------- Previous post was at 11:14 ----------

    Anyway, would it be possible to add option for HAC to skip defined number of cycles? I mean HAC will only act every 2nd or 3rd cycle. There could be an option for mission maker to set how many cycles are skipped. This way it would be possible to control how dynamic is the battlefield, also it could be used to fine tune HAC so it wont impact CPU too much.

    Actualy latelly added cycle counter, so probably it is possible, it is good idea, will try to implement this.


  2. I just read and learn very interesting ways in which it might be possible to significantly improve the performance of HAC code.

    http://forums.bistudio.com/showthread.php?t=130328

    Also I must say, that first tests with voice notifications are very promising. I like it. But, when HQ reports, you can easily get a heart attack, It's so sudden... :) Especially with great JSRS audio mod (yes, it covers this voices, beacuse they are Arma-generic). Must do something about this.


  3. This seems to work better ("_" was missing). But I still don't get into the battle as soon as the mission starts.

    Well. Nothing will ensure that, I'm affraid. Waiting is part of war. HAC has his own plan and act accordingly. So usually recon first, unless enemy is sighted at start (try to place some groups of both sides in way that they may see each other - action will arise sooner). FirstToFight only guarantee, that you will not stuck behind front as reserve on some stupid patrol mission or on guarding empty road forever. :) But if you still get "hold position" order, then probably something is wrong. It is order for reserve only... Will check this.... and I think, that I found problem with FtF & reserve orders. This will be fixed. You can mark out a bug hunted down. :) Still, RtR rather never will work this way, that chosen group will be sended to attack right away regardless anything... first HAC must to know, if there is someone to be attacked and then will choose, which group will deal with this. FtF guarantee, that you will be amongst units, from which HAC is choosing for attack mission, that is all.

    EDIT: In fact HAC may even stay with this idle orders for FtF groups, this missions can be and will be interrupted in any moment. Most important, that unit is in "attack available" pool.


  4. Two errors here, now I see:

    w1 = group this;

    RydHQB_FirstToFight = [w1];

    RydHQAOnly = [w1];

    RydHQ_NoFlank = [w1];

    RydHQ_NoDef = [w1];

    Should be for "A" side:

    w1 = group this;
    RydH[color="Red"]Q_[/color]FirstToFight = [w1];
    RydHQ[color="Red"]_[/color]AOnly = [w1];
    RydHQ_NoFlank = [w1];
    RydHQ_NoDef = [w1];

    My mistake, of course. Yesterday listed new variables in hurry, now are corrected with lacking "_" nad "B" removed. Sorry, folks.


  5. So welcome on forum then, Astrosammy. :)

    - Behaviours like "Safe" and "Careless" cause units to walk, not run.

    Looking at the scripts I also see that you use "Limited" speed mode. It takes a long time sometimes until units reach their target this way.

    Yes. Exactly this was requested for realism and to much fatigue at target position reasons. Initially troops ran everywhere, now they are running only sometimes. :)

    - In my mission I'm a team leader, with the following init:

    RydHQB_FirstToFight = [group this];
    RydHQAOnly = [group this];
    RydHQ_NoFlank = [group this];
    RydHQ_NoDef = [group this];

    But I only get recon tasks everytime (and always at the same position).

    Hmm. So maybe try this init instead:

    MyGroup = group this;
    RydHQB_FirstToFight = [MyGroup];
    RydHQAOnly = [MyGroup];
    RydHQ_NoFlank = [MyGroup];
    RydHQ_NoDef = [MyGroup];

    I tested this way and worked fine... I will check this anyway. Thanks.

    ---------- Post added at 21:04 ---------- Previous post was at 20:54 ----------

    Freez as in soldeirs standing in their position and not moving. I do get orders. This happens with ASR during combat with enemy.But so far did not happen without ASR AI.

    So it is not HAC then... Try to test with HAC only, without any other addons.

    Also with latest version, I seem to only get recon missions all way near enemy base early in the game. I have restarted mission 3 times and always getting recon. I also have first to fight in init field. SO Ithought maybe I missed a setting config ?

    Well, HAC nearly always start with recon in his objective area, for info gathering, and this is wise, I think. What group is chosen, depends on groups positions and category. About config...

    simple question about syntax bit is it RydHQB_FirstToFight = ([wa1, wa2, wa3]); or RydHQB_FirstToFight = [wa1, wa2, wa3];

    Two things: RydHQB_ is for "B" side, for "A" side (leaderHQ's side) it is always RydHQ_Something. This is general rule. Nearly all variables has their equivalents for second side. Also this particulary variable will not prevent from recon orders. It prevents from designating groups for reserve. Second syntax is sufficient, if "wa" are names of groups, not leaders of groups.

    ---------- Post added at 21:19 ---------- Previous post was at 21:04 ----------

    In the demo mission to get opfor to only defend, is this rydHQinit.sqf file correct?

    for some reason opfor is still moving forward.

    It is HAC 1.0 beta2 code? Try newest HAC 1.1 alpha 3.1. It is still WIP, but for sure more stable and better. First: do not edit these files unless you are absolutelly sure, what you are doing. There is no need to put config in RydHQInit (still is possible). Config better put for example into init.sqf.

    About this:

    RydHQ_Surrender = false;
    RydHQB_Surrender = false;
    RydHQ_Done = true;
    RydHQB_Done = true;
    RydHQB_Order = “DEFENDâ€;

    I'm not sure, but I think, that even kind of quotes is important. Try to use simply "" instead “â€. You copied&pasted this from manual, isn't? Must prepare better manual for 1.1... If this not help, then hmm... :)

    PS. In 1.0 version this: RydHQ_Surrender = false;RydHQB_Surrender = false; will do nothing. Surrendering is optional from alpha 3 version.


  6. - East armor works great. But for some reason with 3.1 West armor seems frozen, will not move during battle from position. WIll test it a bit more.

    - Issue with ASR AI? I have downloaded ASR yesterday, and with ASR my squad (I am squad leader) seem to freez and not want to move. Anyone else having issue with ASR?

    "Freeze" in terms of not receiving waypoint orders (by how long), or literally freeze with no animation etc? And without other addons? Without HAC this units behave normally?


  7. //RydHQ_Order = "DEFEND"; (other option is attack?)

    //RydHQB_Order = "DEFEND";?

    Possible also "DEFEND", then leaderHQ will stay in defend mode regardless of morale or losses. Other, than "DEFEND" means normal mode. "B" means always same, for "B" side.

    RydHQ_MAtt = true; ?

    RydHQB_MAtt = true;?

    For setting personality manually.

    //RydHQB_SubSynchro = true; ?

    Optional limited HAC control mode - HAC will control only groups synchronized with leaderHQ if true.

    //RydHQB_SubNamed = true; ?

    As above, but will control only groups, which leaders have certain names ("Ryd" or "RydB" with number up to 100, eg. "Ryd55" or see below...)

    //RydHQ_NameLimit = 110;>

    ...or to greater number if this is set with it.

    //RydHQB_Included = [g1];?

    Third limited control mode, only groups (their names, not names of their leaders!) included in this array will be controlled by HAC. All limited modes are not exclusive, so you can combine them.

    //RydHQB_ExcludedG = [g0];?

    Additional way to exclude chosen groups by adding their names in this array. Comaptibile with limited control mode (old excluded array with leaders names is compatibile only with "SubAll" control mode, that is normal, unlimited mode)

    //RydHQ_ResetOnDemand = true; ?

    If true, reset will occurs only, when specific variable will be set to true;

    - Transport. I have placed some trucks with drivers and they seem to be moving all over map but are not carrying in squads? Squads still hiking 2-3 kms on foot.

    Hmm. Maybe place on map "HC command" module and during test use "ctrl" + "space". Then you will see HC markers and, after some seconds, also blue lines for waypoint routes. It is good way to control, to where what is moving. Maybe these trucks are moving to other groups as assigned to them cargo? I do not know, will check, when trucks may be moved by HAC... With what markers are marked those trucks movements? It is valuable info for bugtracking.


  8. Have you tried setting the waypoints used for transport helicopters to careless? This may solve them flying away when trying to transport unload, but they'll completely ignore any threats as well.

    Tried, no difference in my game version, so it is "SAFE" currently, they still flying away, but if there is difference in later versions, that is good news. I can set "CARELESS" without any problem.

    EDIT: But by the way I found some minor problem, that could affect to this lack of difference in behavior. Will fix it soon and give the new version after some tests.

    ---------- Post added at 12:23 ---------- Previous post was at 10:24 ----------

    Good news: without this "minor problem" "careless" makes a difference - is far better now (although tested only for "enemy sighted", not for "under enemy fire" behavior), so new download, in english this time. :)

    HAC 1.1 alpha 3.1

    Now you can compare.

    Thanks a lot, Hobbesy!

    ---------- Post added at 12:35 ---------- Previous post was at 12:23 ----------

    Thanks Rydygier. Sorry to hear you still don't have OA. If I wasn't so particularly broke right now I'd go in on it for ya.

    Thanks anyway, but it is not necessary at all. And welcome in my club for people without money. :)

    Oh, well. Sooner or later will be some money on my event horizon, I hope. First, one way or another I should buy myself a new graphics card, without it playing this game is barely possible (old GF 8400 here since my 9800 was broken), and this is much more expensive. Besides, I have an old DVD with Arma, the first Polish edition, which generates errors during patching. This is a known problem. Therefore I'm not "wasting" time for playing, so have more time for coding, and if code is working with my hardware&software, should work nearly anywhere, good for testing, so it isn't so bad. :)


  9. I am afraid that if a method to tame flying machines is to be effective, will be based on modifying ​​pilots AI. HAC is currently still too much for my taste interferes with this AI level. Nothing, however, does not prevent me, completing HAC, became interested in ways to improve behavior of units by external ways, so as to select the optimal addons set for HAC and to make other specially dedicated scripts...


  10. All right:

    HAC 1.1 alpha 3

    (no multiupload this time, it seems not working at the moment, to download click on blue, round button marked "pobierz")

    HAC 1.1 alpha 3.1 (fixed some choppers behavior and flanking delay set back to default)

    What's new:

    1. Possibility of exclusion chosen groups from given kind of support;

    2. HAC will try to make some kind of field regroup base behind front line, where support units and combat uneffective groups should gather when some conditions are met;

    3. Optional (active by default) usage of smoke grenades during withdrawal;

    4. More dynamic defense: width of def perimeter dependant on number of groups; added defense reserve, which should to reinforce most attacked spots;added chance for guarding at near roads; adjusted some parameters;

    5. Surrendering is now optional. Added "unasignvehicle" for surrendering forces and "setfriend" used. Not tested however;

    6. Optional knowledge about allies and known enemies positions already known to leaderHQ (reveal for human controlled team leaders);

    7. Garrison behavior for chosen groups (see "to do" for details);

    8. Optional cpobining weakend groups;

    9. Arrays, that allows to limit HAC control over chosen groups;

    10. FOs now will remain much longer on forward positions when on recon mission and probably will choose more elevated positions;

    11. Optional up to two secondary objectives per side;

    12. MArmor category and LArmor available for recon;

    13. Bombers category, empty by default (bombs usage not implemented);

    14. If leaderHQ is killed, and there is another unit in his group, this another unit will become new leaderHQ with lower attributes. If there is no more initial leaderHQ group - HAC control for this side stops;

    15. Idle and combat uneffective units handling - regrouping, guarding, patrols...

    16. Special markers and journal entries for human controlled team leaders;

    17. numerous fixes maded and bugs eliminated.

    (see "to do" list in first post for more details about features)

    New config variables (default):

    RydHQ_ExReammo ([]) - grous included in this array will not call for ammo, however still will use support unit if nearby;

    RydHQ_ExRefuel ([]) - as above for fuel;

    RydHQ_ExRepair ([]) - as above for repair;

    RydHQ_ExMedic ([]) - as above for medical aid;

    RydHQ_Sec1, RydHQ_Sec2 - names of objects (eg empty triggers) that mark secondary objectives, towards them may be send some idle units (see to do list for details);

    RydHQ_Smoke (true) - if true, withdrawing groups should try to use smoke grenades before withdrawal;

    RydHQ_Surr (true) - if true, surrendering is active;

    RydHQ_KnowTL (true) leaderHQ's knowledge about units on map for human controlled team leaders;

    RydHQ_Garrison ([]) - array for names of groups, that will become "garrison". Recommended mostly for infantry or land vehicles (see "to do" for details);

    RydHQ_GarrR (500) - radius in meters around given group leader's initial position, within which garrisoned groups should be available for attack missions;

    RydHQ_Combining (false) - if true, weakened infantry groups may be combined (one group from two, if close enough and without vehicles);

    RydHQ_AOnly ([]) - groups, which names are in this array will be used only for attack/def/reserve/capture/flank missions (no recon);

    RydHQ_ROnly ([]) as above, but with recon and without attack missions;

    RydHQ_NoFlank ([]) - groups included there will be not used for flanking;

    RydHQ_NoDef ([]) - as above, but for defense missions;

    RydHQ_FirstToFight ([]) - groups included in this array will be not considered as reserve. These groups will be constantly "attack available";

    Will be grateful for testing and bug reporting, as always. Enjoy. Next release should be official, final 1.1.

    PS. Included init.sqf with some configs. Choppers still not recommended as cargo. :( When see enemy, goes somewhere far away, and there simply hangs in the air, apparently waiting for better times and reflects about the essence of being.


  11. Great! But with audible commands for other groups I have to be very careful, because currently HAC issues orders in series, sometimes many per second. It is maybe not so realistic, but otherwise one cycle could last a very long time. But this additional immersion should be worthy even some slowdown, especially, when this way all becomes more realistic. Must think about this.


  12. I experience some difficulties with getting "kbTell" to work (as usual, when I try something for the first time. All set by instructions, files are where they should be, there are no errors in the rpt and there is no message, no text or speech). Since pizza almost ready, and after dinner I had a couple of things to do, it seems that in the evening will provide next alpha version without HQ voice for now.


  13. Well.

    Good news: now only to implement these voice notifications and last alpha will be ready for yours tests (in this time I will struggle with bigboss level, leaders multiplication and new manual content, finally will wait for MSO module based on ready 1.1 (do not know, how many changes for MP compatibility I will manage to implement));

    Bad news: a lot of time that I devoted to implementation remaining features from "to do" means, that had only little time for testing (days are to short). Now I'm just wonder, how much brand new bugs I implemented lately... :) So, bugtracking may take considerable time...

    This is the plan. Will see, what reality do with it. :)


  14. I'm glad then.

    HAC in Arma 3? I have nothing against. Of course, if professional developers turned my idea into code, it would be infinitely better written. Hmm. Maybe even BIS would pay something and I would buy myself OA, or even a new graphics card?

    :scratchchin:

    But joking aside. Seriously, I hope that version 1.1 will meet your expectations and HAC will be used in yours missions, folks. First of all I do is for the players and my own satisfaction. In fact, I am surprised that so many managed to do with my meager skill level. You, people, give me motivation and thank you for it.


  15. How it might be done will depend on how the spawn script works.

    Yep, this is another problem with implementing that. Method of implementation will be dependant on spawning script used by given mission maker. I can only propose making of some external script associated with used spawner, that should cyclically calculating increase of morale depending on the number of forces available in reserve. It may be simply, or, on the contrary, sophisticated. I think, that it is a flexible solution and, what most important, handling this matter outside HAC scripts.

    ---------- Post added at 09:55 ---------- Previous post was at 09:42 ----------

    It uses "player sideChat";

    I used it too - exactly this is info about morale and new cycle that pop-up on screen (I think, this will be removed however, or will be used diag_log into rpt file instead). But now I'm about some kind of sound (voice) notification. That would be only ornament of course, but I think that would increase enjoyment given by gameplay with HAC.


  16. Today (or rather yesterday) I tested system, that communicates to human controlled teamleader, where to go and what to do. Implementation of this was complex, so it requires further testing & bugtracking, but it looks promising. I used "setSimpleTask", so we have a diary entry and target location shown on the map. In addition there is a special marker on the map with the name of the leader and type of mission. It would be great, if I managed to add a radio message "from HQ" about arrival of new orders (or even about kind of new task, but only short info about something new would be great too). Well, at midnight kbTell concept seems to me quite complex, in addition I do not know whether this is best solution. Never used. Basically I would like to use some generic message(s) like this used eg in the SOM. But how to do it? I remember that gammadust seemed to know something more in this topic, maybe someone else also can help... In any case, since morning I will explore this matter deeper.


  17. So if we set respawn time to respawn real quick it should work?

    HAC will take in consideration also any new unit, that will appear on map during the game, but until spawn occurs, HAC do not take into considerations this units, that yet to be spawned in the future, because from his point of view, they do not exist (for him exists only that, what is on the map in current moment). So this units will start to exist for HAC at the beginning of the first cycle after their spawn.

    ---------- Post added at 18:49 ---------- Previous post was at 18:32 ----------

    Is there a way to disable the surrender script?

    Official, for addon user usage - no (will do something about that however in HAC 1.1). But for now:

    1. You may minimize chances of surrender by manipulating morale:

    Repeatable radio-activated trigger with this code in act field:

    RydHQ_Morale = 0;RydHQB_Morale = 0

    Will allow you reset morale to its highest value as often, as needed, so chance for surrender will become 0% until number of known enemies is less than four times higher than number of ally units, and only 5% per cycle when enemy advantage is bigger;

    2. If you use script version and do not afraid editing scripts :) you may find in HQSitRep.sqf about 364 line this code:

    if ((((count RydHQ_KnEnemies)/(1 + RydHQ_CCurrent)) > (4/(1 - (RydHQ_Morale/12.5)))) and ((Random 100) > (95 + (RydHQ_Morale*((count RydHQ_KnEnemies)/(1 + RydHQ_CCurrent))/4))) and not (RydHQB_Surrender)) exitwith {RydHQ_Surrender = true;nul = ["A"] execVM "Surr.sqf"};	
    

    and to comment whole line out:

    //if ((((count RydHQ_KnEnemies)/(1 + RydHQ_CCurrent)) > (4/(1 - (RydHQ_Morale/12.5)))) and ((Random 100) > (95 + (RydHQ_Morale*((count RydHQ_KnEnemies)/(1 + RydHQ_CCurrent))/4))) and not (RydHQB_Surrender)) exitwith {RydHQ_Surrender = true;nul = ["A"] execVM "Surr.sqf"};	
    

    This will completely disable surrending. Similarly for side "B" in HQSitRepB.sqf.


  18. Such activaton might be accomplished by using an adaptation of the 'Surrender' script (?).

    I think so. In certain circumstancies (some respawns still available) in conditions, when leader usually going to surrender, instead of surrender script, spawning script should be activated. Of course this needs some changes, in HQSitRep mostly, dependant on used spawner. Or, simplier, code in Surr.sqf may be replaced by respawning code plus maybe, if there is no more reinforcements, execVM to surrender routine (and some very minor changes in HQSitRep, because currently if conditions of surrender are met, HAC will deactivate for this side). For now surrending do not work properly anyway. :)

    As I understand your post, Ryd, it seems there's no way of passing to Leaders any information about available respawns?

    With some work I should can theoretically make, that HAC will take into account reinforcements when calculating surrender, mode (def/off) and morale, but nothing more. Else matters needs more info, than only that there are some groups available (like position on map)... It is all theoretical however, do not want do this.

    ---------- Post added at 15:55 ---------- Previous post was at 15:45 ----------

    It could explain why with 150 - 200 units/side and 10 DAC respawns available, the leaders seem rather overcautious & it takes quite a while before the main battles commence.

    Yes. HAC takes into consideration only this, what see currently on map.

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