Face Posted February 7, 2015 Author Report Share Posted February 7, 2015 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. Link to comment Share on other sites More sharing options...
Totto005 Posted February 7, 2015 Report Share Posted February 7, 2015 I want that the only pyrgos Spawn and sometimes as 3 units . How do I set the . Have few things set but not .Go Link to comment Share on other sites More sharing options...
BullRaider Posted February 7, 2015 Report Share Posted February 7, 2015 This tool can create AI's Divers ? Link to comment Share on other sites More sharing options...
fullaholes Posted February 7, 2015 Report Share Posted February 7, 2015 Any chance or way the AI in land and air vehicles can use the lights at night ? I see them using the flashlight on their weapons at night so they know how to use a switch ;) . Link to comment Share on other sites More sharing options...
Face Posted February 7, 2015 Author Report Share Posted February 7, 2015 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. fullaholes 1 Link to comment Share on other sites More sharing options...
Incsy Posted February 8, 2015 Report Share Posted February 8, 2015 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..... Link to comment Share on other sites More sharing options...
Face Posted February 8, 2015 Author Report Share Posted February 8, 2015 @Incsy: That is correct: If you disable the dynamic uniform list, whatever is set in A3EAI_uniformTypes dictates what A3EAI will use as uniforms Incsy 1 Link to comment Share on other sites More sharing options...
lowrey Posted February 8, 2015 Report Share Posted February 8, 2015 @FACE This is outstanding work! Just finished smoke testing on our test server and it's so good it's already on live! Thank you and keep up the good.. no wait GREAT work! M Link to comment Share on other sites More sharing options...
BullRaider Posted February 8, 2015 Report Share Posted February 8, 2015 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? Link to comment Share on other sites More sharing options...
horbin Posted February 8, 2015 Report Share Posted February 8, 2015 Maybe experimenting with the 'Behaviour' of the AI will help with the lights. Driver set to 'safe', or something other than 'combat' or 'stealth' may get him to leave his headlights on. (assuming the driver does not have NVG's :)) Link to comment Share on other sites More sharing options...
Face Posted February 8, 2015 Author Report Share Posted February 8, 2015 @a3epoch: Your vehicle classnames are all wrong. Use epochconfig.hpp and copy/paste the classnames instead of typing them yourself. Link to comment Share on other sites More sharing options...
BullRaider Posted February 8, 2015 Report Share Posted February 8, 2015 @a3epoch: Your vehicle classnames are all wrong. Use epochconfig.hpp and copy/paste the classnames instead of typing them yourself. :o You're right, sorry! Link to comment Share on other sites More sharing options...
PAR4NA Posted February 8, 2015 Report Share Posted February 8, 2015 Its leave open vehicles? Link to comment Share on other sites More sharing options...
larsmos2011 Posted February 9, 2015 Report Share Posted February 9, 2015 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 Link to comment Share on other sites More sharing options...
noswadm Posted February 9, 2015 Report Share Posted February 9, 2015 Love this script! Is there a setting to allow you to take downed helos or vehicles from patrols (after you fixed them of course)? Link to comment Share on other sites More sharing options...
Face Posted February 9, 2015 Author Report Share Posted February 9, 2015 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. Link to comment Share on other sites More sharing options...
emmenboy Posted February 9, 2015 Report Share Posted February 9, 2015 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 Link to comment Share on other sites More sharing options...
Face Posted February 10, 2015 Author Report Share Posted February 10, 2015 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. emmenboy 1 Link to comment Share on other sites More sharing options...
Face Posted February 10, 2015 Author Report Share Posted February 10, 2015 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. Link to comment Share on other sites More sharing options...
second_coming Posted February 10, 2015 Report Share Posted February 10, 2015 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 Link to comment Share on other sites More sharing options...
larsmos2011 Posted February 10, 2015 Report Share Posted February 10, 2015 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 Link to comment Share on other sites More sharing options...
Humpabry Posted February 10, 2015 Report Share Posted February 10, 2015 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 ;/ Link to comment Share on other sites More sharing options...
Face Posted February 10, 2015 Author Report Share Posted February 10, 2015 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: 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) 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. Link to comment Share on other sites More sharing options...
Totto005 Posted February 11, 2015 Report Share Posted February 11, 2015 Where do I set the only of my cords spawn.Alles well so far but they still Spwan everywhere. Link to comment Share on other sites More sharing options...
lowrey Posted February 11, 2015 Report Share Posted February 11, 2015 @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. Link to comment Share on other sites More sharing options...
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