Page 1 of 8 12345 ... LastLast
Results 1 to 10 of 71

  Click here to go to the first Developer post in this thread.  

Thread: ArmA 2 OA Beta Build 82489

  1. #1
    First Lieutenant Manzilla's Avatar
    Join Date
    May 30 2007
    Location
    In the lab cooking up some serious s#%t!
    Posts
    5,118

    ArmA 2 OA Beta Build 82489

    A new one is out.

    http://www.arma2.com/beta-patch.php

    Changelog:
    [82484] Improved: AI helicopter attempt to land when hit during an attach run.
    [82476] Fixed: Crash opportunity when camera object was deleted.
    [82464] Improved: AI landing more reliable with broken back rotor.
    [82451] New: AI FSMs can be disabled using unit disableAI "FSM".
    Looks like some good stuff here.
    (God damn bananas..... again)

    Join the most rootin', tootin'est crew on these here forums! That's right folks we're darn tootin'.

    Mike Tyson's ode to Manzilla's SP playing style:
    My style is impetuous. My defense is impregnable and I'm just ferocious.... I want your heart, I want to eat his children! Praise be to Allah!

  2. #2
    [82484] Improved: AI helicopter attempt to land when hit during an attach run.
    [82476] Fixed: Crash opportunity when camera object was deleted.
    [82464] Improved: AI landing more reliable with broken back rotor.
    [82451] New: AI FSMs can be disabled using unit disableAI "FSM".
    Yay more AI improvements.

    Although I would've wished we saw some more of them for infantry.

  3. #3
    Hope there is some more optimizing to

  4. #4
    First Lieutenant Manzilla's Avatar
    Join Date
    May 30 2007
    Location
    In the lab cooking up some serious s#%t!
    Posts
    5,118
    Author of the Thread
    And I see they got the CTD fixed that I was experiencing while using ACE2.

    http://dev-heaven.net/issues/21074

    Thanks guys! I can get back to making my missions!

  5. #5
    Thanks for the FSM command. Chernarus Apocalypse is now more diverse and CPU friendly (I think?) than ever before.

  6. #6
    Chief Warrant Officer mrcash2009's Avatar
    Join Date
    Oct 13 2007
    Location
    39.906839,25.259972
    Posts
    3,938
    New: AI FSMs can be disabled using unit disableAI "FSM".
    Could someone just elaborate on this a little more, is this script/mission based or a global config line entry? Also what is FSM? Sorry I have had a brain fart and cant think what it refers to at the moment

    Extensive Addon/Mods List | Addon/Mods Help Thread | Patching Arma Guide |
    Voice Activation Thread (with profiles) | AI Command Guide | My Vimeo Page

    LiquidPinky: "Screw Steam, I wouldn't feed it my shite if it was starving" 2012.

  7. #7
    artifacts with this beta.

  8. #8
    Chief Warrant Officer mrcash2009's Avatar
    Join Date
    Oct 13 2007
    Location
    39.906839,25.259972
    Posts
    3,938
    artifacts with this beta.
    which are .... and using ..... and set as .... and where ..... and so on .....

  9. #9
    Quote Originally Posted by mrcash2009 View Post
    Could someone just elaborate on this a little more, is this script/mission based or a global config line entry? Also what is FSM? Sorry I have had a brain fart and cant think what it refers to at the moment
    Not mistaken it stands for finite state machine, various states of behavior by which an AI will select upon certain event triggered.

    but yeah, what is the use of disable FSM? for making some AI dumb at far away land from the player location to save CPU cycle?

  10. #10
    disableAI "FSM" disables various behavior routines of an AI: basically all it will be capable of doing autonomously is stay still and shoot, and it will follow waypoints in a slavelike fashion. Priceless for cutscenes, precise AI management and saving CPU resources. And zombies.

Page 1 of 8 12345 ... LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •