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A3EAI - Roaming/Vehicle AI Patrols - Discontinued


Face

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Could that possibly be fixed with the upcoming 'setGroup' commands being added in a "coming soon" build of Arma 3 mentioned in the latest SITREP report?  It would be cool if when a group spawns in it becomes it's own...well...group, with allegiance only to itself.  Then you could do some really cool stuff with true 'hero' and 'bandit' AI.

 

Unless I'm wrong, that's setGroupOwner, which is the new version of setOwner that properly transfers AI locality. I also wish for way to make independent groups, it would make my life so much more easy, that's for sure.

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I've tested vehicle lights in the past. Lights can be turned on but the AI behavior causes them to turn their lights back off if they enter combat. A loop can be made to keep forcing the lights back on but you would have a very awkward strobe-light effect as the AI behavior and script fight against each other, as well as needless performance hits.

 

I know, it sucks. Having helicopters with searchlights would have been awesome and intimidating.

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So if i want to just have ai in a certain uniform, I'd make the following changes?

 

A3EAI_config.sqf

//Enable to generate AI uniform types from Epoch loot tables (Default: true)
A3EAI_dynamicUniformList = false;

and then just leave the one i want them all wearing.
 

//AI uniform classnames. Note: A3EAI_uniformTypes will not be read if A3EAI_dynamicUniformList is enabled.
//------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
A3EAI_uniformTypes = ["U_O_CombatUniform_ocamo", "U_O_GhillieSuit", "U_O_PilotCoveralls", "U_O_Wetsuit", "U_OG_Guerilla1_1", "U_OG_Guerilla2_1", "U_OG_Guerilla2_3", "U_OG_Guerilla3_1", "U_OG_Guerilla3_2", "U_OG_leader", "U_C_Poloshirt_stripped", "U_C_Poloshirt_blue", "U_C_Poloshirt_burgundy", "U_C_Poloshirt_tricolour", "U_C_Poloshirt_salmon", "U_C_Poloshirt_redwhite", "U_C_Poor_1", "U_C_WorkerCoveralls", "U_C_Journalist", "U_C_Scientist", "U_OrestesBody", "U_Wetsuit_uniform", "U_Wetsuit_White", "U_Wetsuit_Blue", "U_Wetsuit_Purp", "U_Wetsuit_Camo", "U_CamoRed_uniform", "U_CamoBrn_uniform", "U_CamoBlue_uniform", "U_Camo_uniform", "U_ghillie1_uniform", "U_ghillie2_uniform", "U_ghillie3_uniform", "U_C_Driver_1", "U_C_Driver_2", "U_C_Driver_3", "U_C_Driver_4", "U_C_Driver_1_black", "U_C_Driver_1_blue", "U_C_Driver_1_green", "U_C_Driver_1_red", "U_C_Driver_1_white", "U_C_Driver_1_yellow", "U_C_Driver_1_orange", "U_C_Driver_1_red"];

Superb Mod as well.....

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What did need to change the configuration file so that my patrol vehicles will work?

Ilha1 to Ilha23 is working perfectly, but Ilha24 to Ilha27 are my patrol vehicles do not appear in the server !!!

["Ilha1",[13671.3,2961.82,0.00159836],300,4,2,false,0] call A3EAI_createCustomInfantryQueue;
["Ilha2",[13681.3,2954.03,0.00159073],100,2,1,false,0] call A3EAI_createCustomInfantryQueue;
["Ilha3",[13939.2,2936.84,0.00130272],200,2,1,false,0] call A3EAI_createCustomInfantryQueue;
["Ilha4",[14073,2732.98,0.00196457],100,1,1,false,0] call A3EAI_createCustomInfantryQueue;
["Ilha5",[14187.2,2740.76,0.00206614],100,1,2,false,0] call A3EAI_createCustomInfantryQueue;
["Ilha6",[13757.4,2756.87,0.00320816],100,1,2,false,0] call A3EAI_createCustomInfantryQueue;
["Ilha7",[13402.9,2790.31,0.334898],50,2,1,false,0] call A3EAI_createCustomInfantryQueue;
["Ilha8",[13290.1,2739.68,0.00169563],300,1,3,false,0] call A3EAI_createCustomInfantryQueue;
["Ilha9",[13468.8,3121.55,0.000909805],300,1,3,false,0] call A3EAI_createCustomInfantryQueue;
["Ilha10",[13183.1,3177.16,0.000553131],200,1,3,false,0] call A3EAI_createCustomInfantryQueue;
["Ilha11",[13542.9,3431.25,0.00208092],200,1,3,false,0] call A3EAI_createCustomInfantryQueue;
["Ilha12",[13686.2,2938.92,0.00153732],200,1,3,false,0] call A3EAI_createCustomInfantryQueue;
["Ilha13",[13132.6,3124.36,-0.00038147],200,2,3,false,0] call A3EAI_createCustomInfantryQueue;
["Ilha14",[13112.3,3257.8,0.00207901],100,1,3,false,0] call A3EAI_createCustomInfantryQueue;
["Ilha15",[13474.5,3342.56,0.00141144],100,1,3,false,0] call A3EAI_createCustomInfantryQueue;
["Ilha16",[13502.3,3468.85,0.00298119],100,2,2,false,0] call A3EAI_createCustomInfantryQueue;
["Ilha17",[13728.9,3361.88,5.95429],100,1,3,false,0] call A3EAI_createCustomInfantryQueue;
["Ilha18",[13562.6,3150.72,0.00117683],200,2,1,false,0] call A3EAI_createCustomInfantryQueue;
["Ilha19",[13440.7,2969.75,0.00216317],100,2,2,false,0] call A3EAI_createCustomInfantryQueue;
["Ilha20",[13300.1,2760.47,0.00234222],100,2,2,false,0] call A3EAI_createCustomInfantryQueue;
["Ilha21",[13339.6,2714.35,0.00132847],100,1,2,false,0] call A3EAI_createCustomInfantryQueue;
["Ilha22",[13382.6,2758.54,0.00106812],100,3,3,false,0] call A3EAI_createCustomInfantryQueue;
["Ilha23",[13671.8,2928.14,0.00136185],5,4,3,false,0] call A3EAI_createCustomInfantryQueue;

["Ilha24",[13603.3,3153.23,0.00158882],"C_Offroad",300,[1,2],3] call A3EAI_createCustomVehicleQueue;
["Ilha25",[14008.7,2942.84,0.000972748],"C_Quadbike",300,[1,1],2] call A3EAI_createCustomVehicleQueue;
["Ilha26",[13361.6,2759.91,0.001441],"C_Quadbike",300,[1,1],1] call A3EAI_createCustomVehicleQueue;
["Ilha27",[13640.8,3005.04,0.00187302],"B_Heli Light",300,[1,2],2] call A3EAI_createCustomVehicleQueue;

Someone knows what could be wrong?

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Getting the following error using this A3EAI_custom_defs:

I am using vanilla files and in the config i only changed the setting to activate the custom spawns. I never touched the file in the error. any help ?
 

18:13:20 Bad conversion: array
18:13:20 Error in expression <Queue;",_totalAI,_patrolDist,_unitLevel,_respawnTime];
_trigger = createTrigger >
18:13:20   Error position: <_respawnTime];
_trigger = createTrigger >
18:13:20   Error settriggertext: Undefined variable in expression: _respawntime
18:13:20 File A3EAI\compile\A3EAI_unit_spawning\A3EAI_setup_customspawn.sqf, line 11
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Getting the following error using this A3EAI_custom_defs:

I am using vanilla files and in the config i only changed the setting to activate the custom spawns. I never touched the file in the error. any help ?

 

18:13:20 Bad conversion: array
18:13:20 Error in expression <Queue;",_totalAI,_patrolDist,_unitLevel,_respawnTime];
_trigger = createTrigger >
18:13:20   Error position: <_respawnTime];
_trigger = createTrigger >
18:13:20   Error settriggertext: Undefined variable in expression: _respawntime
18:13:20 File A3EAI\compile\A3EAI_unit_spawning\A3EAI_setup_customspawn.sqf, line 11

 

I will be looking into this issue, thanks for reporting it. However, you should first make sure you're using the latest version of the Editor Tool (1.0.2).

 

Love this script!

 

Is there a setting to allow you to take downed helos or vehicles from patrols (after you fixed them of course)?

 

Unfortunately, this is one request I have to decline as I don't agree with having players take AI vehicles in any way. If there is someone who would like to make their own changes to allow this and share the changes, they are more than welcome to.

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Hi Face! Thanks for this addon, its very very nice!

I have a question, i set Ai spawn only 2 UH80 Heli and all work fine, ai engage me but when shot at eli, the shots do not break down. I shot an infinity of m107 shots but landed pulling down the ai soldiers. it is normal that the vehicle is not damaged? Thanks

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Hi Face! Thanks for this addon, its very very nice!

I have a question, i set Ai spawn only 2 UH80 Heli and all work fine, ai engage me but when shot at eli, the shots do not break down. I shot an infinity of m107 shots but landed pulling down the ai soldiers. it is normal that the vehicle is not damaged? Thanks

 

AI vehicles is my next area of focus. Part of my plan is to check if the high durability of AI helis is due to their armor or a bug.

 

I do know that taking out the tail rotor or killing the pilot will successfully take down the helicopter, though.

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Getting the following error using this A3EAI_custom_defs:

I am using vanilla files and in the config i only changed the setting to activate the custom spawns. I never touched the file in the error. any help ?

 

<quote removed>

 

I just tested out your custom spawns using the same A3EAI_custom_defs.sqf file and I wasn't able to replicate your error. Make sure you're running A3EAI 0.2.2 and using the Editor Tool that comes with it, don't mix and match A3EAI/Editor Tool versions (if you are). I would first check that you're using 0.2.2 because your spawn definitions seem fine at first glance.

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I will be looking into this issue, thanks for reporting it. However, you should first make sure you're using the latest version of the Editor Tool (1.0.2).

 

 

Unfortunately, this is one request I have to decline as I don't agree with having players take AI vehicles in any way. If there is someone who would like to make their own changes to allow this and share the changes, they are more than welcome to.

Even I managed to find the relevant variable to change so it's easy to do if anyone really wants to do it, although the vehicles will despawn at server restart. Resolving that will take a lot more effort :D

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I just tested out your custom spawns using the same A3EAI_custom_defs.sqf file and I wasn't able to replicate your error. Make sure you're running A3EAI 0.2.2 and using the Editor Tool that comes with it, don't mix and match A3EAI/Editor Tool versions (if you are). I would first check that you're using 0.2.2 because your spawn definitions seem fine at first glance.

I am using the latest version. It could also be because of custom changes to the server. I added many global and public variables and global scripts, maybe they are in conflict, ill test it out by adding my custom stuff step by step. But the weird thing is sometimes it works, for example it worked fine when I took only 10 entries.

 

edit: I figured it out. A global variable was blocking it. 

edit2: nevermind, error is here again. Idk what is happening, i only changed sth. in the A3EAI_config and now its broken again. using the vanilla file again doesn't help. A sqf cant destroy other sqfs, can it? I mean changing them permanently.

Btw is it possible to add more stuff to the custom def file ? I mean other code than this arrays. I want to add a 10% chance that AI spawns at my custom maps military basea and i dont want to use global variables, so the "floor(random 9)" would be inside of the defs.sqf

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for last few days this been very nice for ai city...but

 

last night and even now today the ai are not spawning in thier right positions.

 

they spawn like 300m away from thier positions have 4-5 groups out of 30 groups spawning in my ai city now and rest all outside in random places ;/

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I am using the latest version. It could also be because of custom changes to the server. I added many global and public variables and global scripts, maybe they are in conflict, ill test it out by adding my custom stuff step by step. But the weird thing is sometimes it works, for example it worked fine when I took only 10 entries.

 

edit: I figured it out. A global variable was blocking it. 

edit2: nevermind, error is here again. Idk what is happening, i only changed sth. in the A3EAI_config and now its broken again. using the vanilla file again doesn't help. A sqf cant destroy other sqfs, can it? I mean changing them permanently.

Btw is it possible to add more stuff to the custom def file ? I mean other code than this arrays. I want to add a 10% chance that AI spawns at my custom maps military basea and i dont want to use global variables, so the "floor(random 9)" would be inside of the defs.sqf

 

I tried again using a fresh install of A3EAI straight from Github. Tried debug level 0 and 2, enabled A3EAI_loadCustomFile, used your custom def file and I still wasn't able to replicate your problem.

 

At this point, you should check that the files you're editing are actually the files your server is using. If you have to, wipe out every trace of A3EAI on your server and start over.

 

Sqf files can't affect other sqfs, but it's possible to overwrite any global functions. A3EAI uses compileFinal to avoid accidental/intentional function overwrites, but this only works if nothing is loaded before A3EAI that uses the same function name as one of A3AI's functions. All of the functions that A3EAI uses are prefixed with A3EAI_ so the chance of an accidental overwrite is slim to none.

 

If you want to add a chance to add spawns, just wrap the spawn line with this:

if (0.5 call A3EAI_chance) then {INSERT YOUR SPAWN LINE HERE}; //0.5 chance to call your spawn

The A3EAI_chance function saves you the hassle of doing the whole "floor random" thing and reduces the probability of mistakes.

 

for last few days this been very nice for ai city...but

 

last night and even now today the ai are not spawning in thier right positions.

 

they spawn like 300m away from thier positions have 4-5 groups out of 30 groups spawning in my ai city now and rest all outside in random places ;/

 

The custom spawns probably need some more adjusting since LOS/distance checks were added relatively recently. Right now, I'm stuck between a rock and a hard place:

 

  1. Action: Remove LOS/distance checks and allow AI to spawn wherever they're set to. Consequence: Players complain about AI spawning in their faces (rightfully so, that's the reason for the upgrades)
  2. Action: Add LOS/distance checks to prevent AI from spawning if they're too close to players or in their LOS. Consequence: What to do if no suitable spawn position can be found within the set spawn area? I can either cancel the spawn, then people complain about AI not spawning. or I can let the AI spawn farther away, then there's complaints about AI not spawning in the right place.

As you can see, there's a fine line of balancing that I'm trying to find right now. In the next update, I will be tweaking things more towards the "cancel" side rather than spawning in the "wrong" place and see how the complaints change.

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@Face I'n not sure if you read my last post... I added you AI scripts to my live server on Sat and whilst it works great (as scripted), the performance of my server plummets!

 

Hyper-threading seems to stop working (correctly anyway) and CPS seems to sit at about 15/20 under load. I removed it last night and the server is now back at 47+ FPS with 56 players online.

 

What performance impact have you seen and how are other hosters finding it with more that 40+ players on?

 

My servers spec (per epcoh server):

 

Processor - Intel®Xeon® E5-2630 v3
Speed - 8 Cores (HT) x 2.4 GHz(2.6 GHz Turbo Boost)
RAM - 64 GB DDR4 ECC
HDD - (2 x 240 GB SSD) Intel® S3500
Bandwidth - 1 Gbit/s

 

Nice work again.

 

Mike.

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