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Thread: TPWC AI suppression system

  1. #671
    Hi to all,

    i´m so impressed from the last version of the @TPWC AI suppression system and as well from the unique @TPW LOS -Line of sight-,
    because the addons/scripts change the game totally, in my opinion.
    It´s a reexperience of the ArmA gameplay and i would say a new realism!

    Both scripts work perfect and the adjustments i have made give me the opportunity to choose the settings for a mission i like to play.
    If in a close combat, or as a sniper, also in distance fights, the awesome script allows everything to adjust, so that the realism becomes a new face...

    I´m out of words to discribe this wonderful work..., so i have to show how nice it works together.

    Big thank you and have a look, sow on the very quick reaction of my mates in combat!



    Regards
    McLupo
    Last edited by McLupo; Jul 24 2012 at 09:19.

  2. #672
    Quote Originally Posted by SavageCDN View Post
    So if I wanted to force player supp and shake on the dedicated server to test it out how would I go about doing it?
    In the tpwcas.sqf script there are 2 parameters that can be set to enable this:

    //PLAYER SUPPRESSION SHAKE. 0 = NO SUPPRESSION, 1 = SUPPRESSION.
    tpwcas_playershake = 1;

    //PLAYER SUPPRESSION VISUALS. 0 = NO SUPPRESSION, 1 = SUPPRESSION.
    tpwcas_playervis = 1;

    Currently those are set to 0 (enabled) by default for both Single play players as well as Multiplayer players.
    So in the latest code (v301) no need to change anything to be able to know if it works or not.. just make sure the AI is shooting you but dont kill you..

    ---------- Post added at 20:22 ---------- Previous post was at 20:10 ----------

    Quote Originally Posted by Wolf5 View Post
    We have same issue on our Linux server. It run with asr_ai. AI don't prone or crouch under suppression
    Hmmm, no good :-(

    While debug ball color changing works according to expected suppression level this limits the amount of potential causes.
    First we would need to know if stance changing commands like 'setunitpos "middle"' and 'setunitpos "down"' actually work on a dedicated Linux server.
    I'm not able to perform some Linux debug tests with this within the next 2 weeks, but will have a close look at it asap.

    Is the Arma dedicated Linux server really different from the Arma dedicated Windows server that such different behaviour could be expected?
    Anyone any idea what could possibly be the issue here?

  3. #673
    Not put on the thread for a while been testing hard: 3.01, are we still on that?

    I made a vid tonight of TPWC working with parts from gl4 and slx. I will have to edit it as its over 4gb long, that’s even with it at 25% recorded on msi afterburner. Anyhow, it shows all these mods at work, it’s a combat vid (only a skirmish) based in a small village (Takistan), it shows the ai using buildings, to position themselves at windows, doors, balconies, rooftops etc, and firing from those positions.

    Now this happens normally with the mix our group uses, but with TPWC it seems to let them position a little more nicely, how! who knows, its all upto the ai, they make the decisions. The fire-fight went on for around 20mins or so, I placed myself in town as a preacher, figured they wouldn't shot me that way.. I was also a unit for the Russians (the attackers) but left myself well out of harms way and let my comrades get on with it. They are all ai, I am the only human on the map. I put the civilian in the village so that I could watch how the BAF squads got on.

    I will have to edit it to get it uploaded to youtube, or put it in parts. Will work on it over the weekend and try and get it up asap and link it in the thread.
    Any ideas on why the lower quality recording setting (i.e.25%) makes the picture darker than for real?
    Still quite watchable on 720hd full screen, but not great quality, I am a bit hopeless video making..

    The mods working great at present, but still testing, have to do a full on town attack, building to building, now may have to do that in a slightly higher quality setting maybe 40%, just takes soooo long to upload these things..
    Why does 24mins or so cost over 4gb, seems alot to me...

  4. #674
    First Sergeant
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    Author of the Thread
    Quote Originally Posted by Ollem View Post
    In the tpwcas.sqf script there are 2 parameters that can be set to enable this:

    //PLAYER SUPPRESSION SHAKE. 0 = NO SUPPRESSION, 1 = SUPPRESSION.
    tpwcas_playershake = 1;

    //PLAYER SUPPRESSION VISUALS. 0 = NO SUPPRESSION, 1 = SUPPRESSION.
    tpwcas_playervis = 1;

    Currently those are set to 0 (enabled) by default for both Single play players as well as Multiplayer players.
    So in the latest code (v301) no need to change anything to be able to know if it works or not.. just make sure the AI is shooting you but dont kill you..

    ---------- Post added at 20:22 ---------- Previous post was at 20:10 ----------


    Hmmm, no good :-(

    While debug ball color changing works according to expected suppression level this limits the amount of potential causes.
    First we would need to know if stance changing commands like 'setunitpos "middle"' and 'setunitpos "down"' actually work on a dedicated Linux server.
    I'm not able to perform some Linux debug tests with this within the next 2 weeks, but will have a close look at it asap.

    Is the Arma dedicated Linux server really different from the Arma dedicated Windows server that such different behaviour could be expected?
    Anyone any idea what could possibly be the issue here?
    Units don't crouch if already prone:
    PHP Code:
    if ((_unit call CBA_fnc_getunitanimselect 0 != "prone"then  
                            

                            
    _unit setunitpos "middle";     
                            }; 
                        }; 
    I wonder if CBA_fnc_getunitanim is not working properly?

  5. #675
    Sergeant Major Old Bear's Avatar
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    Location
    Marseille, France
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    1,601
    New on front page at Armed Assault.info

    Link to mirrors :

    TPWC AI Suppress (TPWCAS) (v 3.01) : http://www.armedassault.info/index.p...addons&id=1960

    TPWLOS (v 1.02) : http://www.armedassault.info/index.p...addons&id=1963

  6. #676
    Quote Originally Posted by tpw View Post
    Units don't crouch if already prone:
    PHP Code:
    if ((_unit call CBA_fnc_getunitanimselect 0 != "prone"then  
                            

                            
    _unit setunitpos "middle";     
                            }; 
                        }; 
    I wonder if CBA_fnc_getunitanim is not working properly?
    The issue is the AI units didn't even go crouched..
    E.g. shooting near some standing friendly AI popped up some nice green debug balls but no crouching nor prone..
    Same for enemy AI: nice red balls and yellow balls but that's it, they just stand tall until they notice you and regular AI behaviour kicks in.

    Might be a long shot but some 9 days ago, a new Linux server version has been released:
    http://forums.bistudio.com/showthrea...eta-1-60-94743

    fix list includes:
    * code sync with win platform
    * changes and tweaks from windows branch including for netcode
    * this version brings linux in sync with actual windows server improvements and ai/mp fixes ...

    So perhaps this may solve the issue? To be confirmed..

  7. #677
    we don't put beta on server but if you need some tests on linux server, i maybe help you.

  8. #678
    First I want to thank everyone who made this mod. Great job!

    I am using the CWR2 mod with TPWC Sup & Los plus ASR AI. The own AI react like they should and the bubble appears etc. when under constant fire. But I cannot see any bubbles over enemy's head and it looks like they do not go prone when under constant fire. Is it possible that there is an issue where the mod works with own AI but not with enemy AI?

  9. #679
    First Sergeant
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    Author of the Thread
    Quote Originally Posted by Zellfisch View Post
    First I want to thank everyone who made this mod. Great job!

    I am using the CWR2 mod with TPWC Sup & Los plus ASR AI. The own AI react like they should and the bubble appears etc. when under constant fire. But I cannot see any bubbles over enemy's head and it looks like they do not go prone when under constant fire. Is it possible that there is an issue where the mod works with own AI but not with enemy AI?
    Thanks for the report Zellfisch.

    Are you playing SP, MP or on a dedi? Addon or script? In my experience with SP the mod works for all units on a map, or none of them (usually due to a misconfiguration or lack of CBA). I don't play MP so can't comment on that.

  10. #680
    Also are you running the lastest beta of ASR_AI? (can't remember version ATM)

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