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Everything posted by b0s

  1. Thank you for the update! Good stuff as always With 3.3 I dont see any reaction to gunfire within VCM_HEARINGDISTANCE. And an AI squad barely reacts when coming under direct fire from far... dive to kneel animation and just standing. Tested with CBA&VCOM only. Also noticed that tanks would not move on a seek & destroy waypoint from far - maybe dynamic simulation? Btw how would I set snipers to have a spot distance skill of 1? What would be the classnames?
  2. Thank you snkman for improving the mediocre Arma3 ai! The list of features is long and impressive 🙂 I was also testing the mod on AI team vs AI team basis, so the result were confusing. The "players only" part is kind of a dealbreaker for me. But I know... performance and complexity It would be nice though to have options to activate some or all features to work AI vs AI. IMHO the must have-s would be: The reinforcement features, flares, smoke, using statics, house garrison (working?), house search, reaction to gunfire/exp I think AI vs AI would not really need the advanced movement, suppression and cover features, which are probably the most performance hungry anyway
  3. Tested the current dev build a bit. No visible errors. It didn't seem FFE was used. Only when I set to use classic VCOM arti shells started raining. "VCM_ARTYENABLE" is double in the current config so maybe this was the cause. Nice to see the new CBA menus for all settings. Also whats that build about smarter tanks? :) Would be nice to have UAV usage and smoke shells back. Also noted that AI doesn't care much about cover when advancing towards a bulletstorm. Also it seems AI never use grenades if they have ammo for primary weapon. Also rifle grenades
  4. Thank you again Genesis and Freddo! With Arma3 being the only game I still play and only VCOM making the AI interesting enough... this means a lot. This might be the best release. No errors thus far and all features seem to be working. One thing I noticed that an AI group w/o waypoints didnt want to advance in my direction when I shot at them from 500m Question. Do the CBA settings overrule the userconfig settings for the mod?
  5. The userconfig is included in every version of the mod. Here for example https://github.com/genesis92x/VcomAI-3.0/tree/master/userconfig/VCOM_AI
  6. Thank you for posting the resource leak fixes! Haven't played Arma for months because VCOM isn't really working I guess there are still problems with the gunshot hearing insta-detection and driving/transporting troops? Will test it and post an issue if it is present. edit: It seems some things have improved. Silenced weapons no longer cause instant detection, but non-silenced still result in insta-detection (VCOM_HEARINGDISTANCE) AI transports and driving in generals seem to be fundamentally broken also in vanilla Arma3
  7. Not sure if it's a problem with the current Arma version or vcom, but transports are currently broken. When AI decides to enter a vehicle they barely move and keep getting out/in. And still the insta-detection is still present. "VCOM_HEARINGDISTANCE= 500" results in 1shot < 500m and the AI gets "knowsabout 4" about the player.
  8. Hi The good old insta-detection by AI is back. If I fire something within the gunshot hearing range I am instantly detected (knowsabout 4) and fired upon. I think it started with the late august updates. Also if VCOM_VehicleUse = true then: ...x isequalto []} && {_x distance _unit < |VCOM_AIDISTANCEVEHPATH} && {!(locked _x... undefined varialbe in vcom_aidistancevehpath undefined varialbe in vcom_aiingamemenu
  9. Hi Thank you for the best AI Arma can have! With the 2.91 mod version I am getting a lot of this. I did not get this error with the script version from a week ago.
  10. Thank you for taking the time! A feature that I think is missing is that AI medics from any squad could heal any friendly unit. Including player and ACE medical compability. Currently it only seems to work inside the squad.
  11. Hi I cant figure out how to activate modules with a trigger. For example "red flare" module. I've tried syncing it to a trigger, trigger on activation "flare=true" and condition of presence on module "flare". Also "triggerActivated flare". Nothing activates the flare. Thanks!
  12. b0s

    64-bit Executables Feedback

    Same here. When 8GB gets full, Windows keeps showing the "low memory" warning, although 8GB is still free. Windows 10 here.
  13. b0s

    64-bit Executables Feedback

    Yes my page file is set to 2GB maximum becuase it's an SSD and it's not needed for any other application. Increasing it is not a proper solution, but a workaround. Windows and Arma should be able to utilize the free RAM, instead of disk space. Just an observation to take into consideration. Also the problem might just be on my side.
  14. b0s

    64-bit Executables Feedback

    Thank you for 64bit! The performance according to YAAB did not change, but the game seems smoother under load. Getting a lot of "your computer is low on memory", although I have 8GB still free and Arma is using <3GB... guess it's a Windows issue.
  15. Thank you for the update! I think I've seen almost all the features being used and more or less effectively. But I'm not sure the skill settings work. Sniper team with all skills set to 1.0 (everywhere possible,colonel) cannot detect a moving enemy squad 350m infront. edit: no server-side settings used. Singleplayer
  16. Thank you for the new version! A lot of good fixes in this version. The godly-insta detect fix works:) Two things I observed: call vcomai_closestobject; if (|#|_ClosestFirendly distance _PlantPosition...' error undefined variable in: _closestfriendly vcomai_destroybuilding.sqf, line 126 Helicopters called in for support dropped their gunners to death and landed directly in the enemy squad (multiple times). Do i understand correctly that in VCOM_RainPercent a higher value means less skill penalty?
  17. Hi Just some more testing on the godly-insta-detect AI. If I put this setVariable ["NOAI",1,false]; on the inits of units in a group then they are not insta-detecting me. If one unit in that group is missing ["NOAI",1,false] then only that unit insta-detects&fires at me. I am also detected and shot if any other unit engages a enemy group! Eg I'm just lying still 200m from a blufor unit. When that blufor unit engages a opfor group, I am detected and shot. Hope you will return for Vcom Genesis! Thank you
  18. The difficulty/skill is set to the minimum everywhere. In the game settings, in the editor and even with F5 modules. A skill of 0.2 Tried the Pre-created difficulty setting, but same results. Btw this config is missing an }; Singleplayer only. Also "VCOM_AISkillEnabled = false;" doesnt change anything. It's like it's not skill related. https://youtu.be/iHb1zhLO45w Regards
  19. Thank you Genesis for the update! Rearming is a well needed addition. Tried it and it works! I think all of the features work fine but the supersniper AI is still plaguing me. I'm being always fired upon with my first shot... prone, night, silencer, 600m distance, 1 missed shot towards some private class unit = I am being instantly fired upon. Am I really the only one with this godmode AI problem? Any ideas how I might further investigate this? And the AI shoots me even when he does not "knowsabout player", so it's like not even unit skill related. Also VCOM_HEARINGDISTANCE = distance shooter is immidiately detected when shooting. "enemy knowsabout player == 4" instantly. Also with addons I got a underfined variable in exp: _mags in realmself.sqf line 32
  20. For mod version if you set the debug markers on then there are arrows spawned in the air on you position and so on. \Arma 3\userconfig\VCOM_AI\AISettingsV2.hpp //Turn this on to see certain debug messages VCOM_AIDEBUG = 1; //Turn on map markers that track AI movement VCOM_UseMarkers = true; AI throwing smokes when engaged is also a good sign.
  21. thank you genesis for a new test version! Tried it. Did not notice arty errors or animation loops anymore. Saw buildings used, smoke, arti, supportcall being used and various maneuvers. Supportcall it seems only works "against the player"... support only started moving when I interfered in the AI battle. But the AI still detects me with the first shot immediately (knowsabout == 4). A simple test mission where AI detects me on first shot with ~5 seconds. Userconfig included. http://www.mediafire.com/download/hipa29a4f791y5d/1.Stratis.zip Also an interesting note... the AI can shoot and hit me before it "knowsabout" me. aileader knowsabout player > 1 condition is not yet met but I am shot dead already by the same aileader
  22. Hi and thank you! The gibbing does not work with ACE it seems. Bloodsplatters work. And when I remove ACE gibbing works but I also get: No Entry 'bin\config.bin/CfgModels.default'.
  23. Hi My problem with being detected is related to the "VCOM_HEARINGDISTANCE" setting. If I fire inside the distance radius (600m), I am detected and immediately fired upon. I dont think it should work this way Sometimes AI is stuck in somekind of "put gun away" animation. Also sometimes with arti in mission I recieve: edit: nope hearingdistance does not fix the problem completely
  24. Hi Set skills to 0 in difficulty settings... still detected with first shot. With the 21.02. vcom version it takes ~4 shots to be detected (same userconfig). Thank you!
  25. I'm on singleplayer so no serverside AI difficulty settings used. I set all ranks to 0.1 but no change. AI is too hardcore... example: https://youtu.be/-TYElO6D0gc