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Found 5 results

  1. This topic will cover the following subjects... 1. Spawn AI randomly in an Area. 2. Spawn AI Way points. a. Follow way point's in specific order. b. Randomize order. c. Cycle way points. I decided to post about this because I am having issues getting AI to go where I want them using way points. I figured out what was going on, and how to fix it. You can use this when creating patrols that need to follow a specific route, like a road, or you are setting a ambush, and need AI to walk by your position. First item is spawning AI randomly in an Area using the scenario framework without any scripting. 1. Place an area.et (PatrolArea) on the world. 2. Set the radius to the area you want to cover. This is not required. But it is helpful for visualization and "trigger activation on area" if needed. 3. Place a layer.et (Patrols) in the area.et, near the center of the area.et. I set coordinates to all zeros so the are on top of each other. 4. Place a several slotAI.et (PatrolA, PatrolB, PatrolC, etc.) in the area.et. Make sure the ground is open, relatively flat, not a lot of trees and rocks. Not required, but helps. TOP LAYER |_Area.et (PatrolArea) | | |_Layer.et (Patrols) | |_SlotAI.et (PatrolA) |_SlotAI.et (PatrolB) 5. Select the layer.et. Set Children -->Spawn Children --> Random One. This will select 1 random slotAI.et from the layer.et, and spawn it at the position placed on map. NOTE: 3 Randomized choices.... RANDOM_ONE, RANDOM_MULTIPLE, and RANDOM_BASED_ON_PLAYER_COUNT. See the SF wiki for more info on these choices. From experience I don't use based on player count because sometimes it doesn't spawn any group. 6. Select the SlotAI.et. Go to Asset --> Object To Spawn. Click on the 2 dots button, and find a character or group you want to spawn in. 7. Set Activation Type to the desired method. Only use one of the first 4 choices from the drop down. Custom doesn't work yet, and you don't want "ON_TASKS_INT" 8. If you want to balance the amount of AI based on player count, check the box in Misc. Next is assigning way points the spawned group 1. Place a layer.et in the same area.et used above, and zero the coordinates. 2. Place several slot.et inside the layer.et. Place as many as you need. These are the way points. Don't worry about exact placement at this time. For our example I will use a rectangle as my patrol area. 3. Perform the same as step 6 above. Search "AIWay" and the list of way points will populate the browser. TOP LAYER |_Area.et (PatrolArea) | | |_Layer.et (Patrols) | | | |_SlotAI.et (PatrolA) | |_SlotAI.et (PatrolB) | |_Layer.et (PatrolWayPoints) |_Slot.et (WP1) |_Slot.et (WP2) |_Slot.et (WP3) |_Slot.et (WP4) Patrol Area.... WP1-------------------------------WP2 | | | P1 | | | WP4-------------------------------WP3 4. Now here is where things go wrong. You would think that the patrol (P1) would go WP1, WP2, WP3, WP4. But they don't, they go WP4, WP3, WP2, and WP1. I don't know why, but I tested this several times, and finally figured out they go in reverse order of the way points. SO if you want them to go clockwise around the square, you have to set your way points as follows. WP4-------------------------------WP3 | | | P1 | | | WP1-------------------------------WP2 5. This is important when placing your way points in their final position. Once you figure out how many points you need, start with the last way point first, and place it at the start of your patrol. 6. If you are using "Select Random Waypoints" then the patrol will pick one of the way points and move to it. 7. If you are using "Cycle Waypoints" the patrol will continue until some action interrupts them. 8. ANY way point that is not on ground level will cause the patrol not to move. Make sure all way points are "Snap to Ground", and not in trees or below terrain. 9. To follow roads, use lots of way points. AI will cut the corner, and go beeline to the next way points. 10. When the AI reach the last way point, they will go straight line back to the first one when cycling way points. They do not follow the line back to the first way point. Good luck in your scenarios creations...... you're going need it. Hope this helps. I am sure that you can script all this, but at this point I don't know how, and this is for the beginner starting out. TIPS: For randomized way points I use a 5 pointed star pattern. You can use 10 points, and 2 star pattern. One pointed North, and one pointed south for good distribution of points.
  2. I have a pretty good system to spawn random patrols using the scenario framework. I get a random number/type of units to spawn when you enter the 1000m Area. And they will select a random set of waypoints to patrol. The issue is each area you enter it spawns the AI. After a while the world is full of AI, with no way to remove them unless you kill everyone of them. What I need is a trigger/method to de-spawn the AI when you leave the area. I am using all the scenario framework components. Can't figure out what would be the equivalent of activate/deactivate trigger.
  3. Platoon Commander on Steam Workshop [TEST] Script Platoon Commander Version: Platoon Commander beta 211011 Download Virtual Reality template for your own missions here. The Platoon Commander addon gives the player the ability to command a reconnaissance platoon, consisting of a player's squad and four AI squads (two sabotage and reconnaissance, mortar support and a transport group). With this script, a regular SP mission with a linear storyline turns into complete freedom of actions up to multi-stage planning from landing to evacuation. New Player Group Tactics: Offensive (from the flanks, fire and move, stalk, etc.) Retreat (back, left, right, flee) Defense (occupation of a building, all-round defense, taking cover) Ambushes (linear, V-shaped, L-shaped, customized by your own) Recon patrol Search of the bodies Rearmament and etc. New Sapper Actions (AI and Player): Mining doors Mining roads Mining bodies Mining hide covers Mining vehicles New Player Actions: Detonation of embedded explosives by choice (not only all at once) Ability to swap with units of the group with weapons and etc. New Tactics for AI Squads: Shoot at the enemy and flee Search of the bodies Undermining objects Mining roads Retreat Occupation of buildings Waiting for signal and etc. New Fire Modes: Fire on player signal (for the player's group and AI groups) Suppress when attacked Firing single, short and long bursts for riflemen. New Strategy: Command the entire platoon in real time. Wide range of actions and tactics for every AI squad. Ability to plan actions at your own, not limited to linear plots. Direct orders and planned actions Synchronized actions, support with mortar and armored vehicles. Settings: Complete freedom in customizing the platoon through the settings in the script About 50 customizable gameplay and visualization parameters Visualization: Radio messages between platoon squads Anamated radio calls Control via command menu similar to vanilla menu Script can be translated into other languages (Stringtable) Optimization: Loops in scripts are made in such a way that they have almost no effect on the frame rate Triggers are not used A special function that automatically corrects the bugged behavior/stucking of the units. A special function that partially corrects the behavior of vehicles while driving in a convoy.
  4. Literally the script works like this: Each enemy unit receives a suppression event handler. If the enemy flees and get a certain value of suppression, he drops his weapon and surrenders. Then player can approach the surrendered enemy and take him as a captive using the hold menu. PC_script_captive_system = { params ["_units",["_fleeing_coef", 0.5],["_suppression_coef", 0.8]]; { _x allowFleeing _fleeing_coef; _x addEventHandler ["Suppressed", { params ["_unit", "_distance", "_shooter", "_instigator", "_ammoObject", "_ammoClassName", "_ammoConfig"]; if (!(fleeing _unit) || !(isNull objectParent _unit)) exitWith {}; if (getSuppression _unit < _suppression_coef) exitWith {}; /// Get down and surrender: 0 = [_unit] spawn { params ["_unit"]; [_unit] joinSilent grpNull; _unit setCaptive true; _unit setCombatBehaviour "CARELESS"; _unit setUnitCombatMode "BLUE"; _unit setUnitPos "MIDDLE"; waitUntil { (animationState _unit find "amovpknlmstps" != -1) && (((weaponState _unit) select 6) isEqualTo 0); }; if (currentWeapon _unit != "") then { switch (currentWeapon _unit) do { case (primaryWeapon _unit): { _wh_primary = "GroundWeaponHolder_Scripted" createVehicle position _unit; _unit action ["DropWeapon", _wh_primary, primaryWeapon _unit]; sleep 0.7; }; case (secondaryWeapon _unit): { _wh_secondary = "GroundWeaponHolder_Scripted" createVehicle position _unit; _unit action ["DropWeapon", _wh_secondary, secondaryWeapon _unit]; sleep 0.7; }; case (handgunWeapon _unit): { _wh_handgun = "GroundWeaponHolder_Scripted" createVehicle position _unit; _unit action ["DropWeapon", _wh_handgun, handgunWeapon _unit]; sleep 0.7; }; }; }; if (primaryWeapon _unit != "") then { _wh_primary = "GroundWeaponHolder_Scripted" createVehicle position _unit; _unit action ["DropWeapon", _wh_primary, primaryWeapon _unit]; }; if (secondaryWeapon _unit != "") then { _wh_secondary = "GroundWeaponHolder_Scripted" createVehicle position _unit; _unit action ["DropWeapon", _wh_secondary, secondaryWeapon _unit]; }; if (handgunWeapon _unit != "") then { _wh_handgun = "GroundWeaponHolder_Scripted" createVehicle position _unit; _unit action ["DropWeapon", _wh_handgun, handgunWeapon _unit]; }; { if (([_x] call BIS_fnc_itemType select 1) == "Grenade") then { sleep 0.2; _wh_grenade = "GroundWeaponHolder_Scripted" createVehicle position _unit; _unit action ["DropMagazine", _wh_grenade, _x]; }; } forEach itemsWithMagazines _unit; sleep 1.0; _unit playMoveNow "AmovPpneMstpSnonWnonDnon"; _unit setUnitPos "DOWN"; waitUntil { (animationState _unit find "amovppnemstp" != -1) }; _unit playMoveNow "AmovPpneMstpSnonWnonDnon"; sleep 0.5; _unit switchMove "ApanPpneMstpSnonWnonDnon"; sleep 0.5; _unit playMoveNow selectRandom ["ApanPpneMstpSnonWnonDnon_G01","ApanPpneMstpSnonWnonDnon_G02","ApanPpneMstpSnonWnonDnon_G03"]; /// add EH: [ _unit, "Take captive", "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_secure_ca.paa", "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_secure_ca.paa", "(player distance2D _target < 2) && (cursorTarget isEqualTo _target)", "(player distance2D _target < 2) && (cursorTarget isEqualTo _target)", { _caller playAction "gestureFollow"; }, {}, { params ["_target", "_caller", "_actionId", "_arguments"]; _captives = missionNamespace getVariable ["PC_captives", []]; missionNamespace setVariable ["PC_captives", _captives + [_target], true]; [_target] spawn { params ["_target"]; //_target setCaptive false; _target allowFleeing 0.4; _target setCombatBehaviour "CARELESS"; _target disableAI "AUTOTARGET"; _target disableAI "FSM"; _target disableAI "CHECKVISIBLE"; [_target] joinSilent group player; _target setUnitPos "AUTO"; _target playMoveNow "AmovPpneMstpSnonWnonDnon_AmovPknlMstpSnonWnonDnon"; waitUntil { animationState _target isEqualTo "apanpercmstpsnonwnondnon"; }; sleep 0.25; _target switchMove selectRandom ["ApanPercMstpSnonWnonDnon_G01","ApanPercMstpSnonWnonDnon_G02","ApanPercMstpSnonWnonDnon_G03"]; //_target switchMove "amovpercmstpsnonwnondnon"; _target doFollow player; _anim_speed = getAnimSpeedCoef _target; _target setAnimSpeedCoef _anim_speed * 0.75; _target playAction "GestureAgonyCargo"; }; }, {}, [], 0.9, nil, true, false ] call BIS_fnc_holdActionAdd; }; }]; } forEach _units; }; _units = (allUnits select {side _x in [WEST, EAST]}); _allowFleeing = 1; _suppress_coef = 0.8; [_units, _allowFleeing, _suppress_coef] spawn PC_script_captive_system; Array (missionNamespace getVariable ["PC_captives", []]) returns everyone captured by the player.
  5. Dwarfakiin

    KP Liberation Zeus control

    Alright, so... I'm having general issues with the AI of this game, and I highly doubt it's because of the actual AI, since enemy AI seems to be more than capable of doing exactly what I'd like to do... such as move. So for those of you unfamiliar with KP Liberation, you control your forces using Zeus, which is a fantastic idea. You can't edit any troops, and you can't even interact with enemy forces, but for some reason, whenever I am using the AI, they always do the most ridiculous things you've ever seen, worst part is they generally do this during combat. I'll list my issues below, and if anyone has any kind of fix for these issues, please please please! let me know. - AI getting into a vehicle then instantly dismounting, then repeating the cycle, sometimes even when I haven't told them to get in a vehicle. They seem to do this mostly whenever they're in combat, as when I set them to safe, they (most of the time) work fine and get in their respective vehicles, but of course if I'm using something like a Gorgon or Marshall, where the intent is to keep them in these vehicles to transport them safely, and so they can make use of the fire power they have, it generally isn't helpful when the gunner is playing musical chairs. - AI sometimes having incredible detection range, and other times having god awful detection. So this one is really annoying, I find that sometimes, we'll say for instance in a MBT, the AI will start engaging from 1 - 1.5KM, which would be fantastic if the liberation mode didn't penalize you for destroying buildings, which the MBTs seem to be adept at from long ranges. However by far the worst side of this, is when a enemy tank is maybe 100m away and is firing at my allied tank, and yet my tank doesn't seem to care about it, it just sits there and ignores it, even my AT soliders that accompany my MBTs seem to ingore the tank until it has completely decimated my tank. - So this one is kinda hard to explain, but it is an issue I'm dealing with right this second, at the same time as dealing with the first issue. My AI for whatever reason, are considering the OPFOR MBT which is about 2.5KM away a major threat, and they are gunning for it constantly, even though I am telling them to go the opposite direction, as I am trying to mount an offensive and don't fancy them going in one by one. Often times when I have this issue, the AI make things even more frustrating by exiting their very expensive vehicles and just walking, which causes me to lose the vehicle aswell. There's also the matter of when I do actually want my troops to move in, they seem to get wet feet and decide they aren't paid enough for this, because they start sprinting in the other direction, funnily enough, often to get in a vehicle. I can somewhat mitigate the fact they're trying to get in vehicles by just giving them 100-200m between each move marker, but it doesn't always work. For some reason they seem to think it's alot easier to run 2km down the road to grab a HEMTT from my FOB, than it is to walk 400m forward (and yes, I've had them try a frontal assault with HEMTTs and even an unarmed Huron before, where they flew over and just hovered there for about 20 seconds before the pilot died, killing all on board) - Lastly, the AI are just all round awful. Their Pathing doesn't seem to work half the time, they often don't take cover, sometimes they'll throw grenades at technicals and APCs but won't use the AT Launcher on their backs and they'll occasionally spread themselves so thin, that they can easily be picked off without the rest of the team ever knowing where the fire is coming from. Oh there's also the fact that putting AI in control of vehicles seems to be an all round terrible idea since they seem to love to travel 130mph head first into the nearest building. Sorry for so much reading, but the AI in this game are so infuriating at times (Anything past this is kinda a rant so y'know, read ahead if you wish) They really do ruin the game for me, as they make life so difficult when you have to command them and such. It'd be nice just for once to spend 10 mins on setting up my team and getting to the AO which would require an hour to take, rather than it being the other way around. I know the AI in this game can at times be amazing, truly amazing. But it only ever seems to happen every once in a blue moon, the rest of the time you're spent watching them run each other over in apparent fits of friendly fire and rage. I really do hope that if we get an ArmA 4, the AI will be significantly improved because they're supposed to be special forces, not "special" forces. I'll admit, at times I do get a slight giggle out of the stuff they do, like one time when one of my MBTs just mowed down a troop of enemy soliders because they decided to stand infront of it when it was traveling at top speed, but most of the time it's just frustrating and annoying. Not to mention that there's been alot of times when I've made a convoy of some kind, sent them on their way, and then as I'm catching up to them, I'm finding either completely destroyed prowlers and hunters, or just vehicles that had difficulty getting round a corner and decided "Oh well, they're too far ahead now, might aswell just sit here and wait for them to come back" meanwhile the convoy leader is just sat there thinking "Yeah I'm sure they'll catch up" little bloody deserters. Most of the time when I bring it up with anyone about the AI, they're always saying "Well that's why you play with players" but unfortunately I don't have 16 friends I can use to fill in my Huron, so I guess the amazingly stupid AI has to fill in the gaps. The weirdest part for me is that all of these issues seem to go if the soliders I'm using are in my own squad, and are ordered the normal way rather than by Zeus, which is odd since I originally thought that Zeus would have far more control than the normal squad system ever could. Anyways, rant over, if you can help with any of this they please dear god do, it'd make my life so much easier and I would greatly appreciate it, and thank you so much for taking the time to read all of this, I am very grateful.
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