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Windwalking

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Everything posted by Windwalking

  1. Windwalking

    WW AICover

    What is WW_AICover By default, AI in Arma has two ways of reacting to audible gunfire. First is if its close to the AI enough to see the bullet or pinpoint your location. Second, is to completely and utterly ignore it. This behavior results in you waging war on one side of a village, to find a safe patrol loitering around as if they didnt hear the firefight at all. Also, because sometimes the AI wouldnt recognize you shooting at them as a threat right away, they can continue ignoring the very audible gunshots for a few seconds till someone see the bullet or die from it. Also the AI seems to not react to ambushes at all, resulting in the famous turn and laser shoot you to death even though you clearly had the jump on them. AI also seems to not react to threatening attacks like mortar strikes near by or grenades. What WW_AICover does, is simply force AI into aware mode if there is an audible gunfire near them. If the fire is close enough, they will immediately seek cover and then assess the situation. It also factors in threatening attacks like mortars, to suppress the AI. Incase of a threatening attack, the AI will try to withdraw away from the source, possible exposing them, This makes flushing out tactics possible with this mod. The mod also utilizes functions from TPW_EBS if present, to invoke suppression effects on AI based on the situation in a broader manner than possible with TPW_EBS alone. Also the AI will react to flying helicopters near them by taking cover immediately. Hopefully this makes the AI more life like and hopefully improves the quality of missions by making stealth approach more rewarding, and firefights more tense. Recommendation I strongly recommend you download and install the awesome mod by TPW called TPW_EBS. Me and TPW are working on interoperability and this mod has enhanced features only if TPW_EBS is available. http://forums.bistudio.com/showthread.php?161319-TPW-EBS-engine-based-suppression Features Alert AI to gunfire Enhanced AI take cover routine (modified from TPWCAS take cover by Ollem) Works for handgrenades Factors silenced weapons and different weapon types to determine audible range Friendly AI in group will react to unexpected fire by breaking formation and going to cover AI make surprised sounds when under unexpected fire AI react to most explosions correctly, even from vehicles AI react to vehicle engine sounds and flying by helicopters Utilizes suppression effects from TPW_EBS if present Allows interesting tactics like flushing out AI out of cover by using mortars, grenades, and rockets Handles ambushes on unexpected AI by making them retreat to cover, or apply suppression effects if TPW_EBS is present AI seeks cover when detecting enemies even if no shots are fired Features Working on Further improving take cover function Thanks I am really thankful to TPW for taking the time to help me get my head around Arma's modding world. He is a very friendly person I am thankful for his help and code. I am really grateful to Ollem for allowing me to use and build on his amazing take cover routine from TPWCAS. Download:https://dl.dropboxusercontent.com/u/3047338/%40WW_AICOVER_ver1.56.zip Version:1.54 Date: 20130929 Authors:Windwalking, Ollem, TPW Requires: Community Base Addons for Arma 3
  2. What is WW AIMenu This is a really simple mod that adds a few needed commands for otherwise either buggy or incomplete behavior for friendly AI units in group. I can't live without those commands, but I am not sure of how useful the mod will be for most of you. I was hesitant of sharing this, but decided to do it anyway. I am keeping this mod as a platform to add other AI commands. So if you do have any ideas you want to add to the mod, please do share it with me here. Features: Adds explosives list of all the explosives in the selected units. Point where you want them to be planted and the unit will place it there. You will get the set off if there is on in your action menu. Safe mode heal. This heal command will allow the selected units to heal themselves up. If there is a medic, the medic will go around and heal everyone. If there are no medics, the units will share their extra First aid with others if they have it. Combat mode heal. For this command, units will try to heal themselves up using first aid first. If there is a medic and the unit is not too far away, he will pop smoke if the unit's health is too low and will attempt to heal him. Units will attempt to share their first aid only if the distance is not too far off. A rearm command that actually works. Point at the object you want them to rearm at and select that command. Opens inventory for units to whatever object you point at. Allows inventory to be opened between units. If you are looking at the unit itself, it will open the inventory where it stands. Same if no appropriate object is in your cursor Adds control on engine on and off for all AI controlled vehicles in your group Adds control on weapon accessories for AI like lights on/off supressor on/off and IRLaser on/off Unstuck command for any units or vehicles the AI is in. If no units are selected, it unstucks the player. Landing AI piloted heli on designated position. The AI pilot will fly to the designated area and land there. position is selected on the map. Clearing buildings of threats. AI will attempt to clear the whole building then come out. Add multiple waypoints for units to go to in order Control in flight height for Aircrafts Order AI to fly around an area. Choose the radius and the position. A very featured waypoint system for units Ability to eject from helicopters and use the parachute automatically Features to be added: Forced move at full speed Control AI vehicle when not in commander position Rearm command to pick up weapons if out of ammo completely or no weapon already in hand How to use Simply select the units you want to give the commands for, and press numpad 9 key. You can change the keybind from the config file. Download:https://dl.dropboxusercontent.com/u/3047338/%40WW_AIMenu_v2.15.zip Version:2.02 Date: 20130918 Authors:Windwalking Requires: Community Base Addons for Arma 3 Bonus GlovePIE script This is a script I modified based on a script by Suchy. If you do not know what glovePIE is, it's basically a free application that maps controls to anything. This script will allow for voice activated commands to control the AI squad. It has commands for WW AIMenu as well. I thought to share it with you. How to use GLovePIE Simply load the script in GlovePIE and press run. Make sure glovePIE is running as admin. Say "Activate voice commands" to activate it. After that use the push to talk button to command squads. The keybind for the push to talk is by default mouse button 4. You can change it in the script to whatever you like. Also command "Enable hands free" will disable push to talk for 45 minutes. GlovePIE: https://dl.dropboxusercontent.com/u/3047338/Arma3%20GlovePIE.zip
  3. Hi all, I need to make individual AI units in a group to hold fire so they would obey doMove command. I tried setCombat, but it works on the entire group. It's not what I need at all, I need individual units to stop firing. Any ideas? Would disableAI command help me? Not sure if disableAI "Target" will stop the unit from firing. If at all possible, I want it to be a silent command with no radio.
  4. Windwalking

    WW AIMenu (complimentary commands)

    That is unfortunately true. I tried getting around it but failed everytime.
  5. Windwalking

    WW AIMenu (complimentary commands)

    Guys, sorry that I didn't have any free time to develop lately. I am simply swarmed right now. However I will resume development very soon on the mod.
  6. Windwalking

    WW AIMenu (complimentary commands)

    They are definitely planned. I have been really busy lately however, I could hardly find the time. However don't lose hope. I will be back in the saddle soon.
  7. Windwalking

    WW AICover

    Great I can have a fix then. Thanks TPW.
  8. Windwalking

    WW AICover

    Sadly no.
  9. Windwalking

    WW AICover

    TPW don't mind the comment. Your work is just awesome. Do the civs have a variable marking them as spawned from ur mod?
  10. Windwalking

    WW AICover

    No way that I know of.
  11. Windwalking

    WW AICover

    This is an AI bug from BIS. The AI sometimes do not engage at all.
  12. Windwalking

    WW AICover

    The host and the clients needs it :)
  13. Windwalking

    WW AICover

    Not so fast. I have an idea. It won't be perfect. Not even close. But should make it slightly better. I have been really busy lately. Still busy actually.
  14. Windwalking

    WW AICover

    No all the players playing have to download and use the mod for this to work.
  15. Windwalking

    WW AIMenu (complimentary commands)

    I will look into the waypoint bug. Sorry was being very busy lately.
  16. Windwalking

    WW AICover

    I have to say I am beginning to despair a little. I have all the routines up and running perfectly. However the AI leaders always override my commands. I do not want to use waypoints as they break missions big time. I just have to find a good way of making AI leaders not issue commands!
  17. Windwalking

    WW AIMenu (complimentary commands)

    Oh I am glad it's working for Arma 2. Unfortunately I do not own arma 2 so I can't really test anything on it.
  18. Windwalking

    WW AICover

    That's really helpful thanks. I am making some good progress. Not sure how it will play in the grand scheme of things though.
  19. Windwalking

    WW AICover

    Baby steps :p For now I don't apply the effect on leaders because I am not checking LOS just yet. It's a fail safe. Next step is to implement a good way to find alternative cover first.
  20. Windwalking

    WW AICover

    Ok I added code to have the AI stick to their cover unless the leader moves too far, they will then leave the cover and return to formation automatically. This is not thoroughly tested so please do not download this unless you want to test it for feedback. Consider yourself warned!! https://dl.dropboxusercontent.com/u/3047338/%40WW_AICOVER_test.zip Feedback is NEEDED :D
  21. Windwalking

    WW AICover

    I can make the AI hold their cover as long as they have an enemy in sight, and the leader is not too far away. This will allow the AI to start flanking if they can't see the enemy and have a good shot.
  22. Windwalking

    WW AIMenu (complimentary commands)

    I have it say I like the idea. I am on it. Though I a a bit busy these days :S
  23. Windwalking

    WW AICover

    I understand what effect you want. I will see if I can implement it.
  24. Windwalking

    WW AICover

    Thanks a lot Giorgy.
  25. If it's working with u then it must have been something else. Great mission btw :D
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