Jump to content

SF_andy

Member
  • Content Count

    41
  • Joined

  • Last visited

  • Medals

Community Reputation

17 Good

About SF_andy

  • Rank
    Lance Corporal

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. SF_andy

    [SP/MP] BeCTI

    Coming soon: with Fast Time Day and Night / New weather effects (parameters). Ai in city not triggered by airplanes ... Ai behavior when buying a vehicle changed somewhat. Version: ultimative_warfare_0579
  2. SF_andy

    [SP/MP] BeCTI

    Download Heavily Modified CTI - Ultimate Warfar: https://onedrive.live.com/?id=73B3102F0A1BF50E!4095&cid=73B3102F0A1BF50E Playable only with Det. Server Recommendation: DLC Global Mobilization - duty CUP Mod ACE3 RHS - not yet fit Unsung - not yet fit IFA3 - not yet fit Real Engine:https://steamcommunity.com/sharedfiles/filedetails/?id=2127693591 -partly duty Customized Thermal - Proof of Concept: https://steamcommunity.com/sharedfiles/filedetails/?id=1799993760 A3 Thermal Improvement: https://steamcommunity.com/sharedfiles/filedetails/?id=2041057379 16 vs 16 AI - maximum 2 Ai units for platoon leader - performance Optimal for co-op: 6 (2 of them players) vs 16AI with 4 Ai for platoon leaders (Parameters: Enemies - base expanded and money max.) Some elements are still being tried: - WerthlesHeadless (HC Client) / Heli attak with laser designator (Beta and only with Laserdesignator Sand latest version: ultimate_warfare_0578 / ultimate_warfare_0578B Have fun
  3. SF_andy

    [SP/MP] BeCTI

    Has been changed by Vadimir. More than 6 vs 6 is not possible because of the FPS. I restored the Ultimate Warfare Rubber Edition so that 16 vs 16 Ai's can be involved. Just for what? - Not necessary. The problem with this CTI is the very unreliable AI - often just stand around and do not move, or after a while no longer. Vadimir will not be able to fix that either. For this you would have to rewrite the aiteam.fsm - reprogram it and provide it with queries. I added AntiVehiStick.fsm, but this alone makes up about 10% Ai failure, good again. Since these are only fallen or stuck vehicles ... A pity 😰 I've added a few more things to this CTI. Ai uses artillery, magazine cleanup, players can call transport helicopters or a fighter jet with bombs ... But as long as the Ai does not work, nothing will work....
  4. SF_andy

    [SP/MP] BeCTI

    That's right, so 1000x sorry. Unfortunately, it brings no one else, because with each new version of OFPS, the AI and especially AI Commander less or no longer works. At the same time your CTI would have had so much potential. Surely Benny would have helped. Or is Benny so fed up with BIS, but his fans like me, can not help the BIS developers .... That means last hope, Ruben maybe Proman. As I said, I have the Ruben, with very stable AI hinbekommen. Ai Commander has always been functional. (Interesting that with RUBEN Ultimate Warfare, the server FPS on Cherno does not sink lower than on Altis - see the comments above, it seems to be the CTI Proman, not the card) Hope Vadimir, bring in HC client. For ARMA 2, 20 server FPSs were enough to play. With ARMA 3 it would rather need 30FPS. Work or despair now on spawning the AI aircraft. They just do not want to spawn in the air.
  5. SF_andy

    [SP/MP] BeCTI

    Now the time has come. Got the Benny Ruben Warfare so far. AI Commander and AI Team Leader work very well. I also added air support for each player. Transport Heli, Airstrike and Combat Heli, which can be assigned targets using Laserdesigner (Sand) - Combat Heli is still Beta. AI Teamleaders call artillery support on their own, but are still BETA. For the Blufor side, I've added the Leopard - MBT-52 Kuma and FV-720 Mora. Because after Tank DLC the Blufor side had nothing good to show. ***** My det. TEST server, has hosted the game for 15h. 7Ai and 1Player vs 10 Ai Team Leader, each with 6 Ai units, map Cherno. ( Server FPS: 1-4 hours at 45-35 FPS / after 8 hours 30 FPS and after 15 hours 22-28 FPS) On my side has not turned out a complete team. (Problems with pathfinding get stuck except - Ai drives in ARMA 3). Nevertheless, there is still a lot of work. The peace timer, after conquering a city, I still have to screw down massively. AI is not interested in this timer and goes to the yellow zone, so they can never take this city ... .. The AntiVehiStick.fsm of Giova I have also installed, sometimes works and sometimes not quite or better said only after 15min-20min, instead of 5min. But often seen that a stalled tank, was actually teleported to a nearby street. Even beta: When many vehicles spawn at the factories, it comes to the catapult system and it hurls the already existing far in the air. Unfortunately, I have not yet repaired the spawning of the AI aircraft and thus not yet installed. // --- AI Can fly. if (_vehicle isKindOf "Air") then { _vehicle flyInHeight 120; if (_vehicle isKindOf "plane") then { _vehicle setPos [_position select 0, _position select 1,1500]; _vehicle setVelocity [sin _dir * 250, cos _dir * 250,0]; }; That's not how it works - Orignal from ARMA 2. **** The whole thing is running and is still tested without mod. It is recommended that the AI Teamleader does not go over 8 vs 8 and not over 6 AI units each. Even then, the server FPS can sink in between to 22FPS. What the player immediately noticed, because deep server FPS. Unfortunately, players also pull FPS down and vice versa. I never published my modified Warfare in ARMA 2, I would like to release this Warfare. But Vadimir has not given me any approval yet. Since he has made the import of Arma2 Warfare to ARMA 3, as well as purchase menu and got a lot up and running. Could it also blame him that he will not agree. Anyone who has just messed around with missions or especially with CTI knows how much time and energy is put into it. What shall I do now? But would like to share with the AI - CTI fans, this one - not like the OFPS community.
  6. SF_andy

    [SP/MP] BeCTI

    Your argument can not be denied. But there are at least some mod's that improve the behavior of something. Sure, hardly any available, for driving and destination assignment. What is strange, at Arma 2 the Ai worked - in terms of vehicles and targeting with very small mods, much better than in ARMA 3. Especially noticeable, in AI tanks. Even the damage model of the tank is more realistic and better in ARMA 2. In ARMA 3, some 4 or even more anti-tank missiles can be deployed on the e.g. Leopard shoot and he does not care. Even after 4 hits in the chains, he still drives around as if nothing had happened. But if you sit in such a tank, 1-2 shots and it is enough history. What's wrong with ARMA 3 !!! Back to the ARMA 3 AI: Even though they are often only victims in their own team and do not really do anything, they can bring a lot of suspense into the action on their own. It is important to leave the AI but not original. A question of programming, but how? Believe that is the crucial question. (One thing everyone should test once and question: How well does the AI / How good and accurate the AI hears) - anyone who makes his own test in the editor will be frightening. Especially the target accurate hearing is something of superhuman, frightening and totally wrong !!!!! - player setUnitTrait ["audibleCoef", 0.6]; // Audibility - player setUnitTrait ["camouflageCoef", 0.6]; // Visibility 0 = invisible I'm just not in the head that in ARMA 2, the AI needs so much better and, above all, much less server performance, as in ARMA 3. To reliability in the 2 part is also not perfect, but also better. Never did my Modified ARMA 2 Benny Warfare public, nor my Mix Mod for AI. But who still has ARMA 2 on the computer, should this warfare (WarfareBE_071_V7.Chernarus / WarfareV2_073-7-hc.chernarus) and with the Ai Mod (@ A2_Mix_AI_small) look at it. Download at: https://onedrive.live.com/?cid=73B3102F0A1BF50E&id=73B3102F0A1BF50E!107 Why I never did this public because I'm not a script writer because I could make the modifications without knowing exactly how. Maybe because I was too modest. But surely a reason, because the original Warfare is not mine and I publish every creator of a mission without the consent of the manufacturer with my modifications. Thus, my Det. Server was always password protected. Today I wonder, was that wrong of me? If so, then I am very sorry and apologize to all ARMA 2 or former ARMA 2 fans. - Who played WarfareBE_071 (3) _V7 with @ A2_Mix_AI_small will understand my disappointment with the CTI in ARMA 3.
  7. SF_andy

    [SP/MP] BeCTI

    You say it, imitate BIS also does not care about driving and finding the AI with tracked vehicles! Ok, at least for tire vehicles, they have done better after years, better. One sees well in the CTI warlords, that even BIS is not able to program functioning and reliable AI. So I understand the people who have no hopes of Bohemia AI anymore and only play PVP.
  8. SF_andy

    [SP/MP] BeCTI

    I do not want to contradict that. It is also clear, more units that need to be calculated, means more power for servers. But: Was already on too many servers with PVP CTI or KOTH on the way to see that it is not just AI units, the server FPS press down. Can not count on how many PVP servers I had been, that were not playable. Unfortunately, some missions show the server FPS, if a KOTH or PVP server with 8 to 10 FPS is on the way, you can uninstall Arma immediately. Unfortunately, network encoding is still poor on ARMA, and not optimal for PVP. There you shoot a magazine at an opponent and he either does not die or only 4s later. Despite a ping under 20ms and server FPS 30. This problem, fortunately, BF and COD, although not quite so extreme. But since I have my own Det. Server, I brought with ARMA 2 with 8 vs 8 Ai units each with 6 soldiers and on Cherno with 35 cities, the server on average to 27 FPS. What was more than very good for Arma 2. At Arma 3, I can not really say it, because there is no comparable CTI yet. But as I said, do not synonymous CTI, which can not be disabled by parameters, the AI units. Sure, at 12 vs 12 or 24 vs 24 at Active AI Teamleader and everyone still has 4 AI units or more, is impossible and will certainly stay that way for the next 30 years. Most of the burden to CTI Serven is the appearance of city defenses, especially when several spawn at the same time. But think that hardly anyone will play a CTI without city defense ... That's what it's all about, variable. A CTI for those who want to play with AI or just PVP.
  9. SF_andy

    [SP/MP] BeCTI

    Unfortunately they only like to do it right, but unfortunately CTI gamers are the minority. But CTI players are the cores of ARMA. When nobody talks about ARAM 3 anymore, CTI players stay loyal and present much longer. We must not forget that at ARMA 1 the Benny was CTI or Warfare in general, the last hope and with success. Arma 1 was on the brink and this unfortunately already quite early after appearance. But after appearance of the Warfare, the number of players would become more numerous again. Despite, the performance problems of the software. The question arises, why have CTI / Warfare not such a big success. One, a playable or working CTI has always appeared, after which almost a new ARMA title has been proclaimed. Many people also did not understand what a CTI is about. They did not know what to do without planning and being overwhelmed. CTI is just what ARMA is all about. No BF or COD, on it and Respaw again. This is the only mission that fully exploits the potential of ARMA. Ok, maybe more than the software / hardware is capable of. Nevertheless, in Benny's masterpiece in ARMA 2 - the BeWarfare V2.071 you could do PVP, Coop, or PVP with AI. Even with servers with few people or even alone, you could always operate this mission. Sure, some CTI Bug's were exploited and then caused frustration. But this had nothing to do with AI Commander or AI Team Leader and unfortunately occurs in every game. As I said, I'm not a scrip writer, but the Warfare V2.071 and V2.073 for ARMA 2, I've changed a lot or added that it has been with some colleagues for over 7 years always fun and the AI fierce resistance, even victory from time to time. I could ask you to send an unencrypted CTI from OFPS so that I could host it here in Europe. But as long as the Ai is not functional, the servers would be empty. The Ai must be there to replace the missing players, whether team leader or commander. Only then will the voltage be maintained and server will fill up slowly. Well, everyone, goes into a started CTI and sees: There are 5 people in it, so you get on the side that play with the minority and shortly thereafter, again one of his team, a little later again one, then it is all at once 4 vs 1 and not even AI, which might help you a bit .... There's never any tension, just frustration. Coop is thus completely eliminated. In ARMA 2 we were initially 20 people who played Warfare. When Arma 3 showed up and no usable CTI appeared, it quickly shrank to 4 people. But they wanted to do an old CTI in ARMA 2 and not ARMA 3. The disappointed remnant of this troupe [SF] is but from the weekly battle, to once a month battles and sinking become.
  10. SF_andy

    [SP/MP] BeCTI

    Sorry spanish surfers and OFPS team, do not want to offend you. But your servers are not filled, tendency sinking to empty. Who wants to download the same mod 2 times? By that I mean that a RHS or CUP mod is big to have to download again because it has to be called a new name: OFPS CUP! Sorry, but unfortunately your policy is bad. AI Commander bad! I think I've been playing Warfare for too long - at least for ARMA 2: Out of 10 players as Commander, on average just 2-3 better than an AI Commander! You've spent a lot of money on Benny's support and more money so you have 100% copy protection for your questionable CTI. So that no one can host them or maybe adjust something to their own taste. It is hardly possible anymore to be egoistic. Still a mystery to me today about how you got Benny to support you in your philosophy. The Benny, from ARMA 2 that I know, would never have supported such a policy. Sorry, for my slightly emotional outburst. Just get a bit frustrated, as a well-functioning ARMA2 Warfare, developed in ARMA3. You would have, otherwise no bad CTI, but if you want to save this, it is inevitable to make the AI team leader and especially AI Commander again fully functional. By that I mean at least as good as it is in ARMA 2 with the Benny Warfare V2_071 (V2_073). Who should not know this; the AI Commander has built factories, defensive positions, small walls around buildings and upgrades, independently shifted MHQ to new positions and also responded to attackers. When a lot of air forces were on the way, he assigned the AI team leader more air defense units ...... this and much more .... In addition: to publish this for everyone. So that even small groups and other countries this is played and he would 100%. But the way you handle it, hardly anyone knows what an OFPS CTI is. Fast Travel (Vehicle Fast Travel) ??? Really, you work on it ??? I've done this on an older version of OFPS a year and a half ago, as well as a retrievable transport helicopter for every single player, with waypoints from A to B (and C) flies (hardly needs server performance) and I'm really not a script writer like Benny , Muecke Vadimir. Maybe I just read myself or is a translation error.
  11. SF_andy

    [SP/MP] BeCTI

    thhamm, thank you, for the information. - Ok, is understandable: #monitor FPS only referring to the server. But exactly this is relevant. Because if server FPS falls, unfortunately falls also the client FPS and in ARMA 3 is under Client side, 30 FPS too little (juddering). Arma 2 was doing well with 25 FPS. Something very strange, partly jump AI back and forth, even if the server is still over 25 FPS. But if this happens, the server drops down to 4-8 FPS for a short time - Game Over. As I said, I have no CTI, except Proman. Mind you, CTI Proman is still the only one where AI team leaders really work. At least if the Ruben Ultimate Warfare, the AI Teamleader work properly, I can compare this. [Almost all AI has failed?]: [Almost no AI failed.] When Server FPS goes below 18-20 FPS for a long time, AI generally likes to freeze - stay idle. Affected at CTI are especially AI team leather. Because too much data is discarded. But this was not the case with the 14 FPS at Proman, which ran even further - to 90% of all AI team leaders - amazing - Yes, my FPS information was with 2 HC. But even with 4 HC, the main server side has not changed. There is a tendency for even slightly lower FPS. The best FPS I had, rather without or with only 1 HC client. - dedicated server: only the dedicated server (steamappid 233780), but already tested with 107410 content. Did not notice a difference. Would be a bit strange. - Which is clearly recognizable, the HC clients need performance, so something has to happen. But you notice it in the game, unfortunately not - not at all. - I realize that import maps can always cause problems. But Cherno is my reference map, because in ARMA 2 she worked amazingly well and is one of my favorites. I spent 10 years on this map. Too bad that Bohemia did not integrate them into ARMA 3, 1000 x better than Malden.
  12. SF_andy

    [SP/MP] BeCTI

    Unfortunately, I made a mistake - test for the crCTI Proman. First of all, I did not have 45Towns, but were just 8 laps. With more active Towns, FPS is down. The other somewhat embarrassing mistake, I have relied on the server FPS ad, from the mission. But that's not true, has some bug. So all servers can use this command to display the servers FPS: #monitor 30 (Only as admin) Unfortunately I wrote 33 - 40 FPS, but real are just 14-20 FPS. (All the more surprising that hardly all AI has failed) It is also interesting that the HC client from my point of view hardly bring anything, whether none or 4, have found no higher FPS. The mission supposedly hates the non-original map, because on Altis the FPS are much higher than on Cherno. Who has experience with crCTI Proman host, with det.servers. How can you play with AI and many tows, with high FPS? - Det.Server: Win 10 64bit / AMD FX (tm) -8150 8Core 4.5GHz clocked with water cooling / SSD HD / DDR3 32GB (Is without HC client - 40-50% busy with 2 Hc-Clients 70-80%) - For other HC clients: Win 8.1 64bit / AMD FX (tm) -8150 8Core 3.8GHz / SSD HD / DDR3 32GB - Internet: Fiber 1G up / 1G down. Should be enough, for ARMA 2 + 3 BennyWarfare, it was very good enough.
  13. SF_andy

    [SP/MP] BeCTI

    Ok, I have 10 vs. 10 Ai units, not player- So, 19 Ai units at the starting slot and one player. But it worked well, despite the 4 disabled slots. - You can see it this way, soldiers were already in the Vietnam War, transported by helicopter quickly into the field. Even vehicles were brought there with helicopters from A to B. Well, if such a transport option were more than ok - because it's realistic. Of course, it could be expanded to allow team leaders to request artillery or air support, perhaps even supplies. Everything would still be realistic. But how often, is more likely the question. Price another, hardly believe that a team leader paid for his equipment or support, ha ha ha. Where the internal support module, only works reasonably in multiplayer, so a script would be needed. If you want, can you send me the script: "myHeli", which I planted in Warfare at ARMA 2? Although you think that you do not need this quite specific, with your scripting skills, you wrote a new one faster than rewrite it. Since I've served in the army and the heavy tank - Leopard A2, I know or can I say in good conscience, the ARMA 3 tanks or better said AI drivers are very bad - well, shit is rather true. With shifts of the tanks, one does not drive at walking pace, there we are between officially 60 Km / h on the way, unofficially rather 80Km / h, our record was already 110Km / h, do not say further ... Would you trust a 50 ton thing, never. In combat missions - positional change, speed is the key. It says, depending on the terrain, with 60 km / h and with an acceleration that even a standard PW (for example VW Golf) can not keep up. Clearly in extreme terrain, it is not possible, the crew would not survive it well. What I want to say and probably no CTI problem, in ARMA 2 tanks are not good, but in ARMA 3 even worse. Everyone knows, Ai driver drive there. He drives left once right and barely comes to speed, stops in front of a stone and does not find the reverse ... In addition, the WBG thermal imaging device of vehicles, especially tanks, in the ARMA series is pathetic. I've never blinded my own gun barrel, lol. Back to the topic: Would be great if you can create the shift with HQ. Ok, with the flyers too, if I see how much money the AI throws out of the window you could almost feel sorry for her.
  14. SF_andy

    [SP/MP] BeCTI

    Sorry Muecke. Today have the crCTI Proman: crCTI_24_ @ Proman_2035_v1_11_Altis Again under the magnifying glass. Have my Det. Server hosted with 2 H C client. 10vs10 with 6Ai units each. 45 8 towns, no civilians, no traffic and test max. Money. My server was always between (mission display33 and 40 FPS) with display: #monitor 30 = 12-20 FPS So delete my statement, poor performance. Did you still do something, was previously unplayable. Cool. Ai units have not turned out big yet. After 2h 2 Ai team leader. But a bug was quickly noticed. If Ai units buy aviators, they simply crash. What I also noticed, one has in between small jerk, even if server 40FPS and client has 60 FPS. Was earlier in older versions but much worse. Ok, what I forgot to mention, of course, is that to date in ARMA 3 the crCTI Proman, by far still has the most reliable AI team leader. All the more missing is that the Ai Commander could shift the HQ independently. Ok, with Mob respwan is a matter of opinion, but how about a transport heli that a player could call to place him in a location chosen by the player? I had such a script of xxx called myHeli. Had this time in the Arma2 Warfare planted and worked great. Thus, it would not necessarily need a mobile respwan. Think for you would be a rewriting of this script for ARMA 3 hardly a big deal.
  15. SF_andy

    [SP/MP] BeCTI

    Question: Who knows ARMA 2 and who played Benny Warfare? Apparently less than I thought - Muecke, you disappoint me. Do not you really know the Benny Warfare? The MHQ has already been relocated in ARMA 2 by AI Commander. Ai-Commander Undeployed HQ to MHQ vehicle, drive new location and deploy MHQ to HQ building. He also builds again factories and defensive positions. Thus, one is not always sure where the MHQ is located and enlightenment has more meaning. AI team leader with air transport, buy transport heli and soldiers in the base. Everyone climbs in and at ARMA 2 they climb 400m-600m before the finish, parachute or heli landed shortly. One thing is certain, not all bug's come from CTI missions. Driving the tank and partly just standing in front of rocks is not a CTI bug, but an ARMA 3 bug. Or the tank sneaks around and drives to the left right. By the way, even with warlords, the Ai often freezes after 1-2h! - I never said that Proman is bad, on the contrary it has potential. In return for the OFPS team, who had started with empty servers and no AI, hopelessly attempting with a suspended mission. Is yours, as well as Ruben available for everyone and not provided with monster big own Mod's and with AI's - so very well! But you have also admitted that the performance for the crCTI Proman mission takes its toll - so it's not really that good. What I have read in the comments at Promen, are some who would like to have a mobile respawen vehicle. Would be a breeze for you, with an additional parameter to integrate - on or off. When it comes to CTI, I have been fully involved since ARMA 1 and at ARMA 2 I started to expand and adapt it myself. But only for [SF] Intern. So also know the Proman of ARMA2. (was that also done by you?) Ok, my advantage is, of course, that I have a stand-alone Det.-Server for ARMA2 and 3, because I can of course much more control, compare and make parameter settings.
×