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chrisb

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Posts posted by chrisb


  1. If I remember rightly for A2, its around 1447 for each side (single unit). So you would have to work in tanks as three/four (iirc) etc.

    But if you round that off and say 3000ap units on a terrain, then just watch the slide show. 😉

     

    Of course your likely to be going in with less than your share, so I suppose you could have indie's as enemy and add the remainder for them, then go up against the lot.. Weak knee's time..


  2. 1 hour ago, Groove_C said:

    Have checked Enfusion (DayZ) today and the load across threads is pretty equal. Framerate very high and stable and the gameplay feels/looks very smooth.

    Have very high hopes for A4 (updated Enfusion).

     

    I would think that DayZ has much less to think about than an Arma title, therefore would naturally do better with performance.

    AI, bullet calculation, to mention just a few things that are not used in DayZ to the same degree.


  3. 1 hour ago, ZackTactical34 said:

    You do realize that a heavy component of the mix was GL4 (which is by snkman himself). That’s why I mentioned it with my post to give him due credit. Again, my only intent with my post/video was to show that TCL was incredibly advanced (why do you think I dedicated most of the video showcasing their abilities). Since many people have expressed genuine interest in how the A2 AI Mix behaved and wondered if it worked on A3, I wanted to show that there is an available mod that does the same basic things or better. That’s it.

     

    I wouldn't bother with them ZackTactical, their neither worth the breath or indeed the written words.

     

    If you highlight, as I do, others work, then that is a compliment to those making the mods. I have around 380'ish videos of ai on my channel, all were on there public at one point or other (mostly now un-listed, due to A2 being older), plus many other vidoes on private channels. From the start I have always said the work is done by talented mod/addon/script makers and highlight that. There is nothing wrong with doing that, it gets the word out, then other players can experiment too.

    Testing mods, helps the modder pinpoint any problems.

     

    If you took the advice of the person your answering (not worth it), then no one would make an Arma video. More or less all videos show mods of some type.

    Plus no one rattles on about it, its just their own paranoia..

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  4. I see this as one of the most important mods for A3, certainly for sp and coop. GL series of mods have always been very good for setting up fairly complex military terrains. However the main thing that puts some players off is that, this isn't really a type of mod to look at, as an ai mod to add-into missions, or lets say I/we didn't. This type of ai mod is better served for the terrain setup, well gl3-4 were great at that. The missions come via infiltrating the terrain once its setup. These can involve various mission types (depends on setup). I.e. the missions simply bounce off that terrain. Little tweaks later on give huge numbers of oppotunities to players or groups for keeping a terrain active, before a further setup is required.

     

    Players have to remember that previous GL's didn't always work well with pre-made missions that did not use the format as the base. This mod may not be the same (not sure).

    GL5 had a go and did work to some extent, but unfortunately game dev updates can make the mod very hard to keep up, plus I would think, soul destroying at times.

    GL4, along with a couple of others, worked for me in A3 at the beginning quite well, other than the odd error popup. 😕

     

    Good quality ai mods that are freely available do a nice job for many players. But if you have the time to put into a terrain setup, especially sp & groups that really like coop against the ai, this type of mod (should it be like its predecessors), would be ideal. It would mean a fair bit of work at the beginning setting up a terrain, but lots of missions from that setup. Whole gaming world really, could and were built from GL3-4. Hopefully for A3 players, this mod could do the same.

     

    I certainly wish you well with this and if your the same snkman as the one that worked on previous GL's, then thanks for some great Arma ai gaming in the past. We used GL3/4 like it was going out of fashion back in the day. Obviously mixed with a few others.. 😉

     

    I know that GL4 was a springboard for the ai mod I use now, its not based on it, but progressed to suit a play style that was realised through this series of ai mods.

     

    Good luck with it.

    • Like 3

  5. Be better to put your settings here. View distance is a big player in performance, but there are a few others too. Best to screenshot or write your settings down here and the performance your getting, and then someone will help. :)


  6. 13 minutes ago, johnnyboy said:

    That's up to mission designer, and/or "main AI Script" designer.  The core purpose of these new scripts are to sweep buildings, get an AI from point A to point B quickly and reliably, and fight along the way.  But a mission designer or "Main AI Script", can employ different paths for defending and assaulting ai groups.  Assaulting AI chooses a building sweep path.   Defending AI, once alerted, executes a defend path (move to cover stairs or door choke points), or trigger a defender evacuation route.   This puts more tools in the mission designer's tool kit.

     

    I see, so it is for creating many extra positions. Which is a very good thing, if it can be done with the existing BI buildings in A3, plus of course the ai being able to handle the new positions.

    All good though.

    • Like 1

  7. 17 minutes ago, madrussian said:

    Hopefully will work like this:  Some AI script (let's call it "main AI script") decides it wants to send AI into building.  It passes control of this AI over to johnnyboy's system, which delivers AI to interior destination (optionally having AI do cool things along the way, as seen in his videos).  "Main AI script" may have johnnyboy's do the whole indoor path at once (sending him in and back out) -or- "main AI script" may have johnnyboy's send AI in, then "main AI script" takes control again upon arrival at destination, and later passes control back to johnnyboy's to send AI back out again.
     

    ^ The biggest pitfall I see it when AI gets back outside.  When running my own experiments a couple years ago forcing AI out of buildings (using animations), I was having trouble getting AI to resume engine path again.  (But back then I was also unintentionally sending AI up into the air, down into the ground or objects, etc, and have many new tricks up my sleeve now).  Short answer on solution to exit is: We'll just keep pushing AI along (stuck to the ground correctly) and turning him until he resumes engine pathing on this own.  (Did I mention it might be kinda janky?)

     

    Yes I see that.

     

    Question would be for me, what is the enemy ai doing whilst this is all going on ?

    or are they simply placed to be shot ?

    or do you have something in the pipeline, that they may be doing to avoid room clearances ?

     

    I know small steps, but I'm interested. 😉

     

    Also, I would use the playable units to do room clearances, mainly because the enemy ai would not be stood around.

     


  8. 7 minutes ago, madrussian said:

    @chrisb

    Froggy did a pretty good job explaining the technicals, but here's my take.  I'm pretty sure it goes like this:

     

    Take everyone who plays this game.  Everyone who loves the AI has wondered at one point or another why AI rarely enters buildings. Some in this pool have had trouble ordering their AI squad guys to go inside, and others have experienced them getting stuck inside.  Probably no one thinks any of that is fun.

     

    Now at the other extreme, you have a much smaller pool of people to love the AI, are keenly aware of of these "indoor path-finding" issues, are good at sqf scripting, and who have run experiments (at one point or another along the way) to try to get AI in and out of buildings, using a combination of buildingPos, doMove (and WPs), and related commands.  I'm pretty sure 100% of the people who fall into this category have wound up frustrated to one extent or another (many to the point of ripping own hair out). :scared:

     

    The problem with using the engine’s indoor path-finding is that (way too often) the AI gets confused, gives up, and never arrives at it’s intended destination. (This also results in the AI getting stuck inside buildings, which to me is the biggest downer.)  Unfortunately, because this indoor path-finding is part of the engine, we don’t have visibility to tweak or fix it up.  Pierre mentions modifying the AI path LODs, a fine idea that would potentially help some cases of AI getting stuck, but probably in a very limited way.  (Modifying Path LODs seems would mostly be for situations like getting AI somewhere new, like up on the roof, etc.)

     

    Along comes johnnyboy.  His method is different.  It forces the AI to move along it's path.  His method is reliable, because now the AI will get to where it’s going!  Will it be kinda janky, yes it will!  But that’s ok, because it frees us from the shackles of the engine's (limited and unreliable) indoor AI path-finding.  Perhaps most importantly, it will demonstrate to BI that we really care about issue and are willing to put our own time/effort into improving it.  If improved indoor AI path-finding isn’t already planned for ArmA4, maybe now it will get a 2nd look.

     

    Btw- johnnyboy, I had this idea a couple years ago but never told anyone and now you went and stole it.  Thanks a lot, buddy.  (Lol, at the time I was just using animations to force the AI out of buildings, but they were going through the walls, etc, because I hadn’t bothered to assemble building point databases like we are trying to do now.)  I mean of course, thanks for spearheading this! :rofl:

     

    I can see what you are doing, its clear. Just not sure or indeed very clear how you think this will work with the ai as it stands (vanilla).

    I hope your work, works, the more the ai are helped along, the better.

     

    The COD thing was aimed at the poster and the response sort of confirmed that for me.

     


  9. 13 minutes ago, froggyluv said:

     

     Man you gotta be kidding me - this opens up opportunity for AI not limits them and to say this adds to a COD type gameplay is just small minded. Ive seen the AI mod you've literally been raving about for years -KAI -sorry man buts it not that impressive and no it doesnt allow for this. Your obviously completely happy and satiated with how it allows you to play Arma 2 and really, good for you man, but its pretty short sighted and frankly asinine to come into these guys thread who are working on something you're seemingly just not able to comprehend and start demeaning it's impact only to (yet again) tell everyone how happy you are with the 'never released to the public but beyond the sun good KAI'.KAI aint shit holmes, sorry to tell yas. Half the buildings in Tanoa dont even have Building Positions in the big cities and the AI cant access the ones built up on terraces did you ever think about how this could impact that? Really the amount of things one could add strategically is limitless if AI is given this ability but ill let you stay content in your little happy place rather than list them for you.

     

    Yeah o.k. 🤣


  10. 10 hours ago, froggyluv said:

     

    Holy S man those nodes...so many glorious nodes! You've gone full matrix Neo

     

    @chrisb: What you're seeing is the AI being given the ability to traverse indoor or generally very restricted areas outside of just the general given Building Positions. Building Positions are often nonsensical or at the very least pretty restrictive. Have you ever wondered why you cant order your AI to any part of a building , or why they just stop when given a certain building position and wander outside like Basset Hounds? Ever contemplated why they must walk in that very slow tactical crouch even when S is hitting the fan all around them and they should be running? Me too, and now we are saved as both JohnnyBoy and MadRussian have BloodPinkySworn they will solve all of these problems and more -luxury!!

     

    I can see they are making more positions, just it's not new. 😉

     

    Plus the old ai mods did a good job, this will do no better really for players. The current positions are fairly good, well for A2 that I play, not sure for A3, do they not have building positions in 3. Provided you use an ai mod that keeps your ai awake, then the problem doesn't really exist, or not to the extent that you will notice as a player.

     

    Also I would add to this, 'playable unit', tactics, placements, orders, control.

     

    I get it, that many players play the series like COD, but it's not meant to be played that way really. Could be the style your playing needs adjusting and not extra nodes.


  11. Makes me chuckle a little.. I'm all for paid mods etc, we've all discussed it many times over the years. I would imagine many of these modders going into the paid for dlc are some of those that said it would destroy Arma and the modding community.

    Seems time change.

     

    My view however is still the same, paid content is a good idea and a way to keep the series going. But I said that years ago, when most said it would be the end of Arma, if it ever happened.

    😉

    • Like 1

  12. 13 minutes ago, johnnyboy said:

     

    With my script we are recording a series of positions, and unit may pause at each position.  When pausing at a position unit will use his normal enemy detection/targeting/fighting AI and engage any enemy.  So we record much smaller path files (20 or less positions can clear a house), and unit can engage any enemy it encounters.

     

    I see.

     

    I'll look forward to your progress then. 🙂

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