Poll: For HAC users: What is the maximum number of simultaneously used by you Leaders?

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Thread: HETMAN - Artificial Commander

  1. #691
    Master Gunnery Sergeant Rydygier's Avatar
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    It is strange issue reporting by some HAC users. Quote Jingle:

    I am still encountering issues with units not engaging. I am thinking it is because I have a lot of ai running around the map and the cyclic patterns of the orders and multiple scripts running causing this issue. One example being a Scorpion patrol encountering a militia patrol and ignoring them.
    Like something blinded some units...

  2. #692
    Ok, will keep an Eye on it (haven´t seen this Issue myself till now).


  3. #693
    Good effort matey running the kam.sqf atm with myscenario - nothing come up as yet, however it is not as if the units dont know about the enemy its more the unwillingness to open fire on them - I had the same scenario with HAC first time around when my strykert drove past a load of enemy groups only to be fired upon much later on, seems to be selective fire orders (which may be nothing at all to do with HAC - possibly something to do as you said with the changes in ai since 1.60) however will help you as much as I can - just a question are any of the commands given out by the commander HOLD or NEVER fire?. Anyhow will debug as much as I can to help resolve this issue.

  4. #694
    Master Gunnery Sergeant Rydygier's Avatar
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    just a question are any of the commands given out by the commander HOLD or NEVER fire?
    Is not used SendSimplyCommand "cease fire". "Blue" (never fire) waypoint mode is set only for support missions; also in Arma 1.10 I tested blue mode for withdrawing infantry and they still was shooting at enemy, only not so willingly. More often is used green mode (defend only - should not fire first, but should fire back; in withdrawing, non-combat recon, rest, main flanking maneuver before last stage...). HOLD waypoint is used only once, for AI Leader's unit to prevent changing position.

  5. #695
    I'm sure (but not 100%) ive seen the no engage issue before without HAC, troopmon2 is a great tool for debugging, its an easy mod to use which allows you to view all units infantry/vehicle/Armour/air and shows behavior and waypoint types etc.

    I think the issue with mech crews abandoning apc's is because the vehicle has taken damage, ive observed a bit off their behavior and mostly they seem to do a great job of disembarking and supporting APC'S

    I'm getting awesome gameplay with this and all from the simple 2 commander option and with half the units used in the more complex demo.
    Last edited by Katipo66; Feb 20 2012 at 19:47.

  6. #696
    Quote Originally Posted by Rydygier View Post
    Of course this tool may be used for any other purpose too, but KAM (KnowsAbout Monitor) is only makeshift tool, so will not delete markers of destroyed groups and will not generate markers for groups spawned after executing of this script.
    Heh, that could be the basis for just the script I need to enable a leader to call in reinforcements when in danger of being over-run. Easier than the way I've been attempting (a trigger area round the leader activated by the ratio of known enemies [the old Kn parameter] to friendly units, with extracting the numbers etc. being a bit tricky with my limited skills). Better to use a script.

    Won't have much time for testing in the next week, however; still averaging 14-hour workdays on major project.

    BR

    Orcinus

  7. #697
    Master Gunnery Sergeant Rydygier's Avatar
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    If this is usable for you, then I'm glad. If there is needed only certain number of enemies in certain radius, then trigger is easiest way, but if there is needed given sum of knowledge about hostiles, then method will be a bit more tricky. My script gives Kn value only for one, closest enemy per group (and this may be same hostile unit for many allies), I'm not sure, if this is sufficient data.

    BTW I'm curious about effect of some tests, that I will make right away - what if to place close each other two enemy groups, all with manually set blue or green mode... Theroretically shouldn't open fire at all... Also I wonder if there is some difference between A2 1.10 and OA 1.60 in this case...

  8. #698
    Quote Originally Posted by Rydygier View Post
    If this is usable for you, then I'm glad. If there is needed only certain number of enemies in certain radius, then trigger is easiest way, but if there is needed given sum of knowledge about hostiles, then method will be a bit more tricky. My script gives Kn value only for one, closest enemy per group (and this may be same hostile unit for many allies), I'm not sure, if this is sufficient data. .
    Ah, I didn't now that the Kn parameter sums observations in a way that one enemy may be counted several times. Hmm. Actually, losses could be a better route, especially if the casualty rate starts to climb consistently relative to known kills (are those counted? Are they / could they be reported to the leaders?). I need to think about this sometime when I don't have the dreaded lonely axon syndrome

  9. #699
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    Quote Originally Posted by Rydygier View Post

    Reason may be as follows:

    - was not injuried seriously enough (they call for ambulance when there is such support in 500 meters radius (and even not necessary to know about, this is default Arma AI behaviour) and when damage is > 0.5 or when soldier can not stand (legs damage 1.0); so also only for this or greater damage ambulance will be sent. This is most probably here, try to add this code to init field of given unit: this setdamage 0.6 and check then;
    - was injuried enough, but ambulance was busy in other area;
    - some time passes before support mission is issued...

    ---------- Post added at 23:14 ---------- Previous post was at 22:57 ----------



    Oh. There is no need to add into RHQs classnames of units, that are generic in pure Arma 2 1.10, only others (OA, CO, BAF, user maded and so on). This should make no difference however.
    I've made a very simple mission, A commander + me and 1 unit within my group + Medevac Humvee.
    Also I sat the damage to 0.6 to that unit in my group, nothing happens the commander send the Humvee to a waypoint "Res A".

    I'm using ACE, does it affect this process?

  10. #700
    Just tested with the KAM.sqf:

    There doesnt seem to be a problem with the knows about of any unit I have encountered with this script, from various areas i have plotted round the map I did notice that the AI were often unsure what to do, example on an airfield was a mechanised Bradleuy infantry unit whom disembarked (including the crew) there was a mexican stand off between that unit and a takistan army grenadier at about 20 metres, a crewman and the takistani soldier were aiming at each other (Knows about 4 btw), then the rest of the squad remounted the bradley which moved about 40 m directly away from the soldier (at this point the stand off was still occuring). Then there was a hail of cannon rounds from the bradley and the takistan soldier was no more. Maybe im thinking it is more to do with the new command behaviour to do with vehicles rather than the HAC, btw great tool and ty for the support so far ryd, will carry on debugging for ya.
    Oh and finally - I may have made a bit of an error with unit types (meaning the scorpion patrol) as the patrol was Independant - not opfor - my mistake and hands up on that one. Oh and the fact I had the unit type arrays listed before the RYD_DEBUG etc etc part of the config seemed to cause a few problems on my behalf (my fault soz) that part is sorted now.
    Thx again Ryd - you are a machine dude

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