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potemps

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Everything posted by potemps

  1. potemps

    ASR AI 3

    I have a same problem but not only with asr but with all ai mods i posted video 2 pages before, reinstalling game didnt repaired anything :(
  2. potemps

    ASR AI 3

    Hello I wanted to take a look at the new version of the ASR AI mod, but ive spotted strange problem with AI that never showed up before. I placed 2 squads on a map and i set a waypoint to bluefor group to attack the opfor positions, but i found, that almost immediately after they spot each other they just stopping any movement (finding cover etc) and just standing in front of enemy and shooting without any move. I spotted the same problem with Vcom AI, and i believe - if i will disable any mods it's gonna look the same. Im using traditional method of running mods via shorcut, but i also tried steam startup parameters, and arma 3 launcher, im using latest cba_a3 version + nosplash and world=empty in command line. I recorded a video from this fierce battle. If anyone spotted this problem before i will be grateful for help :)
  3. potemps

    Vcom AI V2.0 - AI Overhaul

    Anybody can tell me how it's working with bCombat ? :)
  4. Voted ;) You need a more supporters Fabrizio, you should try to make some kind of video with features or something like that, we really need a good AI in Arma :) @stlassen, to vote you are need to enter this link http://makearmanotwar.com/entry/Z3gpQ2HmCy#.VBaiqvl_u-4
  5. potemps

    AI Discussion (dev branch)

    Hello everyone. There is a lot of talking about what can be done with A3 AI, and what cannot be done - but for first you should chek this link, and look at videos inside. https://sites.google.com/site/wargamingpluspc/ Arma, and OFP is best games what I ever played, but the most problem in all of these games is AI :( I really hope, that some day BIS will finally change the whole AI mechanics to better one. Regards
  6. Ive got two questions. I was thinking about use bCombat with MCC generated missions - anybody tested it ? Is there is any conflicts, do i need to disable some features in bCombat cfg ? And second questions is about multiplayer...As far im trying to follow this thread, i know there is no problems, but I want to know, do I need to disable some features to make it work ? I just want to play some 3 players coop missions with my friends ;) Thanks in advance for your answer.
  7. potemps

    Vcom AI V2.0 - AI Overhaul

    Hello :) I've tested your script yesterday, and I must say, you have a good concept for AI maneuvers, they really doing it well for now, retreating when they need to etc (I've tried it with bCombat too and i didnt saw any strange behaviour). For now AI leader giving move orders to every unit in group, I think the little better way to achive thing that you want - is something what have been done in Zeus_AI mod for arma 2, where AI leader shatered group into 2 or 3 little groups (red, white, blue, green), and then giving orders to this groups, not to every single unit. I know my english is not really professional, but I think you will know what i mean ;) Regards, and keep up good work :)
  8. So I understand that you are comming back to flexi AI concept ? :)
  9. Its ok, as far as i can see, they do a flanking thing much much more than in vanilla. Im trying to use bcombat with MCC, and group link 5 and results is very good. Along with that im trying to figure out how to make AI to behave more defensive in certain situations "noautoengage" is not the best way to achive it - but then it works fine with Hetman - Artificial Leader. Problem of Arma AI is they engaging system, they always trying to engage no matter of what position they have, they will leave it becouse leader give them order. And as always i have a question, few months ago i asked what you are planning in future about bcombat - then you said that you are planning to make a bcommand (sorry if im wrong), what is your concept of bcommand ? Im just curious :) Regards.
  10. Fabrizio, congratulations - 0.16 is great step forward in your mod :) I want to ask, is there is any possibility to improve AI flanking behaviour in bCombat config file ? (i mean - is there is any line responsible for it)
  11. potemps

    AI Discussion (dev branch)

    You are wrong, i made a suggestion :) Quoting myself - Notice that - I'm not a programmer, and dont know nothing about this. Regards :)
  12. potemps

    AI Discussion (dev branch)

    Most of people - in order to defend arma 3 AI, will tell that its super advanced, becouse it need to control everything, vehicles, infrantry etc. Problem is that - Arma AI not work properly for anything, not for infantry, not for vehicles. AI didnt have any sense of being carreful about they own lives, just running arround and dizzy'ing around like some band of alcoholics after very big party. You see, there is a game that everyone laugh about - Dragon Rising, i dont like it - its been a disaster, but actually AI in this game works better than in whole ARMA series...In Arma they dont even know how to run away if they dont have any chance to win. AI is very important in every sim game, more important than graphics - becouse its give you immersion that you are in war actually, not in some kindergarden. I resigned to play any coops with my friends, becouse i felt like im playing Left 4 dead mixed with some modern army game. Last thing i want to say - I know there is a whole island to cover by the AI system, there is a hundred of thousands objects whitch AI need to take in its calculations - OK, but you know why AI need to cover whole island, and there is no some kind of battle zone around a player closest area, whitch is need to be covered by the AI, i will be more simple for computers to handle it and speed up a AI calculations....Becouse for now after 13 years of development we have really nice graphics, new fancy animations, and AI whitch is totall mess.
  13. I disabled things mentioned in last page, i used ASR AI and bcombat 0.16 (devbuild). It works nice, but still have some issues that i mentioned yesterday. After last Arma 3 update, some scripts not working in bcombat, and after all - AI get little worse - but its my opinion. I hope BIS is working on it :) PS Tell me guys, why when I'm leading a group, they behave really nice (teamwork etc), but when i give them a AI SL, they behave retarded ? Even in danger mode they moving nice (without this covering jumps one after one - you know what i mean).
  14. Yeah, they work better with bcombat, there is no discussion about it :) But i think they behaviour are little worse after Arma got a new patch last month - im only hope that they're plan to do something with this. Also i found something like this http://dev.arma3.com/oprep-refactoring-animations Regards
  15. Well i just tried those bCombat and Asr Ai run at the same time, and im really impressed, i didnt found any problems with combatibility, it works just well, i played 2 single player missions (clean sweep, and revenge) and only problem that i had, is one of my unit in revenge get blocked afrer first objective. My teammates behave was really great, i didnt pay so much attention to commanding them, i just put them into city in danger behaviour and result was - city cleared, 1KIA 2WIA and one blocked, and my enemy lost all of his units :) I see also they are behaving much better when i dont giving them orders to target someone - they just work as a team then and not spreading for the whole area and making them easy targets to pick.
  16. Hello everyone, i want to ask for anyone who tested asr ai with bcombat - how it acctually works for you, any impressions? Also i want to ask what happen if i mix this with mcc sandbox - how it works. And my final question - do you use dev build or stable versions. Thanks for answer and regards :)
  17. Hello I'm still testing your mod and im still very impressed :) AI behave great on A3 or A2 maps, even in Iron Front maps :D I got a question, is this is possible in cfg files to make AI use larger radius to find cover of flank ? I find out - they behave very well in mid urban battles, but there is some lack's when its coming to open field skirmishes where there is no much cover in place where AI starts to fight, but there is a forest or some buildings in radius of 100-200m, this kind of stuff is good for ambushed AI behaviour. Im not complaining of course - just asking ;) Regards
  18. 0.15 is really great - in my opinion much better than 0.14 - AI reaction to situation is faster. But also i found some issues. The AI units with AT launchers have problem with engaging enemies - i run 5 test yesterday and AI just dont engage the APC, or they engaging it too late, even when they are in "ambush" position. That supress depend on height is great idea, but i think units engaged, and suppresed from greater height, if there is any nearby cover they should not going prone, but just RUN ! :D Becouse is relly easy to kill from higher position, if the enemy is try to going prone. Its ok when we are engaging enemy on same height of ground. Anyway - great job :)
  19. Yeah...its sad, they dont upgraded AI so much, so they changed damage factor - so enemy can survive shoot just into his face, from 2 meters :D
  20. Hmm, but you know when im playing ALIVE (btw its great but i still need to learn few things) Units is spawned by the AI command i think. The ultra accuracy is for that what i see a specops with supressors, the rest of units works fine - but i figure out how to nerf them :D Its great to hear (read) that you will work for something like bCommand....i think the vanilla arma targeting system is retarded a little, there is should be something like - AI making groups (red white etc) and try to maneuver with them, so we can use here something like no autoengage - like in slx/zeus mods -and ofc BIS should work on some things, like AI taking cover on right sides of hard cover, or AI should not think that a wired fence is a real cover couse this is retarded. And im curious - is the bcombat will work with arma 2 ? :D And happy new year for you and your family :) Regards
  21. Fabrizio sorry i didnt aswered, i didnt played by 2 days. I think it works fine now, but tell me - can i run your mod with standard shorcut command line for example or i need to do something else. Also i tested ALIVE today, and from that what i see, the maksmans (not snipers) is little to deadly ive been killed from 500+ meters, i dont even see anyone, ive been moving - and its been standard 1 shoot 1 kill :) Also i got question. What is the future of bcombat mod ? What are you planning to do or what do add. Im just curious, becouse i remember your flexiAI videos from fall 2009 and its got some serious nice stuff.
  22. Nope, i got terminator accuracy again...skill settings in game is set to 0,70 and dificulty is veteran.
  23. Hmm, ok but it need to be problem somewhere in this userconfig, i just tested it, when i place this in /userconfig/bcombat everything works fine, and AI behave very nice. When i put this on /userconfig/ AI behaviour is still good but they have an eagle eye and accuracy like real bad-ass western characters.
  24. I think i just confirmed it myself, i placed hpp just in root folder, and AI now have terminator accuracy.
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