lordprimate
Member-
Content Count
1313 -
Joined
-
Last visited
-
Medals
-
Medals
Everything posted by lordprimate
-
TPWCAS for A3 - AI Suppression System - suggestions/comments/ideas discussion
lordprimate replied to ollem's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Implementing and pushing out update ASAP.... the funny thing is, that bit of code, is also what i was looking at when i posted up about the client/server/HC checks. I know the logs showed it enabled, but something was gumming up the works... GAGI: tpwcas does NOT require ASR_AI. It only detects if it is running and then calls a function to aid in setting unit skills under suppression etc... if tpwcas does Not detect asr_ai it still affects AI's skill.. Just with out the help of asr_ai. tortuosit : i have run tpwcas and tpw_mods together with out any seeming odd behavior. as ollem said some things work in MP but some dont. but i havent seen any really weird things happen when both are running.. Honestly its not hard to run them both and see for yourself.. and the cool thing is its easy to not run a mod if it does causes problems, just removed it from the launch parameters or from the ingame expansions menu.... =================================================================================================================================== UPDATE tpwcas_v2.02 test fix posted by ollem above implemented ARMA 3 tpwcas_v2.02 test -
ShackTac User Interface (STHUD, STGI, and more)
lordprimate replied to dslyecxi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
where are you guys getting this shift+alt+h stuff can someone direct me to where it says that you can press that key combo and get something from shacktac hud.... as far as i know .... the lil hud on the bottom middle of the screen is all you get... there are no menues or any keybinds.... so please explain im confused....... from my stand point your all having problems with something that doesnt exist... please enlighten me, in all seriousness... has there been some UI i didn't know about in st_hud? -
TPWCAS for A3 - AI Suppression System - suggestions/comments/ideas discussion
lordprimate replied to ollem's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
the files were setup already in that fashion this is the current setup in _decskill: if ( isNil {_unit getvariable "tpwcas_originalaccuracy"} ) then { _unit setvariable ["tpwcas_originalaccuracy", _unit skill "aimingAccuracy"]; _unit setvariable ["tpwcas_originalshake", _unit skill "aimingShake"]; _unit setvariable ["tpwcas_originalcourage", _unit skill "courage"]; }; _originalaccuracy = _unit getvariable "tpwcas_originalaccuracy"; _originalshake = _unit getvariable "tpwcas_originalshake"; _originalcourage = _unit getvariable "tpwcas_originalcourage"; _shots = _unit getvariable "tpwcas_enemybulletcount"; _newaccuracy = (_originalaccuracy - (( _originalaccuracy * _dec) * _shots )) max tpwcas_minskill; _newshake = (_originalshake - ((_originalshake * _dec) * _shots )) max tpwcas_minskill; _newcourage = (_originalcourage - ((_originalcourage * _dec * (1 - _originalcourage)) * _shots )) max tpwcas_minskill; _unit setskill ["aimingAccuracy",_newaccuracy]; _unit setskill ["aimingShake",_newshake]; _unit setskill ["courage",_newcourage]; and this is what i have in _incskill ; if ( isNil {_unit getvariable "tpwcas_originalaccuracy"} ) then { _unit setvariable ["tpwcas_originalaccuracy", _unit skill "aimingAccuracy"]; _unit setvariable ["tpwcas_originalshake", _unit skill "aimingShake"]; _unit setvariable ["tpwcas_originalcourage", _unit skill "courage"]; }; _originalaccuracy = _unit getvariable "tpwcas_originalaccuracy"; _originalshake = _unit getvariable "tpwcas_originalshake"; _originalcourage = _unit getvariable "tpwcas_originalcourage"; _currentaccuracy = _unit skill "aimingAccuracy"; _currentshake = _unit skill "aimingShake"; _currentcourage = _unit skill "courage"; Im thinking it is something simple that were overlooking ... I was thinking about the Init.sqf checks for isServer, etc and i was wondering if it was the check itself that is keeping any ai on a Headless client from being affected by this mod. this is the current client , hc, server check: // Multi Player Server or HC Mode (tpwcas_mode 2 or 3) if ( ( ( isServer || tpwcas_isHC ) ) && ( isMultiPlayer ) ) then { if ( isNil "tpwcas_mode" ) then // read tpwcas_mode value from userconfig file { tpwcas_mode = getnumber(configfile>> "tpwcas_key_setting" >> "tpwcas_mode"); }; if ( !((tpwcas_mode == 2) || (tpwcas_mode == 3) || (tpwcas_mode == 0) || (tpwcas_mode == 5)) ) then { diag_log format ["%1 forcing tpwcas to value [3]: determined tpwcas_mode value: [%2]", time, tpwcas_mode]; tpwcas_mode = 3; }; if ( tpwcas_mode == 5 ) then // => DEPRECATED { tpwcas_mode = 0; diag_log format ["%1 disabled tpwcas by userconfig file: tpwcas_mode = %2", time, tpwcas_mode]; }; diag_log format ["%1 tpwcas_mode = %2 - Server: [%3] - MP: [%4] - config: [%5] - isNil: [%6]", time, tpwcas_mode, isServer, isMultiPlayer, getnumber(configfile>> "tpwcas_key_setting" >> "tpwcas_mode"), isNil "tpwcas_mode"]; }; could it be this that is the issue? i doubt it but that is all it can think of some hc check somewhere is gumming up the works.. -
TPWCAS for A3 - AI Suppression System - suggestions/comments/ideas discussion
lordprimate replied to ollem's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
this is why ill never get coding... to me (from what i am understanding) putting the if (isnil) check in the _dec , _inc skill.sqf, is to late... the main loop is where the first/original tpwcas_originalaccuracy is assigned. If i put it in the _inc or the _dec skill files. it will be After the Original check was to be made (hence undefined varaible). putting the IF (isNill) in the main loop Ensures that if ANY AI are spawned during the mission they will be checked (withing one second due to the one second sleep in the main loop) for the variables and if (isNIll) it will assign then in the mainloop. Then when the script calls for a _dec or and _inc in skill the variables will be assigned.. That is what i thought is happening... Telling me to put the check in the _inc and the _dec skill.sqf's doesnt make sense to me, only because of my previous statement.. the main loop is where the unit gets the variable assigned. if the script is looking to the _dec or _inc skill.sqf then its looking for variables that should have been assigned already.. if i wait until it is with in those functions to check it is to late.. (at least from what i understand) I am saying this because i need to know more, I guess. to me it doesn't make sense, but, I am a total rookie... I am certainly not trying to contradict you, if you tell me that they way you stated is the best way and WILL work the SAME then by all means i just learned, and will make the appropriate changes!! Thanks again Ollem for letting me do this!! (And everyone else that was involved in making this mod!!) EDIT :Im going to leave all my previous statements up so others can see my gears grinding.... After further scrutiny of the _inc and _dec skill.sqf, I believe i see what you are saying about the constant checks and only checking if the functions are being used. I honestly thought it was to late, to add the variables once the mainloop looked into those functions. I think i get what you are saying and ill give it a go.. EDIT: So basically by checking for just One "tpwcas_" variable we will know if the unit has ANY of those variables.. Then if it doesnt we say," HEY YOU AI, these are the variables, Your new and you dont have them yet... ". Then for that round of "_incskill" the function will effectivly be nullified/"==", until the next time "incskill" is ran for that specific unit. then the next time the function is ran due to the first iteration the if (isNill) is bypassed and it works as it should. this is the same as you posted but more efficient correct? if ( isNil (_unit getvariable "tpwcas_originalaccuracy") ) then { _unit setvariable ["tpwcas_originalaccuracy", _unit skill "aimingAccuracy"]; _unit setvariable ["tpwcas_originalshake", _unit skill "aimingShake"]; _unit setvariable ["tpwcas_originalcourage", _unit skill "courage"]; }; i get this error with that change made in _inc and _decskill.sqf: Error in expression <_inc"];_unit = _this select 0;if ( isNil (_unit getvariable "tpwcas_origina> Error position: <isNil (_unit getvariable "tpwcas_origina> Error isnil: Type Number, expected String,code Fixxed: if ( isNil [color="#FF0000"]{[/color] _unit getvariable "tpwcas_originalaccuracy" [color="#FF0000"]}[/color] ) then { _unit setvariable ["tpwcas_originalaccuracy", _unit skill "aimingAccuracy"]; _unit setvariable ["tpwcas_originalshake", _unit skill "aimingShake"]; _unit setvariable ["tpwcas_originalcourage", _unit skill "courage"]; }; ============================================================================================================================== UPDATE @tpwcas_V2.01 variable checks inserted hc check fixed some code cleanup minor distance tweaks in zooloo75 evasive maneuvers function. Arma 3 @tpwcas_v2.01 test -
TPWCAS for A3 - AI Suppression System - suggestions/comments/ideas discussion
lordprimate replied to ollem's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
i went ahead and did an, if (isNil .... for each skill in the mainloop. not just acc. Too much? -
TPWCAS for A3 - AI Suppression System - suggestions/comments/ideas discussion
lordprimate replied to ollem's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
If i am reading your adjustments correctly you effectivly nullify the function. because everytime you look to see if the AI skill is higher or lower then their "original skill" you'll be resetting it to what it is currently.. which will be == not > , < ... I am still wrapping my head around it but from what i muster is there has to be a check somewhere in the main loop to check if the unit is "new" and after they are spawned then get their "skill" , Before it changes.. Im Green, but im on it.... it took me 5 seconds to think of the way. there has to be a isNull check for all the "skill" variables. and if the unit doesnt have a variable attached to it then one is created.. ill implement it now and push out another update. -
BP, when i navigate to gamefront i didnt see a dl link, and im looking, and looking, and looking.. there was a survey a blue box it was vague but it looked like some add spam so i ignored it ... after a few i gave it a shot and it was a two question survey, and the download link appeared, as a big rectangle download button. and now that i navigate back to game front the blue box with what looked like add spam is gone and its normal gamefront with dl link.. it was just a goofy waste of time. probably a " are you human " check.
-
LOLZ I had some trouble getting it downloaded, I had to take a survey to get the DL link to appear, derp. Thanks gamefront for your crazyness.....
-
TPW MODS: enhanced realism and immersion for Arma 3 SP.
lordprimate replied to tpw's topic in ARMA 3 - ADDONS & MODS: COMPLETE
thats more mission specific... if i may oppose this.... I certainly dont want random IED's in cars.. unless i specify that in my mission....- 5767 replies
-
- single player
- realism
-
(and 1 more)
Tagged with:
-
TPWCAS for A3 - AI Suppression System - suggestions/comments/ideas discussion
lordprimate replied to ollem's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
can you post the Actual error you received? because i dont see any errors reguarding this aspect of the mod, in my rpt or anywhere..... -
TPWCAS for A3 - AI Suppression System - suggestions/comments/ideas discussion
lordprimate replied to ollem's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
dammit ollem.... :) I just copied and pasted that code from the A2 version you posted a few days ago... LOL serves me right for just copying and pasting!! I just fixed it. Dulgan: is that the rpt from the server? or the headless client? -
thanks for the update BP. just did a quick mission with infantry and the pistol reload sounds are still REALLY quite almost inaudible. I had to get my fix before work, and that is all i had time to notice. THANKS AGAIN FOR EVERY BIT OF THIS MOD.!!!!
-
TPW MODS: enhanced realism and immersion for Arma 3 SP.
lordprimate replied to tpw's topic in ARMA 3 - ADDONS & MODS: COMPLETE
hey if you guys are having problems with ASR_AI3. Please MAKE SURE that you are posting those problems, with rpt, or any other errors you get in Robalo's ASR_AI thread in the ARMA 2 section... I dont think Robalo is searching other threads looking for problems with his mod. Report ASR_AI3 problems here: Robalo's ASR_AI Post your game version (dev /stable) Post a list of the mods used at the time of the error post the EXACT error from the rpt file. you also could post up a link to the mission the problem is happening in.- 5767 replies
-
- single player
- realism
-
(and 1 more)
Tagged with:
-
TPWCAS for A3 - AI Suppression System - suggestions/comments/ideas discussion
lordprimate replied to ollem's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
So, I found a small error in @tpwcas. It was the config name for the ASR_AI function that handled AI skill, I typed it wrong last time.... DERP . I have corrected the error, Tpwcas should now be looking at the right function. (there was an "_sys_" in the name where it should have been removed), I also made a few changes in the Init.sqf, reguarding the HC. Here is another test version, there is a different HC check, I am not sure if it will fix the issue it was just copied and pasted from another version. This tpwcas version also includes some scripts from other modders, Robalo, and Zooloo75, and some updates from TPW. The AI will now make an evasive movement when they are told to move to cover (from zooloo75 FFIS). I added some updated code to tpwcas_los from tpw (AI turn twards enemy faster). And used some code from Robalo's ASR_AI find cover, now it is more likely that they Cover that tpwcas sends the ai to will be the same as ASR_AI would send them to.. IE: ASR_AI and tpwcas work together better!!! So here it is TEST subject #2: @TPWCAS TEST for ARMA 3 : http://www.mediafire.com/?wo1i6k3pw1vumkp if you get ANY ERRORS this is what we need from U testors!! 1)Post your game version (dev /stable) 2)Post a list of the mods used at the time of the error (to be honest if your testing Tpwcas there shouldnt be other mods running , maybe ASR_AI but that should be it) 3)post the EXACT error from the rpt file. (the rpt file usually contains where the error occured "file/line", makes it easier to locate) 4)you also could post up a link to the mission the problem is happening in. (I can then download and test myself) LAST BUT NOT LEAST: Please put the modules on the map: "Embedded Los - Enable" "Find Cover - Enable" "Visual debug - Enable" If you are playing a mission where you (player/players) will control AI. Then you need to put down this module: "(TPWCAS) Client Server mode (tpwcas_mode = 2) - Enable" This module tells tpwcas that ALL bullets from EVERY shooter are detected. If you are making a three way AI battle between Opfor, Blufor, and Indi, this is the module you should use. If you are playing a mission where you (player/players) are the only ones on your side (no AI help). Then you put down this module: "(TPWCAS) Dedicated Server mode / no clients (tpwcas_mode = 3) - Enable" This module tells tpwcas that ONLY PLAYERS bullets are detected. If you are making a three way AI battle between Opfor, Blufor, and Indi, this module will only detect fire from player units, making any AI on AI combat unaffected by this mod (AI will not Suppress eachother)!! This is to ENSURE that the mod is enable for all clients connecting , and that they HAVE to have the mod to join. (This should also provide a good baseline / control for the testing) -
TPWCAS for A3 - AI Suppression System - suggestions/comments/ideas discussion
lordprimate replied to ollem's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
They should be auto enabled , I just test with the modules on the map, to make absolutely sure they are enabled for the server and clients. It also makes the mission mod dependant. (some may see that as a drawback) I also use it to ensure that all clients have the mod and are getting the same effects as everyone else. Also, being that i test with the modules on the map and it works every time(as of late), i felt it was pertinent information. -
by all means download and test the latest version of @TPWCAS you may find what you were commenting about happens... quite often..
- 5179 replies
-
- branch
- development
-
(and 1 more)
Tagged with:
-
TPW MODS: enhanced realism and immersion for Arma 3 SP.
lordprimate replied to tpw's topic in ARMA 3 - ADDONS & MODS: COMPLETE
hey tpw i gots a few ideas, Also about flying, let me know if you thought of this already. completely disable civ spawning over certain speeds... IE flying, Racing, etc.. And then only spawn certain units based on speed.. IE if your in a jet going over say, 400mph there is no need to spawn civs or cars or boats, bit if your going slow and have time to look around and enjoy the ground below (under 400mph) then cars and boats would spawn.. but NO civs if your above a certain height like 200 meters.. which would also be dependent on playable units speed... I think that ambient Airplanes and helis should be ok with any speed.. I was just thinking that completely disabling the script for Civs, cars and boats, if near playable units are moving to fast.?? Also i still see heli , and planes spawn in fairly close.. I see in the code you have it set to 2000 plus random 5000 , any way to make it 5000 plus random 2000 instead to guarantee spawning out of site.. I think yesterday was the first game i played where i was able to see the head haze .. WOW i was impressed!!!- 5767 replies
-
- single player
- realism
-
(and 1 more)
Tagged with:
-
TPWCAS for A3 - AI Suppression System - suggestions/comments/ideas discussion
lordprimate replied to ollem's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Yes , this LOW value is because the AI already get too much info about you way to fast. the idea was to at least try and slow it down. I really wish i can understand why everyone else is having problems.. Every time I get on our dedicated with my team mates with this mod enabled , and debug enabled. I get perfect functionality. My team mates see the debuging as I do the ai look for cover, they get suppressed, etc. and no script errors.. Gagi: I am i not following the thread correctly are you all talking about ASR_AI and HC, or tpwcas and HC? I really hope we can nail this down with the HC. There is a lot of stuff that is out of my grasp of coding knowledge.. IE there are somethings I just dont know how to fix yet.. but thats the point of me doing this to learn! along the way... Dulgen: thanks for testing I hope you get an idea of what may be the issue, and post your results here. GiorgyGR: to answer you question about possible conflicts between ASR_AI and TPWCAS.. tpwcas only sends a unit to cover if it is to far away from cover already.. IE if ASR_AI hasent already sent the ai to a good spot to hide TPWCAS will help... they work in tandum. I have never seen any conflicts between the two. There is actually code in tpwcas that utalized ASR_AI knows about values, etc.. So there already working together on that front. Ill be posting another update here soon!!! It contains a few object filters for Cover objects(in finding cover, from Robalo), a few LOS code upgrades from TPW, and a snibbet from ZOOLOO75 firefight improvement system (evasive movements when moving to cover...) Please keep testing and posting feed back And REMEMBER TO PUT THE TPWCAS MODULES ON THE MAP IN THE MISSION MAKER...... !!!FOR BEST RESULTS IN MULTIPLAYER!!! -
TPWCAS for A3 - AI Suppression System - suggestions/comments/ideas discussion
lordprimate replied to ollem's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
looking at the version that ollem posted i see even he was a victim of the confusion of the two versions. the version that he just posted has the (lifestate == "Alive") checks. In the version I posted that has all been comment out (by ollem a long time ago). I dont know how that slipped by but the version i posted deffinatly has those Arma 2 script variables commented Out. The second thing i noticed was that his Headless check is different and seems more effecient ill be integrating it now and posting and updated version for HEADLESS CLIENT testing. I am still looking at filtering out bushes and narrow trees form the list of objects used for cover, i contated norrin as he as a mod that has the ability to filter out narrow objects and bushes and trees... so keep your fingers crossed -
just some feedback: GREAT SOUNDS!!!! Loving it!!!! with a few others here i have to bring up that the reload sounds seem Way to quiet and the seem to be back and to the right when i hear them... there not directly infront of me... i can tell they are back and to the right. Agree with the explosions being a bit quiet.. grenades are pretty quite.. can barely hear them 20 m away... Other then a few volume tweeks this is a VERY nice mod Please keep it up!!! And if i havent said it yet , Thank YOU!!! you big pickel
-
have you checked out tpw_mods... has a raindrop effect!
-
TPWCAS for A3 - AI Suppression System - suggestions/comments/ideas discussion
lordprimate replied to ollem's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
was this on a dedicated ? just player hosted? dedicated with a Headless client. That undefined variable is just for the rpt file dia_log. I thought i fixed it.. Hmmm... -
TPW MODS: enhanced realism and immersion for Arma 3 SP.
lordprimate replied to tpw's topic in ARMA 3 - ADDONS & MODS: COMPLETE
hello tpw, I have went threw and found the foreach's that need to stay as "foreach" other wise you get script errors and no function. if you changed these to a count well will encounter errors.. file structure has changed. no longer applies. I have just downloaded your latest update and will check it out!! Again thanks for this mod i love it!!! A question: Any way we can get some more control over the houselights (IE: like it use to be with distance to spawn lights ... maybe a brightness variable for those that want to make the lights brighter or dimmer?? percentage of houses with lights.. ETC) that would be SWEET..- 5767 replies
-
- single player
- realism
-
(and 1 more)
Tagged with:
-
TPW MODS: enhanced realism and immersion for Arma 3 SP.
lordprimate replied to tpw's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Based on this page http://community.bistudio.com/wiki/Code_Optimisation I would suggest changing your "foreach" commands to "counts" they essentially do the same thing except "count" is faster. It cannot replace every "foreach", something about how it reads the variables. "Count" can work with anything that will return a boolean "true /"false. Ill go threw and replace them all, recompile and look for script errors. and report back to you which "foreach" commands have to stay as "foreach", and which can be changed to "count". And also it has been suggested somewhere (ill have to search for the exact thread) that using "house_f" will filter for houses better then "house" (in nearest functions), same as "Car" to "Car_f", "Man" to "CAManBase" (man doesnt filter out ambient animals etc.) there are a few others... these changes should make a decent impact on how the mod performs, things "should" be exicuted quicker.- 5767 replies
-
- single player
- realism
-
(and 1 more)
Tagged with:
-
Strange mouse movement when aiming deadzone turned on + TrackIR turned on
lordprimate replied to sqb-sma's topic in ARMA 3 - TROUBLESHOOTING
tried it and NO this does NOT fix the issue ... There is a ticket in the feedback tracker.. but its been largly untouched by BIS Dev team... Its not high on the priority list.... You just have to turn aiming deadzone off.. i have had to deal with if since arma 3 came out... i use to use alot of deadzone.. but now .. ehh doesnt matter...