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Rydygier

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Posts posted by Rydygier


  1. I think, that "BigBoss" AI level should be perfect for such movements (changes of leaders and objectives positions). Of course this is also possible by external script. In current version LeaderHQ will enter "defend" mode on its position if:

    1. It is manually set by RydHQ_Order = "DEFEND";

    2. There is also chance for autmatically setting "defend" mode calculated by formula:

    ((_gauss100 + RydHQ_Inertia + RydHQ_Morale) <= ((RydHQ_EValue/(RydHQ_FValue + 0.1)) * 60))

    Where:

    _gauss100 - random value between 0 and 100 with Gaussian distribution (average values most probable)

    RydHQ_Inertia - factor of tendency to remain in the same mode as to avoid too frequent changes and simulating some psychological aspects. If chosen "attack" mode this factor becomes:

    RydHQ_Inertia = 30 * (0.5 + RydHQ_Consistency)*(0.5 + RydHQ_Activity);

    otherwise:

    RydHQ_Inertia = - (30  * (0.5 + RydHQ_Consistency))/(0.5 + RydHQ_Activity);

    RydHQ_Morale - factor changed and displayed every cycle, reflects commanders morale (faster cycles means more rapid morale changes, so slower commanders are also more patient and more resistant to decreasing of morale), rather not army morale, like is said in manual. Values between -50 to 0.

    RydHQ_EValue - estimated value of the known enemy forces, where units with higher firepower have greater value;

    RydHQ_FValue - ditto, for friendly units.

    Total reset of all global variables (ergo complete HAC reset) is also possible and I will try to add such option with special variable.

    This is, how it looks currently.


  2. Terrain factor is extremely hard to implement. Complex topography scanner is itself a theme for big, standalone addon. And it will be heavy for CPU.

    About those "take objective" orders (with "Cap A/Cap B" markers)... It will happen when:

    1. there was reconaissance completed or is advanced enough and there is only few or none enemy units founded;

    2. When some, but not to numerous, enemy units are known at the beginning;

    And never in first cycle.

    it also depends on RydHQ_Recklessness personality attribute If equal 0 each known enemy unit reduce chance for such order per 10%, If equal 1, each known enemy unit reduce this chance per 2 %. For GENIUS this will be 3.(3) %, so if there are at least 30 enemy units known, chance for capturing order for genius is 0%. Will think, how to make some connection also with number of own forces.

    EDIT: I think, will also connect this chance with number of cycle. So with time chances will grow and will be minimal at beggining.

    EDIT2: Done. Now formula is far more complex and gives no chances for such order in first 5 cycles, with next cycles chances will slowly grow, it is also dependent on number of own groups compared with expected number of enemy groups, now I should test it.


  3. Maybe a solution is to tell HAC to wait before giving any orders to support vehicles - start them as excluded, wait 500, include? Could this be run from the init.sqf?

    BR

    Orcinus

    Should be possible. Something like:

    RydHQ_Excluded = [supp1, Supp2, Supp3];
    
    nul = [] execVM "RydHQInit.sqf";
    
    sleep 500;
    
    RydHQ_Excluded = [];

    But setting at the beginninig support vehicles far from others, and generally all vehicles not to close to other group, especially far (above 100 meters I think) from infantry and especially choppers far from each other, should also help a bit or even a lot.


  4. @Taro8

    Something else is impossible in this idea, not convoy formig itself. Hard to explain, beacuse of my poor English, but let's try. In fact, with yours idea of making behind front field support base, convoys seems to be in conflict with this; but there are other issues with convoys (eg this idea includes also ambushes, and how to combine idea of constant convoys with current support system, also from where and for what should support units moving all the time... there is many of such questions, and only known to me advantage of this idea is opportunity to ambushes, which are rather unreal to proper implement as part of all HAC actions and exactly this is impossible for me)... and + mentioned drivers AI... Nightmare when comes to implementation.


  5. Just tried. Haven't MH-6, so Razor got MH-60S. HAC starts as always (1.0 & newest 1.1 alpha, Razor both as AI-only team and led by me).

    ---------- Post added at 10:59 ---------- Previous post was at 10:57 ----------

    I dunno.

    However I had replacement for force recon units. Note that HAC wouldnt start if MH-6 was in group with razor, once I removed chopper HAC worked normally.

    MH-6 as troublemaker? Also odd. If RHQ are valid, should work as unit of given category (air, I suppose) under HAC, if not, should be simply ignored.

    ---------- Post added at 11:00 ---------- Previous post was at 10:59 ----------

    Can you try to exclude MH-6 classname from RHQ and to try then? And with this chopper in RHQ and outside any other group?


  6. @Orcinus

    There will appear some new categories probably, as RHQ_Bombers or RHQ_MArmor and with support handlig appeared additional to general RydHQ_Support RHQs for support of given kind only. Way to write additional classes of units for HAC will not change, I think.

    ---------- Post added at 10:39 ---------- Previous post was at 10:33 ----------

    Also I noticed another odd thing with I forgot to metion: when I gave Razor team an MH-6 (added to their group) HAC wouldnt even start.

    Odd indeed. Razor's units classnames are included into recon category and this is everything when it comes to connection between Razor and HAC. I should try this right away.

    RPT was clear?


  7. Intriguing. Worrisome. Unclear. It would be better if this problem affected only 1.0, there are some serious code mistakes in 1.0, but none of them caused this problem for me. I still have no idea where it comes, so far I could not recreate it too, but I keep it in mind.

    EDIT: However you give to me some information, possibly significant. Especially that about the distance above which the problem dissipates and the moment of his appearance. Hmm. Hmm thrice.


  8. Correction: I just did a test again, and it does fade, but only when your very far away, I don't want this guys song to be blasting from his car, is there any way to change the distance the fade starts?

    This may prove useful:

    http://forums.bistudio.com/showpost.php?p=1400306&postcount=65

    from:

    http://forums.bistudio.com/showthread.php?p=1400306#post1400306

    In one of my missions, I needed a playing radio with looped few tracks, a jingle and with static noise in the background, but with distance sound disappearing too slowly, so I tried this third parameter. Effect was good.

    My Description.ext was looking like that:

    class CfgSounds
    {
    sounds[] = {};
     class Bushes
     {
      name = "Bushes";   
      sound[] = {"sound\Bushes3.ogg", 20, 1, 150};   
      titles[] = {};
     };
     class Inter
     {
      name = "Inter";   
      sound[] = {"sound\InterC.ogg", 20, 1, 150};   
      titles[] = {};
     };
     class Vintner
     {
      name = "Vintner";   
      sound[] = {"sound\Vintner2.ogg", 20, 1, 150};   
      titles[] = {};
     };
     class autumn
     {
      name = "autumn";   
      sound[] = {"sound\autumn1.ogg", 20, 1, 150};   
      titles[] = {};
     }
    };

    Don't know, if it is optimal, but, again, effect was realistic and good. Fading occurs earlier.


  9. @Tupolov

    That is great. Maybe I learn something about the implementation for MP. In this code, if I remember correctly, should be very few references to player, but some new will show up soon, because some people requested special info from HAC to player character. Maybe will be better to wait until I complete 1.1 version?

    @Snafu

    Thanks! I remember about special thread for RHQ configs, but I want previously to complete a new version of HAC.


  10. Thanks Rydygier, I meant 1, which HAC file to edit. So if I understand correctly, to add ACE/custom units I just list the class names of these units in init field of a trigger or a unit ingame?

    Yes. Or in init.sqf, which may be most convenient. Of course added in act field of trigger will be initialized when triggers conditions will be met.

    The other related question: uits spawned after mission started and HAC activated, would it it still fall under AI cmdr control?

    Yes, with next cycle.


  11. Sorry, I'm not sure: you mean 1. which HAC file contains used by HAC classnames, or 2. where you can find given unit classname itself?

    if 1.: SitRep.sqf/SitRepB.sqf (in alpha2 also "Supp" files (eg SuppFuel.sqf))

    But to add some custom units under HAC control there is no need to modify these or any other files directly. Only should be defined (eg in init.sqf or init field of unit in editor, or on triggers act field etc) "RHQ" array variables, so, for example such init code should contain something like this:

    http://forums.bistudio.com/showpost.php?p=2077292&postcount=49

    if 2.: depends. Many of them you may find there:

    http://forums.bistudio.com/showthread.php?t=73241

    or in given unit-adding addons forum thread or readme, or in its config files (unPbo & patience needed) or you may to use editor and in init field of unit, which classname you want to know, to add something like:

    diag_log (typeOf this);

    (info to .RPT file)

    or

    hint (typeOf this);

    (info on screen)

    and preview in editor.


  12. Xeno426 / _William / wld427,

    Have any of you guys been able to get Laser/WP/SADARM shells to work properly? When I load them into an appropriate artillery piece and fire them using the Arty Computer I get the following results:

    Laser - just the same as HE (i.e. makes an explosion but refuses to track a laser onto a target)

    WP - creates a brief white smoke effect but does not cause any damage to infantry or anything else

    SADARM - doesn't do anything except create a puff of dirt, similar to a bullet hitting the ground

    However there are special .sqf files in Arty module for LASER (probably (?) looks for point illuminated by laser beam of proper side and directs HE shell in this place, I'm not sure) and SADARM (with parachute deploying, slow falling and seeking for suitable targets around and deploying burst of attack munitions if target is found). I tried WP ammo when working wit FAW addon and for me (Arma2 1.10) this ammo works fine - nearby infantry gets injuries and dies.


  13. So you could in theory, have a mission with 2 AI commander ie. 1 a Genius and the other a Fool, and perhaps be assigned intel gathering on your enemies probilities as well as attack/defend policies?

    Yes. Of course, if you become a tank crewman, even "Idiot" commander will not send you on reconnaissance mission except if not find any better unit. And vice versa, scout unit will be probably reserved for recon.

    @friznit2

    Great. Thanks for info. If I not stuck somewhere, completion of version 1.1 is a matter of 2 weeks, I think.

    @postman84

    Just like Orcinus said.

    FAW should work fine with HAC. With FAW&HAC both, artillery and air support are controlled only by AI. There will not be arty shelling or air bombing on players request, unless you give it yourself by separate script. However, if player notice an enemy target (here appear to be very useful binoculars or optical sights), which HAC/FAW commander considers tempting, then HAC will order artillery and/or will send some air units, if he has any free units at the moment.


  14. Situation with counterU was identical. In fact, RydHQ_Obj does not must be a trigger at all. It can be any object. Its only job is "to have position", and serves as a reference point (markers are not suitable, as far as I know). Triggers are simply handy, because they are invisible in the game, but such RydHQ_Obj may be also an unit, vehicle, building, a rock or whatever object.


  15. @ friznit2

    1.0 beta 2 is last official version for now, but released only in this thread for testing purpose 1.1 alpha 1 and alpha 2 versions are without some bugs founded in 1.0 beta2. Of course, because these are alpha versions, may include entirely new bugs, that currently are successively removed. Hmm. Your choice. :)

    HAC 1.1 alpha 1

    HAC 1.1 alpha 2

    ---------- Post added at 17:17 ---------- Previous post was at 17:11 ----------

    I am talking from the top of my head, but remember noticing something, that did not make much sense to me at the time, in the RydHQ_Obj triggers, while the alpha "side" would trigger the counterU.sqs script the bravo trigger would retrigger the whole script again!

    nul = [] execVM "RydHQInit.sqf";

    This did not make much sense, I wondered why would you need to retrigger it for the B side like that, and how'd you handle the recursion, this was present in the HQFallujahB mission.

    From my testing though I did not find any trouble, but maybe simply because I just did not let B side reach their objective and therefore trigger it. Might worth a shot.

    This code should be initialized only once, to run whole HAC, both sides. If I included this into RydHQB_Obj trigger, it is because I needed some trigger with radio channel to easy init HAC by radio and did not want to add another trigger on map, since there were already two triggers,only as totally passive objects, that indicating objectives. Simply by the way I used them also for another purpose. Trigger with this code wasn't launched with presence of B-side forces, but only by radio.


  16. Having the same problem...

    "I do have a theory" (like would say Scotty). This error occurs every time or only sometimes? I know you have to wait long to be sure, but maybe someone will have time and willingness to check it out a few times.

    If I am right, this problem will appear more quickly, if one side will have a big advantage and if at the beginning some troops on both sides see each other, but only a few, team, or two. (to skip reconnaissance phase). In these circumstances, commander should quickly to send an order to acquire objective, and I suspect that in these procedures is the problem. Will try too.


  17. At first I thought I could add my own armies and this script with initialize the units automatically.

    Generally this way HAC should works.

    Hard to tell, what is wrong. Need more info. My demo mission on Utes works fine for you? Are there any errors in rpt file? If so, can you quote them? Can you maybe prepare mission on Utes on Chernarus with only generic units and with occuring of these problems (only Arma 2 1.10 here)? There are RHQ arrays maded, if used non-generic units (eg from OA or from some addon)? Have you used addon, or script version of HAC? 1.0 or maybe 1.1 alpha 1 or alpha 2? It may also prove helpful to see HAC config used by you, or maybe at least some printscreen with prepared troublemaking mission in editor...


  18. Hmm. Then unfortunately I can't help more indeed. I confirm that, I also have such problems. Today, during a test, I saw an ambulance killed in this way a soldier. And this supposed to be a medical service... I hoped that in later versions of game is better, but it looks like that is the same, if not worse. I personally think, that if currently used drivers AI can not be better balanced, they should in next versions of Arma write entirely new from scratch, perhaps based on a different concept, as far as possible. I suppose it's harder than it seems. But I know far too little to teach anyone, so enough complaining, I better go back to tracking bugs in HAC. :)

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