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WildFire6

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Everything posted by WildFire6

  1. WildFire6

    AI Improvements?

    I am very happy to see what this thread has turned into. We first digressed and now some really good stuff is coming out. And the topic is definitely running more in the direction I had hoped for it. Thats a pretty great story tonic. Usually my guys see an enemy and report him then either they hold fire and get massacred or they open fire and get massacred. lol. Usually one person will spot an enemy and the other 3 or 4 will be looking a totally different direction. I always admire how they line up and cover all sectors when no one is around. Sometimes I feel like its just my luck.
  2. WildFire6

    AI Improvements?

    Ok, well your right to a point.. Sometimes it cracks and sometimes its pops and sometimes it barely makes any noise at all. I always enjoyed when the rounds would hit soft material right next to me and make that thud and just stop. That always made me laugh. I wont argue this as its true, its more rare that a bullet would not make noise than if it would. I should have said "which can be surprisingly quiet sometimes". Temperature, air pressure, velocity, angle of impact, distance of shot, distance of hit, and surface makeup all define the characteristics of the bullets noise as it passes you. It doesn't always. But unless your well trained and have been shot at enough to distinguish the sound of the bullets velocity and a fairly accurate direction then its still going to take a while to locate the shooter. This is also very dependent on how long you intend to stand there and look while they are shooting at you. Someone said it here, preservation of life comes first. So although you have taken rounds and may be returning fire, it doesn't mean you have a clue where the shooter is, and is very possible it will take some time to find him after you find and take cover. As it pertains to the game, while in combat self preservation shall trump command response in the initial seconds. The cover system shall be in effect while the AI is finding and hiding to save himself. Once he is safe from direct fire he may acknowledge commands, move again and obey orders. During the initial moment an AI should not be focused on acquiring a target. Only those returning fire or covering shall have a chance at detecting the threat and even then the chance shall be somewhat low at first. Each AI must aquire the target individually. Once a member of a group has an exact location it should be a few seconds until the other members of the group direct fire to the location. Just a few small notes.
  3. WildFire6

    AI Improvements?

    I agree. You've basically nailed the point of my first post in the head there. When they aquire your position it should not be an immediate position within less than a meter, which right now is not even that, it is your EXACT position. There should be some logic behind~ direction>distance and area>semi-accurate location>precise detection>accurate fire The above takes time. I was complaining about an ambush and a jeep in which the enemy knew your exact position as soon as you fired, which in real life, if youve ever been shot at, is rubbish. It is hard to find a shooter at distance. And a lot harder if they are camo'd properly. The ambush was horrible because the entire squad knew my location and was returning accurate fire in a matter of a second or two, and would wipe my squad out in record time, and the jeep moving on a road knew my position and was therefore firing before he had line of sight. I mean he came around the corner and I knew it was coming and there was already a muzzle flash when he appeared and I was dead. Its just not anything believable. You must still have line of sight and at least a second or two of aiming the weapon, firing and stabilizing. I was dead, first shot, multiple reload after multiple reload. A lot of people thought I was complaining just about the specific accuracy of AI, or how good they were, when in honesty I was complaining about the logic of the AI, AI actions, how the AI deals with threats and the speed at which the AI work. Because they are ran by a computer, their logic is based on the speed of the chip. Unfortunately humans just arent that fast. Thats why we built computers. I have no doubt in my mind that an enemy should be able to easily kill you from 1-300m but they should not be able to turn around after hearing a bullet whizz past their head, which mind you in real life is surprisingly quiet even when they ricochet close by, and engage you accurately in any less than 3-5 seconds, and more likely half a minute unless they seen a muzzle flash. If you dont fire again and your in camo, they should be properly screwed. I think it would add an entire dynamic to ARMA if the devs could program in a little human tendency, i.e. time to do things, a level of uncertainty. Perhaps a script that allows them to engage a box around your area and tightens the boundaries and accuracy as the firefight continues. And definitely dumb down the hearing so just by hearing a bullet gives away your exact position, thats also rubbish. Gunshots echo, and in crazy mountainous terrain its not uncommon to be facing the wrong direction or to sit there and have to wait to be shot at a couple of times until you can accurately find the shooter(s). This one bullet and AI knows you intimately stuff has got to go. In real life an ambush is the scariest thing in the world because the enemy knows exactly where you are but you dont know where he is. This is why an ambush is completely ineffective in Arma. But this can be programmed. Also a major point that if were to be implemented is that once a unit detects your position and radios for support, that it takes some time for the secondary squads to raise accurate fire. Two reasons- 1)It takes time for the first squad to locate you accurately 2)It takes time for the Position coordinates to be transmitted. If only a direction and distance is sent then the secondary squad would still need to narrow down the exact location. Thank you Coulum, for doing the necessary research to bring my topic to light.
  4. WildFire6

    AI Improvements?

    I like to see the mix of opinions even if Im not allowed to have mine. I've modified almost every campaign ive ever download to use ACE and all RH weapons and custom units. I recently redid Benny's WF ACE version for all maps but I only posted a couple. I've used tested and played with Zues, ZuesACE, ASR, GL4, and am a big fan of ACE obviously. I'm not new, and I'm no slouch at programming anything I want. So dont think I came on and dont know jack about this game. My opinion has been shaped through years of playing this game. However, I understand the validity of peoples opinions and do agree with some of them. However, there is still a multitude of issues that exist with the AI, from being stuck with weapons, total lack of using cover, team leaders sending men to fight by themselves and medics being completely afraid to heal, or drag one of their wounded members to cover. As far as enemy units go yes, you put once in a field and let him shoot at you hes worthless, however you put a group with a machine gunner and a sniper three hundred meters from and fire off some shots, you'll have a hard time surviving even while using cover and concealment, even while they are using nothing but iron sights. There is many more, these are just a few. I wont continue as I know there are far too many people that believe my statements do not hold merit. Which is fine. Just for the record, maturin, your crybaby statements are not only offensive to me, but to any member of the community as a whole. If you cannot be respectful, then you should not speak, being actively offensive has no place in a public forum. Very, very immature, I hope you understand that you yourself are no god, and not above anyone's opinion. Im not going to sit here and tell you your opinion is wrong but they way in which you have voiced it holds no merit. You could have communicated the same message perfectly clear without being offensive, and you should have.
  5. WildFire6

    Warfare BE: ACE Edition

    Unfortunately your the only person that has responded or such. With all the hours I spent reading each line, finding little ace variables and ace specific stuff in every file, and the custom stuff I had to add.... I decided that the output didnt justify the input. Unfortunately my work on this has been canned. Better to save my efforts for future projects I guess. Sorry dude, thanks for saying though. Oh yeah dont get me wrong its not that people arent playing it, they have been downloaded maybe 50 times(which isnt many), its just not one person commented or said thank you or gave any feedback whatsoever.
  6. WildFire6

    ACE for OA 1.12

    Yeah been away for a while, just wondered if you guys ever figured out a way. Thanks for the prompt reply. I'll just put some boxes out. It seems like a likely limitation, is the briefing screen a locked state that can not be programmed or altered in any way, such as this, adding variables? And getting the engine to assign that variable to a new* rscaction. Could see it as being relatively difficult.
  7. WildFire6

    ACE for OA 1.12

    Let me rephrase. The link you gave me only works when used in script. I know how to implement stuff like that in MP and initially equipping a unit in the init line. Thats not what Im asking though. Basically when you load an SP mission with ACE running and you click on unit and go to gear it shows you the ACE gear screen. As the RscAceGear Menu has already been overwritten when you started the game. In this initial screen, you may have all the weapons in the description, or another holder file like in Benny's WF, but for some reason the WOB button is never active. How do you make the WOB button active in a single player mission briefing screen? Simply assigning an item to weapon on back will work, but means the player has no choice.
  8. WildFire6

    ACE for OA 1.12

    You guys have a howto guide somewhere, Im trying to look up how to add WOB in a SP campaign BRIEFING SCREEN and I cant find anything on it. I know you have to have the stamina system on and all the ACE modules and such in the mission, which I have. I have all robalos RH configs and all the weapons show up in the briefing, yet still no weapononback option. Has this ever been figured out. Ive read every card in Wagn and searched all over the place.. Do I need to #define ACE in the mission file or some other script magic? I thought just having the addons in the mission file was enough.
  9. WildFire6

    Warfare BE: ACE Edition

    Just about finished porting to 2.07 So far I have a workable Fallujah, Lingor, and Zargabad. And the others will only take a little bit to convert. There was a ton I had to add and modify and figure out using Joe's previous versions and Benny's stuff. A couple things to note prior to release. -I have added two new parameters. ACE wounds and stamina. Without stamina backpacks are disabled. I tried to implement the ACEwounds death camera, however its buggy and it doesnt seem to be working properly. I might remove it depends of what folks are saying, in any case you can hit escape and poor man revive without penalty although sometimes the code gets fubared and youll end up at the holding point on that map. You can always respawn again though and keep your gear. No biggie. -The nearest AI if fairly close will come and revive you, so thats pretty cool. -Can full heal in the field. -Backpacks after purchased you must buy them, or store the loadout with the backpack in the weapononback slot or it wont be saved or respawned correctly. Couldnt figure out why... So put it on your back and hit buy again once youve got everything you want in it correctly. -Ace gear menu is slightly modified but completely works. You can switch teammates on the upper right above you main slots using the arrows. -Most Ace gear is loaded except for the CSW's. I put them in the config but I havent worked out all the bugs there if anyone knows give me a shout. -New squad templates have been created. They are ACE infantry level 1, 2, and 3, motorized ACE, and ACE mechanized level 1 and 2. No change in the armor department. Thats all I can think of for now. Unfortunatly the bug where AI squads spawn like the whole chinese army even though theyre only supposed to be able to spawn 12 or so really kills it, but hopefully he'll fix it eventually and I can throw that in here. Heres a quick preview so you guys can give it a shot and give me some feedback. Oh and youll need McNools TierOne operators, cause I like them and thats what I used. Its my party. -Fallujah http://www.mediafire.com/?flwm05z39i2rtnc -Lingor http://www.mediafire.com/?kggkamc3sdqz75t Gimme feedback... -Wild
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