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Thread: Ai suppression script help

  1. #131
    First Sergeant
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    Thanks for all the ideas everyone. I can't speak for -Coulum- but I don't really want to turn this into a fine grained AI behavioural modification system for every kind of combatant.

    What do we have so far:
    All foot mobile units respond to bullets within 10m
    Units crouch under friendly fire, but are not suppressed nor do they lose skill
    Units are suppressed (crouch/drop) under enemy fire, and lose skill (aiming, accuracy)
    Skill is gradually regained if unit is not suppressed
    Units are not suppressed by small calibre pistol or SMG fire
    Units in vehicles are not suppressed by enemy fire
    Units are not affected by fire closer than 25m

    While I'm sure we could implement everything given time, there's going to reach a point where the sheer amount of calculations involved make the script stop working properly on a per frame basis. And since it's reacting to bullets, it needs to work fast.

  2. #132
    Second Lieutenant Kremator's Avatar
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    ^^ this tpw! This is perfect as it is.

    The only thing I don't understand is why you don't want them to become suppressed by small arms - surely a bullet is a bullet However I'm happy to go with your recommendations.

    This thread and the LOS thread are my two favourites presently. Keep up the good work guys.

  3. #133
    Sorry if this has been mentioned, but would allowFleeing be a workable addition to the script? In games like Close Combat and Combat Mission where suppressive fire is important in manoeuvring your forces effectively, units could break under sustained and heavy fire (depending on type of unit, skill and a huge amount of other variables) and either flee from the map or back to another position.

    I have hardly any experience with scripting beyond basic stuff so this is just a suggestion. I don't want to be adding another mountain to your workload!

    Anyway, great work so far and an excellent addition to the game.
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  4. #134
    First Sergeant
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    I hear ya Kremator

    That's why there's now 3 versions of the script, which should suit just about everyone (or not).

    Basic (stance modifier) Spoiler:

    • Units react to bullets passing within 10m
    • Affects all units, in vehicles or not
    • Units react identically to any kind of bullet fired from more than 25m away
    • Units react to identically bullets from any side
    • 1-5 bullets -->kneel/crouch
    • >5 bullets --> drop/crawl
    • Units regain previous stance after 10 seconds without nearby bullets


    Light (stance modifier) Spoiler:

    • Units react to bullets passing within 10m
    • Only units not in vehicles are affected
    • Bullets fired from less than 25m away are ignored
    • Bullets from small calibre pistols and SMG are ignored
    • Units react differently according to the side of the shooter
    • 1-5 bullets --> kneel/crouch
    • >5 bullets --> drop/crawl only if enemy shooter fired bullets
    • Units regain previous stance after 10 seconds without nearby bullets


    Full (stance and skill modifier) Spoiler:

    • Units react to bullets passing within 10m
    • Only units not in vehicles are affected
    • Bullets fired from less than 25m away are ignored
    • Bullets from small calibre pistols and SMG are ignored
    • Units react differently according to the side of the shooter
    • Friendly shooter: >0 bullets --> kneel/crouch
    • Enemy shooter: 1-5 bullets --> kneel/crouch, >5 bullets -->drop/crawl
    • Friendly shooter: no skill reduction
    • Enemy shooter: skills reduced according to number of bullets
    • Units regain previous stance after 10 seconds without nearby bullets
    • Units gradually regain skills after 5 or so seconds without bullets


    Obviously these scripts will be added to and refined!

  5. #135
    Master Gunnery Sergeant -Coulum-'s Avatar
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    Author of the Thread
    Quote Originally Posted by tpw
    Thanks for all the ideas everyone. I can't speak for -Coulum- but I don't really want to turn this into a fine grained AI behavioural modification system for every kind of combatant.
    Yes I can agree with that. I think sometimes the deeper you delve into the ai the more your gambling to get massive bugs and what not. For now, I think that what we have is fine. Of course everyone has the script and can try what they like, but I think that the addon versions should be as tpw has listed, at least for the present.

    First post updated.

  6. #136
    Alright, swo suggestions if you actually go with an addon version. (i actually think that having it as a script is quite convenient, on my end).

    - Could you let the tpw_mags array out of the addon (so that mission makers can include whatever new pistols/smgs they want in it? I'm thinking RH pistol and SMGs packs, for example)? Or maybe have it in a config file?

    - What would happen if we'd go with something like
    Code:
    if isServer then {
    [tpw_ai_sup,0] call cba_fnc_addPerFrameHandler; 
    };
    Would it be enough in an MP environment? I don't see anything that would be messed up, but i don't have a dedi to test it. Would somebody be kind enough to try it?

  7. #137
    First Sergeant
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    No worries BlackMamb, I will make the addons configurable via an hpp file userconfig. Pistol and SMG mags can be modified from there. Players could also add silenced mags too.

    Your MP suggestion should work, but I'm neither an MP person nor do I have any server experience, so I can't tell you for sure. If someone wants to help make this primarily SP enhancing system work in MP then I welcome it, because I'm not going to bust a neurone doing it.

    I'll have the addons up within a day.

    Quote Originally Posted by BlackMamb View Post
    Alright, swo suggestions if you actually go with an addon version. (i actually think that having it as a script is quite convenient, on my end).

    - Could you let the tpw_mags array out of the addon (so that mission makers can include whatever new pistols/smgs they want in it? I'm thinking RH pistol and SMGs packs, for example)? Or maybe have it in a config file?

    - What would happen if we'd go with something like
    Code:
    if isServer then {
    [tpw_ai_sup,0] call cba_fnc_addPerFrameHandler; 
    };
    Would it be enough in an MP environment? I don't see anything that would be messed up, but i don't have a dedi to test it. Would somebody be kind enough to try it?

  8. #138
    Second Lieutenant Kremator's Avatar
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    To speed this up even further, would FSM format be useful or overkill ?

  9. #139
    Des anyone think the sleep 30 part is too long? For my end 5 secs was enough. Though only few AI were in it, like 40 or 50

  10. #140
    Quote Originally Posted by Kremator View Post
    To speed this up even further, would FSM format be useful or overkill ?
    FSM does have an "event" for detected bullet hits (see DCExplosion (4)) but when i tested this some time ago the results were not quite what i expected taking into account the given description: "Ammo impact (explosion or a bullet hit) detected (seen or heard)".

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