lordprimate
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Everything posted by lordprimate
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[WIP] bCombat infantry AI Mod [SP]
lordprimate replied to fabrizio_t's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
probably worth wild to point out that this is to be tested WITH OUT other mods ..... feedback with other mods running doesnt really help at this stage of DEV... whats to say that its not the other mod causing problems..... Thanks Fab, for the patch. as soon as i have time ill test it (monday).. -
TPWCAS for A3 - AI Suppression System - suggestions/comments/ideas discussion
lordprimate replied to ollem's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
please test it and report back. that is the point :) -
TPWCAS for A3 - AI Suppression System - suggestions/comments/ideas discussion
lordprimate replied to ollem's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
OK here it is. As stated earlier debugging ON dedicated servers seems to be buggy(smoke doesnt work, and debug balls all turn red immediatly instead of going from yellow to red, or green..) I dont know if i F'd something up or if its on the game.. but either way it works normal in SP, debugging is just wonky on servers. @tpwcas Arma 3 test v2.62 : ARma 3 @tpwcas_v2.62 a lil bit of tweaking. trying to get better filtering of cover objects. i am of the impression that we may have been using Length instead of Width of each object to filter out suitable objects. we were looking at y, when y=length, x is width. (reference a picture in BIS wiki of scripting command BoundingBox.) I have been noticing alot of syntax errors(if that the right word) some script commands are not proplerly capalilized, etc. just random code cleanup. Most work was tweaking the object filter, and trying to troubleshoot the debug issue. -
TPWCAS for A3 - AI Suppression System - suggestions/comments/ideas discussion
lordprimate replied to ollem's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
im pretty sure it only affects debugging as the debuging works fine in SP. im going to go just a couple more tests. and ill post it up tonight -
this worked , i also renabled steam beta and it still worked. Thanks for the find..
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Can't launch ArmA3 after swapping to dev build
lordprimate replied to doveman's topic in ARMA 3 - TROUBLESHOOTING
this just started happening to me as well, however, i am always on DEV build. I played the game after the update last night. worked fine... launched the game several times testing mods, etc. worked fine.. turn the pc off. come back next day turn the pc on and try to play and the game will not launch. past the inital black screen.. the arma 3 logo pops up it loads the profile, mods, etc. goes to black screen and then crashes a few seconds later, back to desktop. i have tried everything from pc restart, default profile, validation, to deletion of a few files and re validation.. Its just broken.... -
TPWCAS for A3 - AI Suppression System - suggestions/comments/ideas discussion
lordprimate replied to ollem's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
I play on the dev branch almost exclusivily. from my 10 hours of trying to figure out why in tpwcas "I" had broken, i came the the realization that it is indeed BIS_fnc_MP that is broken on dedicated servers. If i switch out the function to CBA_fnc_globalEvent it works... but thats an old version of the script i dont want to backtrack. so i am going to leave it as it.. I believe that it is only the debugging that is affected. I "think" the rest of the mod works ok (havent checked HC). -
[WIP] bCombat infantry AI Mod [SP]
lordprimate replied to fabrizio_t's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
I didnt know you can use higher numbers in exThreads then 7 ... It mentions 8. whats the point? -
TPWCAS for A3 - AI Suppression System - suggestions/comments/ideas discussion
lordprimate replied to ollem's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
having a few issues, for some reason the debug stuff doesnt work in MP.. does anyoneknow if BIS_fnc_MP is broken ?? ok just looked into it , older versions i have use CBA_fnc_globalvent and they work in MP on a dedi server. but the later version that use bis_fnc_MP dont work on a dedi.. anyone ? -
[WIP] bCombat infantry AI Mod [SP]
lordprimate replied to fabrizio_t's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Thanks for the opportunity Fab! I can answer a few things now and implement the others and get back. 1) In the City average distance is under 300m. Most open field enguagements happen further apart could be about 500 between them. 2) I started with "MOVE", with no other waypoint mods. I noticed a few ai would reach the waypoint (after the main battle) and declair the area all clear. only to get ambushed. It was funny. Then i changed to "SearchAndDestroy". so the ai would look around for a little while once they reached the way point. so instead of a few ai from each team standing around at each endpoint. there would only be 1-2 left from each side evading and searching respectively. 3) ok, will do. 4) around 20 with the 50v50. 5) when making/testing missions i use veteran for 3rd person when sitting down and playing a mission its Elite. 6) I basically have 5 groups of 10 ai with one waypoint that is in the same place as the opposing forces waypoint. I move them around the map changing the distance between them. IE. in an open field ill spread them apart more because theres nothing to block LOS. In a city setting or hilly area i may have the closer. Most of the time this happens in cities. as the the group moves the ai cover in the direction of movement. An AI friendly may move out of the flow and around and make contact. He dies, the friendly at the wall continues to look in the direction the group is moving. If by design they just glance "move their head" then it may very well work fine. I just thought they would turn their bodies at least. An assumption on my part. And i dont know about this common.sqf, ill look into it. 7) shared my results, your looking into it. 8) they were spartans what can i say. :) in the city they would rush around buildings , threw buildins expose theselves and get killed. in the open they would rush toward the enemy running into bullets getting mowed down. basically whoever opened fire first slaughtered the enemy in my tests. ill try that mission out with it enabled. this is purely feedback, i know there is fine tweaking to be done. I will try that mission out with bcombat and fast move enabled. 9) i wouldnt lie i swear this happened!! the stacked up like they were put into file formation. when moveing they would move like they were in file. really close to eachother. 10) Thank you for the explaination!! i thought it was the max % that was subtracted from 100 and nothing was mutlipied by each other. and i do believe they are being rounded because well a enemy bulled didnt cause that much reduction in moral. I just wanted to share that turning them down from default seemed to smooth things out a lil bit. i had increased the settings a little bit. that mission was a dissaster.. one team member was killed the whole group was just "scared", all their debugl balls were yellow and red. some turned purple they tried to run but were mowed down. It sounds like this is going to be a part of a userconfig file, I hope so. once again just wanted to give feedback i know that were just testing. :) I most certainly hope that i did not convey that i dont know the philosophy behind the mod. Again i can see the potential and know it comes down to tuning , scripting and tweeking. sometimes i blather on in my explanations and blurr the focal point of my feedback. Thanks again for explaining the details of the suppression settings. Im tooling around with tpwcas right now after that ill go and implement those changes and play with bcombat some more. -
TPWCAS for A3 - AI Suppression System - suggestions/comments/ideas discussion
lordprimate replied to ollem's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Cool, so looking at all my older versions dating back to the beginning, has always been isServer, Nice Catch Gagi!! really!! I have to apologize i have been working a bit more and i also signed up to test bCombat. so i have been testing that alot. Ill take the next few hours and go threw test tpwcas with the changes and post up and update I think that i have already packed it i just havent spent time testing it so i didnt want to release it! Ollem, you might want to change that in your ARMA 2 version as well because that is also the same.. I just checked the arma 2 version (because of when you accidentaly posted the arma 2 script version here and i had adopted the HC check from that older version) edit: yup i already packed it up with the corrections, ill post in a few after a few tests. Update Shortly! -
[WIP] bCombat infantry AI Mod [SP]
lordprimate replied to fabrizio_t's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
@froggyluv, no i have not seen that error, honestly i dont get any scirpt errors from bcombat, Its a nice thing to see. If your getting a bunch of undefined variable errors from all mods then you may be right, and have a problem with some core files or something. the last time i had a problem similar, I deleted a few files and then verified my cashe with steam. some times that helps sometimes its not related at all. Goodluck!! -
[WIP] bCombat infantry AI Mod [SP]
lordprimate replied to fabrizio_t's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
pretty sure were still doing closed tests. ok, time to report some of my observations. for starters i launched everything default style, with most differences being noticed in the 50v50AI mission. Honestly it was hard to notice the difference. After a few missions i could see that the AI were Not flanking as effectively, they often hung out too long(getting them killed) at corners facing the wrong dir( facing the wall or object). They were not readily engaging targets. their rules of engagement seriously limited their fire. You could almost see the gears grinding when they had clear line of site, but wouldnt shoot. Often times getting themselves killed because, "they couldnt take the shot" (morale speaking, they had LOS). This would also happen a lot getting them killed. Including what others have said about the team/squad lead going rambo. He(SL/TL) often hangs out in the open to long on first contact, getting himself killed almost every mission almost every time. so then i enabled AI_hearing. Honestly didnt notice a thing. I have seen an enemy kill a team mate of an AI, while they were close.. the surviving friendly team mate never once moved/ looked to where the shooter was, again, often resulting in the death of that unit... The killer would be no more then 20m away gunshots are very audible, however, the AI seems completely unaware that his buddy was just shot by someone directly left/right/front/rear, based on sound. only until the friendly survivor has LOS does he engage(per moral/engagement rules) however, it would seem that if you mis-fire at a distance they will hear that.... kinda wierd.. then i enabled fast_turn. because of above i thought it might have been a "turning to enguage" issue. Enabled, I noticed that the AI would Twitch, tward their target. and by twitch i mean. they would turn, then suddenly snap back to their previous pos(+ a few deg), then turn again and snap back(again close to their original angle, plus a few degrees). Once disabled this behavior dissipered. something is buggy in your turning function. then i enabled fast_move for rushing. AI were borderline suicidal, turned it back of. I then enabled tight_formation. AI would be way to close to each other. as if they were constantly put in "FILE" formation. They would all get mowed down. turned it off It wasnt until i enabled debug balls that i saw something to play with. The supression settings, needed to be tweekd. IMHO I ended up lowering most of the values. What i noticed was that a small firefight would completely drain their moral. I would see a lot of red debug balls, sometimes they would turn purple , the ai would run away (away from the enemy ) and then after a few hundred meters their debug ball would turn white again. As if they were in a short tactical retreat to regain moral. then they would come back to the fight ( i have fleeing and surrender Disabled). most of my supression values are now: // Suppression-related params bcombat_penalty_bullet = 0.25 bcombat_penalty_flanking = 1 bcombat_penalty_scream = 0.25 bcombat_penalty_enemy_unknown = 5 bcombat_penalty_enemy_contact = 10 bcombat_penalty_enemy_close = -10 bcombat_penalty_casualty = 25 bcombat_penalty_wounded = 5 bcombat_penalty_fire = .25 bcombat_penalty_recovery = 1 so far i see that this has GREAT potential!!!!! In general i can see the rules of enguagement hindering AI, in some situations. I have seen many times the AI had Clear LOS. but didnt take the shot. I imagine that it was a moral issue. but after enableing the debug i could see that some of them were a %100 percent moral and they wouldnt shoot to save themselves.. and often died or got a team mate killed by not killing the enemy. I can see how this might "slow ai down" as they tend to hang back instead of keep moving (as soon as their in contact) One issue i would like to point out. At one point in my testing i had my EnemySkill set really low = 0.2.. and FriendlySkill = 0.6... I was on Blufor, and I noticed that we were getting Slaughtered.. I mean F'd up. from an enemy that was .4 less skillfull. On a scale of 0-1 thats a decent chunk of skill's.. And it would seem that they were at a skill level of 1. Almost every time blufor was whiped out. I went ahead and even'd up the score and set them all to skill =0.6 in my profile. now for some reason things seem to be balanced.. its about 50/50 chance that one side or the other will win. With the tweeked Supression settings. The Attacking force has to keep the heat on for the enemy to loose moral.. if they slow down or allow time for the enemy to regoup and recoup then they might just survive... VERY NICE WORK FAB!!!! Cant wait to get the next patch I know this isn't a part of the testing.. but i know that this is going to conflict with TPWCAS. any plans of integrating LOS and suppression as it is in tpwcas into bcombat.. If not, is there a way to "stack" the bdetect_callback function? I ask because i can already see the potential for these mods to work together, but since they both use bDetect, there is going to be issues. Any insite. I did a quick test and the only observable issue was the Callback function.. -
[WIP] bCombat infantry AI Mod [SP]
lordprimate replied to fabrizio_t's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Alright, got some testing time, @Gammadust, (the following is because of your previous thread testing AIvsAI and the testing package you had for download) any way your AIvsAI mission could be used to test ai? from what i remember it is like fab's as it enables a different danger.fsm. If i dont launch with the addon from your AIvsAI package, and launch with bCombat, are there going to be any conflicts of interest. IE. are there any scripts that you have in the mission folder that would alter the AI's behavior. I ask because that is a quick and easy, fairly standardized test that could be easly used to see the differences. IE. One squad using bcombat and one default ai, similar to your tests but just replacing your scirpting and danger.fsm with fab's? I also set up a 50vs50 ai mission in a city and one in the plains. I am going to go and basically run a mission a few times and record the results. then run the same mission with bCombat and record. then go back and watch side by side and look for the differences. posting the video is a different story one its not going to be great quality, and two, I dont have any editing software to splice them together into one video. I would be uploading a ton of videos... -
After re-reading this, I see that i was way to abrasive. so let me apologize to BP as i honestly had not thought it threw before posting. The general idea is that something is different in the sounds from the mono to stereo conversion. my post was counter productive and again i apologize. and to whom ever reported this post, this was NOT in ANY way administratively driven, I simply realized i had made an error and needed to apologize. but thank you none the less it was a little triangle beacon of wrongdoing.
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Arma 3: Community wishes & ideas- DISCUSSION
lordprimate replied to Maio's topic in ARMA 3 - GENERAL
pluss one... What thinking that exact thing the other day... I swear the dev process on Arma 3 is in Reverse... -
Head Range Plus: Improved TrackIR Movement
lordprimate replied to Feint's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
any alpha stage release action?? would love to play with this one!! -
[WIP] bCombat infantry AI Mod [SP]
lordprimate replied to fabrizio_t's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
just got home and i have a busy weekend ill be testing when i can and posting my results asap!! Thanks for the opportunity! -
hey beerkan, there is a sections of code that searches for roads near. and when found, the ai randomly place mines their if the script sees to big a number the ai do Exactly what you describe. It is either in the main Loop or it is in the functions.sqf but the number, from what i remember was something like 25m-30m. any smaller then 25-30 and it wouldnt work at all, and larger then 50m and you get AI placing mines in the bushes next to the road about 1m out, and sometimes further. ill try and look for the line and post back asap.
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Thanks for the updates but i was wondering why everyone says the reverb is perfect?. every time I hear a shot, it sounds like its inside a small metal shed... a shot in an open field doesnt sound like a shot in an open field.. i can stand right next to an AI shooting in an open field and it sounds like he is about 5-10m away from me and inside a small metal shack. way to heavy on the reverb. As of now as the ai run around it honestly sounds like they carry around a tin shed with them as they go. if anything in an open field there should only be an echo from distant terrain and buildings( very little reverb in open fields). The reverb should be heard only in smaller places like within cities around and in buildings. Either way this is an awesome mod. the new reverb effect is nice but defiantly needs tweaking IMHO. hope this gets ironed out. Until then i am glad i kept the older update. from weeks ago. Great work, again hope to see this continue to be fine tuned, and enjoy your break you guys deserve it!!! IDEA: can you check the surroundings around the player unit, periodically, Looking for Specific buildings of specific size and shape(two story and completed) and when a building is found and someone shoots, it uses the distance of the house and times the playback of an echo( from that house)? just imagine a fire fight entering a town theres a few echos in the distance because of the buildings (some behind you from building behind) but as you get closer to the city the echos increase and then, the closer you get in town you need more reverb.
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TPWCAS for A3 - AI Suppression System - suggestions/comments/ideas discussion
lordprimate replied to ollem's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
the first one is a BIS error (since tpwcas is calling a BIS function and the BIS function is broken it passes an undefined variable), the second one about _cas_ball i have been getting as well.. EDIT: looking at one of my older updates to the latest i can see a change was made.. the only change i see in the debug code is that somehow, an "if" statement was //commented out. //}; .. I didnt get the _cas_ball errors before, and neither did you.. I am going to remove those commented out lines as that is all i can see that is changed in relation to debugging. -
TPWCAS for A3 - AI Suppression System - suggestions/comments/ideas discussion
lordprimate replied to ollem's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Ollem, when you released your script version . I took the top portion of the tpwcas_script_init.sqf and replaced the one i had (thinking that it would be more up to date/ and to save time). Thanks for the heads up i would have never known, I will put that into my init and release an update pronto. -
[WIP] bCombat infantry AI Mod [SP]
lordprimate replied to fabrizio_t's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
my Only response is that bCombat is to be tested by itself.. -
TPWCAS for A3 - AI Suppression System - suggestions/comments/ideas discussion
lordprimate replied to ollem's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
before that diag_log there is a few check that should "set" tpwcas_mod" one is if there is a logic / module on the map that defines tpwcas_mode the second check is if there is NO definition for tpwcas_mode it sets it to Zero.. the third check, is for single player, that sets it to 1. after those checks is the diag_log.. I dont get that error because i always define tpwcas_mode with a module on the map. I made a few changes to those checks one of them didnt make sense maybe ollem can explain this: if ( (isNil "tpwcas_mode") && (count _this) == 1 ) then { tpwcas_mode = 0; }; what is the (count _this) ==1 .. because if tpwcas_mode is not defined, this should set it to 0. (this is the first check) then there is the single player check. that will define tpwcas_mode as one if it (isServer) && ! (isMultiplayer).. so at this point it should say, it is either logic enabled, or Zero because its not defined.. but it actually pushes an undefined variabled because some how those checks are being bypassed?? gagi if those were defined you should not get that undefined variable. Am I wrong here Ollem? -
Keys - Enhanced Interaction System
lordprimate replied to sakura_chan's topic in ARMA 3 - ADDONS & MODS: COMPLETE
yes there has got to be a way to define the key binding... i use a custom keybind , and looking at the keys you listed .. I will definitely have a conflict.. downloading now, hopefully to find a userconfig. to define keybinds.