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Posts posted by General Kong
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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. -
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. -
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
Spoilerclass 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]; }; };
Spoilerclass 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]; }; };
Spoilerclass 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]; }; };
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So I changed around the code
Spoilerclass 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
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nope, directly copied from the SUV config, only thing changed was all of them being set to 1 in the original config, I set only Black to 1 and all the others to 0 in mine
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no idea, it seemed to have been "Grey" I am assuming for the SUV, since that is how it is spelt in the original SUV config
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SO I have set up the config like this, were the SUV is supposed to show up only in Black
https://ibb.co/X3w4B46
However in game it shows up like this
https://ibb.co/R3dk0J5
Anyone can enlighten me to the reason this is happening? -
Really do hope that this new approach works out, am looking forward to your AI Overhaul for a while now, but if it does not work out, then I can only speak for myself and say it was a pity, but you tried as much as you can, and appreciated everything you have done regardless
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glad to see you still at work 😄
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If anyone has any retexture templates for the AKM and AKS-74u it would be really appreciated
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The BEst places to put your request would be either
Here:Here:
or on the Feedback Tracker
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not only up to Bohemia Interactive to decide, but the mod makers themselves, as it is their work
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asked the question on the official discord, and they confirmed that the 75gb thing is both the base game and SOG PF, the CDLC itself should be about 24-ish gigs in size
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sorry for the late reply, yea if it is too much, then I can understand if you dont want to tackle it, thanks for the consideration though
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Hello Pierre, sorry if this has been asked about before, but is there any chance of a Shop module? with all the new Old Man stuff, having a shop that would work in multi would be great, and I would prefer setting up one with modules in EDEN rather than through description files
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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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Thanks for the reply, sadly the CUP dev templates did not have what I was looking for (in case I was not clear, I am looking for retexture templates for Apex AKM, AKS-74u and RPG-7, and base game Titan Launcher and RPG-42).
Can you by any chance link or send me your RPG-42 template?
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Hello, apologies if this is posted in the wrong place.
I was hoping that someone might have some Retexture templates (like the ones in the Arma 3 samples, with layers and such) of the AKM, AKS-74U, Titan Launcher, RPG-7 and RPG-42? -
thank you very much for the texture samples CUP team 👌
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*cough* Art of War DLC *cough*
Still want those samples tho -
"alleged"
but he is though, the thread starter literally stated that he bought a cheat -
if you do have the time at some point, a vanilla replacement would be appreciated, great work
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Also, the other ending (the one where you ignore james and help NATO fight the last of the AAF) is the canon ending
ARMA 3 Addon Request Thread
in ARMA 3 - ADDONS & MODS: DISCUSSION
Posted
I would love a mod that will basically take the ammo that an AI uses and basically add that back to its inventory, like when it uses a magazine/UGL round or whatever, it will appear in its inventory to replace it