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Thread: TPWC AI suppression system

  1. #1
    First Sergeant
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    TPWC AI suppression system

    Description: Singleplayer, Multiplayer and Dedicated Server Compatible AI Suppression System
    Authors: TPW && -Coulum- && fabrizio_T && Ollem
    Latest Version: 3.04
    Released: 201200810
    Download (addon and scripts): http://dl.dropbox.com/u/481663/TPWC_AI_SUPPRESS_304.zip
    Requirements: CBA

    Introduction:
    One of the things sorely missing from Arma2 is reaction to passing bullets. An AI unit will often stand around quite happily whilst bullets whiz by. This makes effective suppression of AI enemies difficult - you basically always have to aim to kill them since you can't make them keep their heads down by shooting nearby.

    This addon aims to address this problem by making AI units react to passing projectiles. If a bullet snaps by within 10m of an AI unit, it will crouch/kneel (depending on movement), and if more than 10 bullets pass by a unit in 5 seconds, the unit will drop/crawl. After 10 seconds without bullets, the unit will return to its previous stance.

    Additionally, suppressive fire can alter the aiming shake, accuracy and courage of the suppressed unit. The more fire directed near a unit, the lower its skills will become. Nearby casualties will further decrease a unit's courage. After 5 or so seconds without bullets, the skills will gradually return to normal. Player units will optionally experience some visual effects if suppressed (camera shake, vision blur and darkening).

    Currently there is no "suppressed" eventhandler in the game engine, so TPWCAS aims to mimic one by constantly monitoring whether any active bullet/shell projectile objects have units within a 10m radius. This allows TPWCAS to work for any opfor, blufor or independent on the map, whether editor-placed or spawned.

    TPWCAS significantly changes gameplay, allowing for longer engagements and more thought required to survive them.

    Important note:
    TPWCAS is not an all-in-one AI behaviour modification mode. Its primary purpose at this time is to cause units to duck/drop and lose some shooting competence under suppressive fire. It's designed to play well with mods which DO alter AI behaviours under combat stress, and you are encouraged to use these if you require additional realism such as moving to cover.

    Very important note:
    TPWCAS started life as an SP only mod, but a large amount of effort has gone into modifying the bullet detection, suppression and visual debugging framework to work for MP and dedicated server. While every effort has gone into testing in SP, MP and dedi, we simply cannot vouch for perfect operation under all circumstances.

    Demo video:
    Here's what TPWCAS looks like in action. Many thanks to McLupo for this video.
    http://www.youtube.com/watch?v=WBJ-n...1&feature=plcp

    Development version 1.02, with coloured balls showing suppression state (green = unsuppressed, yellow = suppressed, red = fully suppressed). Thanks Ollem
    http://youtu.be/wVG_HEVSwRc

    Readme:
    Please read this for full details of TPWCAS, including features, installation, configuration, caveats, credits and changelog.
    Spoiler:


    Bonus addon TPWLOS 1.04: https://dl.dropbox.com/u/481663/TPW_AI_LOS_104.zip
    This addon improves AI response and realism in closer engagements. It is based on SaOk's excellent line-of-sight code which implements the new lineintersects, terrainintersect, eyepos and eyedirection commands introduced in OA beta patch 94103 (and simply won't work on earlier versions). TPWLOS works well with and nicely complements TPWCAS.

    TPWLOS scans for enemies near each opfor or blufor or independent unit, determines if they have line of sight to the enemy (no buildings or terrain in the way), runs a few more visibility checks based on light level, movement, camouflage etc, and if the enemy is determined as visible then the unit will face towards and shoot at the enemy. Reaction time should be well under a second, which greatly enhances squad response and aggression in CQB situations.
    Last edited by tpw; Sep 1 2012 at 00:22.

  2. #2

  3. #3

  4. #4
    First Sergeant
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    Author of the Thread
    Quote Originally Posted by metalcraze View Post
    Great. This will finally force those fools to kneel or go prone when under fire.

    The file is unavailable though
    I just clicked on the link and downloaded it. Give it another go.

  5. #5
    Yep, the download is now available... probably some syncing with the server

  6. #6
    Yep, working fine now. Thanks, tpw.

  7. #7
    Staff Sergeant
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    wow, so much work getting done today, just outstanding! Thanks tpw!

  8. #8
    Ok, after 30 mins of trying this mod out with ASR AI I've noticed three things preemptively (Full/Mode 3):

    1) The AI is a lot more accurate than they were with only ASR AI active. My squads and I for that matter keep getting wiped out.

    2) The AI (both sides) is getting suppressed by enemy fire only after 2-3 shots from enemy fire.

    3) A possible future script lag issue (if the mission is persistent) because dead bodies remained suppressed (Red markers over the dead's heads even after the bodies are 'cleaned up' by the mission, not completely sure if this would raise an issue later or not but is possible).

    Please note that these comments are not set in stone as of yet as I'm still testing the different configurations out. This is a great work, FINALLY everybody's hitting the floor after being shot at though! That was the first thing I noticed at initial contact.
    Last edited by DeltaFiveOne; Jun 23 2012 at 06:31. Reason: Quick correction
    - Delta 5-1

  9. #9
    First Sergeant
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    Author of the Thread
    Thanks for the observations DeltaFiveOne

    1- TPWCAS shouldn't increase unit skill values beyond what they are initially. A unit can't get more accurate, only less accurate once suppressed. The suppression script actually waits 30 seconds after starting, so that ASR AI can set each unit's skills, and then it uses those.

    2 - That's the idea. They will react to a single shot by kneeling and losing a little skill. They react to multiple shots by dropping and losing significant skill.

    3 - The red balls don't disappear after a unit is killed, however dead units are no longer affected by the suppression script. Maybe I need to debug the debugging

    Quote Originally Posted by DeltaFiveOne View Post
    Ok, after 30 mins of trying this mod out with ASR AI I've noticed three things preemptively (Full/Mode 3):

    1) The AI is a lot more accurate than they were with only ASR AI active. My squads and I for that matter keep getting wiped out.

    2) The AI (both sides) is getting suppressed by enemy fire only after 2-3 shots from enemy fire.

    3) A possible future script lag issue (if the mission is persistent) because dead bodies remained suppressed (Red markers over the dead's heads even after the bodies are 'cleaned up' by the mission, not completely sure if this would raise an issue later or not but is possible).

    Please note that these comments are not set in stone as of yet as I'm still testing the different configurations out. This is a great work, FINALLY everybody's hitting the floor after being shot at though! That was the first thing I noticed at initial contact.
    Last edited by tpw; Jun 23 2012 at 06:45.

  10. #10
    I'll probably have to lower ASR AI's accuracy to see if that fixes it as a whole. Thanks.

    ---------- Post added 06-23-2012 at 12:09 AM ---------- Previous post was 06-22-2012 at 11:43 PM ----------

    Ok yeah, I think it's the sleep command. In this particular mission I'm using the action jumps off right away so I should probably raise that number. Add-on's working great now thanks again tpw!
    Last edited by DeltaFiveOne; Jun 23 2012 at 07:40.

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