Page 58 of 115 FirstFirst ... 84854555657585960616268108 ... LastLast
Results 571 to 580 of 1144

Thread: TPWC AI suppression system

  1. #571
    First Sergeant
    Join Date
    Oct 30 2009
    Location
    Brisbane, Australia
    Posts
    980
    Author of the Thread
    Hi all.

    I've almost finished a text based graphical debug that doesn't actually attach civilian debug balls to any units, but shows suppression status with text floating near each unit. I will release the next TPWCAS with it as an option. So you'll be able to select either no debugging, text based, or full pretty balloons. Hopefully everyone will be happy then.

    Also, Professor Ollem has just about hit the MP and Dedi nail on the head, so an experimental build of MP TPWCAS will be released shortly also.

  2. #572
    Quote Originally Posted by tadanobu View Post
    Isn't a case of can't be bothered but constraints on time I have available to test. I noticed what I thought might be a problem and, because others want to use coslx and it's been pointed out that there might be conflicts between mixing it and other mods with tpwc, asr etc, I thought I'd share my observations on here for others to investigate further if so inclined. Remember I'm not trying to pick holes in coslx and I've stressed a number of times already that the problem I've seen is with tpwc debug enabled only. coslx with or without wounds included with tpwc debug disabled works fine.
    Hmm, I think you read my post as harsh, in retrospect it might seem so as it was rather terse - not my intention, apologies if I inadvertently offended you.

    Actually I lied - I have in fact run a few more tests as I was puzzled why the civ count shot up so abruptly - there are only 12 -15 or so civ units spawned in that mission AFAICT, It's odd that even with debug off the count goes up (but still stabilises). Same happens with no COSLX, just that the count is higher with that running as well.

    Not terribly well controlled experiments, I lacked the time & concentration to set up a proper test mission; I may do that as I'm puzzled what it is counting. It isn't dead bodies; I reduced the recycle bin max to 20 & got similar figures to when it was 200.

    IIRC all sorts of things including a lot of inanimate objects are classed as civs. Maybe it's something unobvious like dropped weapons - if you're using vanilla CO SLX_wounds the count of those will go up over time.


    @tpw: great, looking forward to it. Colours don't show up too well through NVGs

  3. #573
    I'm using COSLX (all of it), ACE, ASR_AI and TPWC_AI and I haven't noticed any real problems except that dead bodies rarely behave a bit funky but that's probably a COSLX issue.

  4. #574
    First Sergeant
    Join Date
    Oct 30 2009
    Location
    Brisbane, Australia
    Posts
    980
    Author of the Thread

    2.07beta release

    Given the rapid pace of MP development by Ollem and Fabrizio, this may well turn out to be one of the last SP releases.

    TPWCAS 2.07 beta: http://filesonly.com/download.php?fi...PPRESS_207.zip

    Changelog:
    • Added floating text based debugging.
    • bDetect start hint now correctly not displayed if TPWCAS hint is not displayed.
    • Courage is only decreased if there are nearby friendly casualties.
    • bDetect 0.67.


    The main change is floating text debugging, which might help those people who'd like visual debugging but are experiencing issues with balls registering as civilians. Both kinds of debugging are on by default.
    Last edited by tpw; Jul 10 2012 at 09:42.

  5. #575
    Second Lieutenant Kremator's Avatar
    Join Date
    Jun 8 2007
    Location
    Cambridge, UK
    Posts
    4,970
    Even though these have been SP releases, I have been able to test solely on my dedi. For the majority of time it works reasonably well. A full MP variant will be lovely.

    I reckon that I will still get a slight slowdown as I normally run with 300-400AI most of the time

    Keep up the good work gents !

  6. #576
    First Sergeant
    Join Date
    Oct 30 2009
    Location
    Brisbane, Australia
    Posts
    980
    Author of the Thread
    Quote Originally Posted by Kremator View Post
    Even though these have been SP releases, I have been able to test solely on my dedi. For the majority of time it works reasonably well. A full MP variant will be lovely.

    I reckon that I will still get a slight slowdown as I normally run with 300-400AI most of the time

    Keep up the good work gents !
    You know how I keep saying Ollem and Fabrizio are magicians? I mean that metaphorically. If you could run 400 units without slowdown, then they'd have to be actual magicians....

  7. #577
    Quote Originally Posted by tpw View Post
    You know how I keep saying Ollem and Fabrizio are magicians? I mean that metaphorically. If you could run 400 units without slowdown, then they'd have to be actual magicians....
    Thanks, but Fabrizio is the real magician - I'm just the assistant ;-)

  8. #578
    Quote Originally Posted by Ollem View Post
    Thanks, but Fabrizio is the real magician - I'm just the assistant ;-)
    Popcorn is ready... .can't wait for the show to start!!


  9. #579
    bDetect v0.70 SP/MP released.
    Please wait for a new release of TPWC AI to hook it.

    Big thanks to Ollem.

    For script version, MP required configuration is:

    Code:
    bdetect_mp_enable = true;
    Since MP is not automatically handled per-default (to limit overhead for SP-only players).

    Then, ONLY if server side detection is not considered satisfactory please try adding:

    Code:
    bdetect_mp_per_frame_emulation = true;
    ---

    Now let's see what's working and what's not - TPW it's up to you hooking this

    ---------- Post added at 18:54 ---------- Previous post was at 18:48 ----------

    Quote Originally Posted by Ollem View Post
    Thanks, but Fabrizio is the real magician - I'm just the assistant ;-)
    Not true, without your efforts we would NOT have any bDetect MP version available.
    Last edited by fabrizio_T; Jul 10 2012 at 19:02.

  10. #580
    Hi tpw

    Thanks for the update!

    A few quick tests - same missions, same addons as before:

    - the text debug clashes badly with CO SLX_wounds, I'm guessing it's the name-labelling of the wounded ally markers. System graunches to a halt, errors like:
    Spoiler:


    Debug balls work OK, but twice also had some video memory surface errors (but recovered after a flush). The tell-tale is suddenly getting a black screen with "Receiving...", both times on switching from optics to normal view. Also noticed when I turned them on that map unit markers were now mostly triangles (with or without SLX running) & a few allies had red triangles.

    Without SLX in Trial by Fire (2of 3 runs) the chopper didn't land, it headed inland; Once it shot up the ZSU truck then landed, once it just kept circling around shooting (badly!) at anything enemy, & never landed. With SLX it merely fires at the truck as it comes in to land.

    In a couple of missions - "Pinned Down" & a port to Podagorsk of the latest Flashpoint mission - with & without SLX, & a single run of "Pinned Down" without asr_ai or SLX (so only CBA, TPW_LOS & OKT_noblur running) I got intermittent error messages about aiming shake:
    Code:
    Error in expression <"aimingshake",_newshake];        
    _unit setskill ["courage",_newcourage];  
    };
    >
      Error position: <setskill ["courage",_newcourage];  
    };
    >
      Error Type Any, expected Number
    File tpwc_ai_suppress_207\tpwcas_decskill.sqf, line 47
    I had similar results with the script version & the PBO. Also happened once or twice with all debugging off in one test.

    I'll have a hack at the SLX_Wounded.sqf in ORC_SLX_wounds to see if I can disable the wounded-ally marker-naming without buggering up the whole thing. The naming is fairly pointless anyway (except maybe in a large MP).

    If something is conflicting with map markers I should probably look at one or two HC missions as well.

    I'll run some more methodical tests tomorrow - just CBA & TPWC AIS207, then add in the others one by one.

Page 58 of 115 FirstFirst ... 84854555657585960616268108 ... LastLast

Similar Threads

  1. Suppression Effects
    By -Coulum- in forum ARMA 2 & OA - SUGGESTIONS
    Replies: 35
    Last Post: Oct 17 2011, 14:33
  2. Suppression
    By Alex72 in forum ARMA 2 & OA - SUGGESTIONS
    Replies: 1
    Last Post: Dec 30 2009, 04:26
  3. Suppression mode
    By BKnight3 in forum ARMA 2 & OA - GENERAL
    Replies: 4
    Last Post: Jul 16 2009, 22:19
  4. Suppression
    By hawk66de in forum ARMA 2 & OA : MISSIONS - Editing & Scripting
    Replies: 1
    Last Post: Jun 5 2009, 22:41
  5. My AI Suppression Script...
    By Meathead in forum ARMA - MISSION EDITING & SCRIPTING
    Replies: 4
    Last Post: Jan 17 2009, 13:56

Posting Permissions

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