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General Kong

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Posts posted by General Kong


  1. 34 minutes ago, aDRI-37458bb81ef6ec57 said:

    Is this project dead?

    literally a couple of posts above yours:

     

    On 10/26/2022 at 2:18 PM, Leopard20 said:

    Hi. I'm currently taking a break from gaming. I'll get back to it in a month or two.
    As for the progress, this is what I am (was) doing:

    There were some limitations that I couldn't overcome, such as caching object animations which didn't work on wind turbines (and any object with time dependent animations), but they were relatively minor (the turbine, for example, would only cause problems for air vehicles)
    The new async path finding algorithm is also partly done. But that's just about it. So the development of the new "AI engine" is still far from complete.
    Unfortunately most of the features I needed were ignored by the devs, and from the looks of it they may never add it. So the project will never look as good/complete as I wanted.

     


  2. On 2/20/2022 at 7:58 AM, Leopard20 said:

    I have posted some development updates, but they're irrelevant now, since I have scrapped most of the old design decisions due to issues during testing (I have already revised many stuff during development)
    Currently trying a new approach. If this fails to meet my requirements again then I'll have to cancel this project, because there's no better way left to do this anymore.
    But so far everything is good.

    Simply put, the biggest obstacle during the development has been performance issues. I used to make accuracy sacrifices in favor of performance and hope for the best, but those accuracy sacrifices have always caused problems here and there.

    The primary performance bottleneck is SQF, Arma's scripting engine. It's the only way of "communicating" with the game, and it only runs on the main game thread, which already has so much to do. Previously everything in the mod was being done in SQF.

    This time, I'm trying to make the mod as independent of SQF as I can. So I take all the information I need from the game and cache them in disk/memory (those cached to disk are "one time constant caches", such as terrain info, etc.), and use them in my own "engine", which runs on its own thread(s). So Arma will simply be in charge of "displaying" the results (AI movement, animation, shooting, etc.), while the heavy calculations (path finding, finding cover, group coordination, and other "AI brain" stuff) are being made elsewhere.
    With this approach I won't have to make any compromises anymore, since Arma is running on its own thread and its performance will not be impacted as much as before.

    Of course, this approach has its own challenges. So we have to wait and see how it'll turn out. But I have thought out almost everything, and I'm 90% certain that this time it'll be a success. And so far it has been going according to plan.

    @rainbow47


  3. because beforehand it had those lines and still showed up only in Red, but now it works with those lines, so thank you for the help for the SUV, sadly it did not fix what seems to be the same problem for some other vehicles

     

    Spoiler
    
    	   class RHM_TRANSPORT: C_Van_01_transport_F
    	    {
    		side = 2;
    		scope = 2;
    		scopeCurator = 2;
    		displayname = "Truck(Transport)";
    		vehicleclass = "Vehicles"; //Unit Group
    		faction = "RHM_FACTION"; //Faction added to, default Nato
    		crew = "RHM_Soldier"; //No need to touch this unless custom faction
    		typicalCargo[] = {"RHM_Soldier"}; //No need to touch this unless custom faction
    		hiddenSelections[] = {"Camo1","Camo2","Camo3"};
    		hiddenSelectionsTextures[] = {"\A3\soft_f_gamma\van_01\Data\van_01_ext_CO.paa","\A3\soft_f_gamma\van_01\Data\van_01_adds_CO.paa","\a3\soft_f_gamma\van_01\data\van_01_int_base_co.paa"};
    		textureList[] = {"Black",1};
    		class EventHandlers
            {
                init = this setVariable ["BIS_enableRandomization",false];
            };
    	   };

     

    Spoiler
    
    	   class RHM_FUEL: C_Van_01_fuel_F
    	    {
    		side = 2;
    		scope = 2;
    		scopeCurator = 2;
    		displayname = "Truck(Fuel)";
    		vehicleclass = "Vehicles"; //Unit Group
    		faction = "RHM_FACTION"; //Faction added to, default Nato
    		crew = "RHM_Soldier"; //No need to touch this unless custom faction
    		typicalCargo[] = {"RHM_Soldier"}; //No need to touch this unless custom faction
    		hiddenSelections[] = {"camo1","camo2"};
    		hiddenSelectionsTextures[] = {"\A3\Soft_F_Bootcamp\Van_01\Data\Van_01_ext_IG_01_CO.paa","\A3\Soft_F_Bootcamp\Van_01\Data\Van_01_tank_IG_01_CO.paa"};
    		textureList[] = {"Black",1};
    		class EventHandlers
            {
                init = this setVariable ["BIS_enableRandomization",false];
            };
    	   };

     

    Spoiler
    
    	   class RHM_BOX: C_Van_01_box_F
    	    {
    		side = 2;
    		scope = 2;
    		scopeCurator = 2;
    		displayname = "Truck(Box)";
    		vehicleclass = "Vehicles"; //Unit Group
    		faction = "RHM_FACTION"; //Faction added to, default Nato
    		crew = "RHM_Soldier"; //No need to touch this unless custom faction
    		typicalCargo[] = {"RHM_Soldier"}; //No need to touch this unless custom faction
    		hiddenSelections[] = {"camo1","camo2"};
    		hiddenSelectionsTextures[] = {"\A3\soft_f_gamma\van_01\Data\van_01_ext_CO.paa","\A3\soft_f_gamma\van_01\Data\van_01_adds_CO.paa","","","",""};
    		textureList[] = {"Black",1};
    		class EventHandlers
            {
                init = this setVariable ["BIS_enableRandomization",false];
            };
    	   };

     

     


  4. So I changed around the code 
     

    Spoiler
    
    	   class RHM_SUV: C_SUV_01_F
    	    {
    		side = 2;
    		scope = 2;
    		scopeCurator = 2;
    		armor = 80;
    		displayname = "Armoured SUV";
    		vehicleclass = "Vehicles"; //Unit Group
    		faction = "RHM_FACTION"; //Faction added to, default Nato
    		crew = "RHM_Soldier"; //No need to touch this unless custom faction
    		typicalCargo[] = {"RHM_Soldier"}; //No need to touch this unless custom faction
    		textureList[] = {"Black",1};
    		class EventHandlers
            {
                init = this setVariable ["BIS_enableRandomization",false];
            };
           };

     

    I removed the other colours from the textureList, and changed the EventHandler, and it is still not working


  5. with the Arma 3 2.00 Update, we got new downloadable compositions for 3DEN, it would be great to see something like this for Zeus, saving custom compositions and have them carry over to other Zeus play sessions, this could also a good time to see what can be hopefully fixed or improved, to leave Zeus in the strongest position it can be before the last of the team moves on

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