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Thread: TPWC AI suppression system

  1. #11
    Thank you very much for informing us about this release, I have been following the development thread and this is a great AI addition


    Release frontpaged on the Armaholic homepage.


  2. #12
    First Sergeant
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    Thanks fox, I appreciate the support as always!

  3. #13
    It's excellent! Had some great fun with the (older, pre 1.0 PBO) version yesterday in SP, gonna try this one soon. One suggestion - as it is a pretty new addon, and one that you are probably gonna work on more, can you get it on Six Network so we can check development and update through SixUpdater?

  4. #14
    First Sergeant
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    Quote Originally Posted by fraczek View Post
    It's excellent! Had some great fun with the (older, pre 1.0 PBO) version yesterday in SP, gonna try this one soon. One suggestion - as it is a pretty new addon, and one that you are probably gonna work on more, can you get it on Six Network so we can check development and update through SixUpdater?
    Sure thing fraczek. I hadn't thought of that (rarely use Six myself), but if it will make users' lives easier then I'll get in touch with Sickboy about it.

  5. #15
    Hello,

    I have just tried the script version, and I have to say that it is awesome !

    I just have some questions : I haven't noticed any particularity for Sniper bullet. I'd like to know if it would be possible to trigger the suppressed mode in case the unit is targeted by a sniper rifle.

    Actually, more generally, if I want to trigger the suppressed mode independently from fire (for instance, let's say explosion nearby), what would be the launch code ?

    Thank you,

    GFt
    "First they ignore you, then they ridicule you, then they fight you, then you win."
    - Mahatma Gandhi

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    Tell them, because our fathers lied"
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  6. #16
    Master Gunnery Sergeant Variable's Avatar
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    Now this is a game changer! Thanks a lot! Really looking forwards for an MP version!

  7. #17
    First Sergeant
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    Quote Originally Posted by guyfawkestom View Post
    Hello,

    I have just tried the script version, and I have to say that it is awesome !

    I just have some questions : I haven't noticed any particularity for Sniper bullet. I'd like to know if it would be possible to trigger the suppressed mode in case the unit is targeted by a sniper rifle.

    Actually, more generally, if I want to trigger the suppressed mode independently from fire (for instance, let's say explosion nearby), what would be the launch code ?

    Thank you,

    GFt
    Hi GFt. I specifically tried out sniper rifles when we were developing this, because I was worried that the high velocity projectiles would pass through the 10m detection radius too quickly. The various 7.62 and 12.7mm rifles I tried all worked. Can you tell me which one is causing the problem?

    AI already react to nearby explosions to some extent I thought. I'm not sure the best way to go about suppressing them with explosions but could probably have them react to the actual grenade projectile. Might be something to consider for v1.01, thanks!

    Quote Originally Posted by Variable View Post
    Now this is a game changer! Thanks a lot! Really looking forwards for an MP version!
    Thanks Variable. Gonna have to enrol 3rd parties to test out the MP side of things. Any volunteers?

  8. #18
    Second Lieutenant Kremator's Avatar
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    MP testing .... of course! Count me in. I have a dedi server waiting

    Really want this to be part of something bigger (as with the LOS FSM thing )

  9. #19
    First Sergeant
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    Thanks Krem, knew I could count on you! Fire it up on your dedi. The script is not player centric, nor at this stage are there any if (isDedicated) exitWith {}; type commands in it.

    My goal is to have suppression, LOS (FSM or otherwise), and ASR_AI all playing perfectly happy together, nice and modular. That way people can chose the bits they want. I'm using all 3 and am very happy with it at this stage, but a bit more work is still in order.

    Quote Originally Posted by Kremator View Post
    MP testing .... of course! Count me in. I have a dedi server waiting

    Really want this to be part of something bigger (as with the LOS FSM thing )

  10. #20
    For MP testing, i recommend using the script and making sure it's executed on the server only. Having it running on every client could result in some weird behaviour.

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