Monk Posted March 23, 2015 Report Share Posted March 23, 2015 Not sure if this has been suggested before but; What are your thoughts/is it possible to add more AI levels? Say 10? I request something like this so that I can increase the pools from which weapons/clothes etc are generated and in turn trying to give my AI a bit more character outside of the current 4 level system. Link to comment Share on other sites More sharing options...
Face Posted March 23, 2015 Author Report Share Posted March 23, 2015 Adding more AI levels something planned for the future, although I can't say exactly when. PryMary 1 Link to comment Share on other sites More sharing options...
waker Posted March 25, 2015 Report Share Posted March 25, 2015 heye guys, is there a way to add custom waypoints to custom vehicle patrols? Link to comment Share on other sites More sharing options...
Face Posted March 26, 2015 Author Report Share Posted March 26, 2015 A3EAI has been updated to 0.5.1. Includes compatibility with Epoch 0.3.0.1 and many other changes and fixes. Please be aware that if you have the A3EAI client addon installed, you need to update it with 0.5.1. Download at Github: https://github.com/dayzai/A3EAI Changelog for 0.5.1: A3EAI 0.5.1 Alpha Files changed: A3EAI.pbo A3EAI_config.sqf A3EAI Client Addon [iNFO] A3EAI HC code is completed and support will be added in an upcoming update. [FIXED] A3EAI will only add AI vehicle gunners to positions that have mounted weapons defined. [FIXED] Fixed bug where AI land vehicle patrols would not respawn under some situations. [FIXED] Fixed bug where AI air vehicle patrol groups would trigger 2 more empty groups to be created. [FIXED] Fixed bug where A3EAI spawned more cargo units than the vehicle had room for. [FIXED] Static AI level promotions now trigger upon death of all AI group members instead of on each unit death. [FIXED] Radio messages sent to multiple players should now all be the same (instead of randomly selected message per player). [FIXED] Plane-type AI vehicles now spawn and fly properly. [uPDATED] Reworked dynamic AI hunting system for headless client compatibility. Radio messages for dynamic AI will now only be sent after they have reached a waypoint. [uPDATED] Simplified AI vehicle patrol respawning for improved reliability. [uPDATED] A3EAI can now check ammo and reload each turret on an individual basis for AI vehicles. [uPDATED] Updated player detection script for custom spawned AI air vehicles for HC compatibility. [uPDATED] Dynamic classname functions updated for Epoch 0.3 loot table structure. [CHANGED] Lowered default spawn probabilities for static/dynamic/random AI spawns by 10% for each location type. [CHANGED] Wilderness AI may now have up to 3 units in a group (up from max of 2). [CHANGED] Temporary blacklist areas created after dynamic/random AI are despawned now remain for 1200 seconds (20 minutes) up from 600 seconds (10 minutes). [CHANGED] Changed minimum AI level requirement to use rifle-mounted grenade launchers from 2 to 1. [CHANGED] Added B_MRAP_01_EPOCH to default list of usable land vehicles. [CHANGED] AI air vehicle player detection range increased from 275m (centered 100m in front of the vehicle) to 500m (centered with vehicle). [CHANGED] Abandoned AI vehicles will now be cleaned up much faster. [CHANGED] A3EAI will no longer create AI vehicle patrol waypoints within 600m of a fresh spawn location. A3EAI Client Addon (1.1.1) [uPDATED] AI radio dialogue is now defined in A3EAI_client_config.sqf instead of sent as strings from server to client. Darth_Rogue, cyncrwler, PryMary and 1 other 4 Link to comment Share on other sites More sharing options...
xD3MONx Posted March 26, 2015 Report Share Posted March 26, 2015 Sry but AI is not spawning....can u help me? Link to comment Share on other sites More sharing options...
CoercionX Posted March 26, 2015 Report Share Posted March 26, 2015 Thanks Face! Working like a champ and watching the jets fly right now! Link to comment Share on other sites More sharing options...
xD3MONx Posted March 26, 2015 Report Share Posted March 26, 2015 Thanks Face! Working like a champ and watching the jets fly right now! what have you done? and are u using it on 0.3.1 or 0.2.5.2? Link to comment Share on other sites More sharing options...
Razorman Posted March 26, 2015 Report Share Posted March 26, 2015 Ai was not spawning with old version, now with this & new Epoch all is good, thank you! Link to comment Share on other sites More sharing options...
xD3MONx Posted March 26, 2015 Report Share Posted March 26, 2015 Ai was not spawning with old version, now with this & new Epoch all is good, thank you! epoch version? Link to comment Share on other sites More sharing options...
Razorman Posted March 26, 2015 Report Share Posted March 26, 2015 0.3.0.1 Link to comment Share on other sites More sharing options...
xD3MONx Posted March 26, 2015 Report Share Posted March 26, 2015 ok, now its working for me too. Link to comment Share on other sites More sharing options...
VAKE Posted March 26, 2015 Report Share Posted March 26, 2015 Nice! Thanks for the update. I was wondering why this wasn't working after updating to 0.3.0.1. You're ahead of the curve, Face! Link to comment Share on other sites More sharing options...
PryMary Posted March 27, 2015 Report Share Posted March 27, 2015 Hi Face, Since updating to 0.3.0.1 & latest version (0.5.0.1) of A3EAI, I am noticing this in the RPT quite often after the monitor beat. 1:38:30 "A3EAI Monitor: Uptime: 0:12:37. FPS: 49.6894. Active AI Groups: 3. Respawn Queue: 1 groups. HC Connected: false." 1:38:30 "A3EAI Monitor: Static Spawns: 1. Dynamic Spawns: 0. Random Spawns: 10. Air Patrols: 1. Land Patrols: 1." 1:38:35 "playerConnected:76561198021382990:PryMary" 1:38:40 No speaker given for Jake Thompson 1:38:41 Speaker Male01_F not found in CfgVoiceTypes 1:40:52 Error in expression < then { _vehicle removeMagazinesTurret [_turretMagazine, _x]; _vehicle addMagazi> 1:40:52 Error position: <_turretMagazine, _x]; _vehicle addMagazi> 1:40:52 Error Undefined variable in expression: _turretmagazine 1:40:52 File A3EAI\compile\A3EAI_utilities\A3EAI_reloadVehicleTurrets.sqf, line 31 1:40:52 Error in expression <mmoCount = _vehicle magazineTurretAmmo [_turretMagazine,_x]; if (_turretAmmoCoun> 1:40:52 Error position: <_turretMagazine,_x]; if (_turretAmmoCoun> 1:40:52 Error Undefined variable in expression: _turretmagazine 1:40:52 File A3EAI\compile\A3EAI_utilities\A3EAI_reloadVehicleTurrets.sqf, line 29 Great work by the way, makes having a custom threat on the server so easy to manage =) If you have any insight into the above that would be awesome. Regards, Pry Link to comment Share on other sites More sharing options...
Face Posted March 27, 2015 Author Report Share Posted March 27, 2015 @PryMary: Do you know which vehicle types were active at the time this error appeared? I'm looking into this error now and I have a good idea of what's wrong, just need the problematic vehicle to do testing with. Link to comment Share on other sites More sharing options...
Face Posted March 27, 2015 Author Report Share Posted March 27, 2015 Updated A3EAI to 0.5.2 to fix the issue reported by PryMary. @PryMary: If the issue persists, please let me know which vehicles were active at the time the error showed up. Download 0.5.2 on Github: https://github.com/dayzai/A3EAI Changelog: A3EAI 0.5.2 Alpha Files changed: A3EAI.pbo [FIXED] Fixed a bug with AI vehicle ammo reloading script. Thanks to PryMary for reporting this issue. [uPDATED] A3EAI may now reload multiple weapons per AI vehicle turret. [CHANGED] Missile ammunition is now also removed with missile weapons for AI vehicles. PryMary 1 Link to comment Share on other sites More sharing options...
Hippeh Posted March 27, 2015 Report Share Posted March 27, 2015 First, I love this script. Thanks for your work Face. My buddy and I were trying out the new Epoch release with 0.5.1 A3EAI last night on my test server. While we were stopped at a trader clearing out our backpacks, an AI came within no further than 20 meters and fired at us, killing the trader (and nearly us as well). I've never had this happen before. Is this normal behavior that I just hadn't encountered? Could it be that the AI spawn outside a protected zone and then come inside the zone in pursuit? Or maybe I don't understand 'protected zone' as well as I thought :) Link to comment Share on other sites More sharing options...
Face Posted March 27, 2015 Author Report Share Posted March 27, 2015 @Hippeh: Is the trader part of a trader city, as in one of the fresh spawn locations? Those are the only protected zones as far as I know. The other lone traders in the middle of nowhere are killable and I consider those areas free for all. Link to comment Share on other sites More sharing options...
Face Posted March 27, 2015 Author Report Share Posted March 27, 2015 Just a heads up, I identified a bug that prevents AI vehicle crew from being cleaned up if their vehicle is disabled. A fix will be released ASAP. PryMary 1 Link to comment Share on other sites More sharing options...
Face Posted March 27, 2015 Author Report Share Posted March 27, 2015 A3EAI has been updated to 0.5.3 to fix the issue I described above. Due to the large number of changes made in 0.5.0 to everything related to AI vehicles, a couple of new issues were introduced. I'm still keeping a close eye on any strange behaviors. Download A3EAI 0.5.3 on Github: https://github.com/dayzai/A3EAI PryMary 1 Link to comment Share on other sites More sharing options...
cyncrwler Posted March 27, 2015 Report Share Posted March 27, 2015 You rock Face, thank you for the awesome support! Link to comment Share on other sites More sharing options...
Darth_Rogue Posted March 28, 2015 Report Share Posted March 28, 2015 Anyone else noticed a drop in CPS after A3EAI runs for about an hour or so? Been monitoring it for a while now and it seems very consistent. Any thoughts, Face? Link to comment Share on other sites More sharing options...
buddy74 Posted March 28, 2015 Report Share Posted March 28, 2015 Hey face i have unarmed helis just for dynamic para drops only the thing is the helis just follow us .any tips bud Link to comment Share on other sites More sharing options...
tja Posted March 28, 2015 Report Share Posted March 28, 2015 hi face, 1st of all thx for this project. the last days i set up a a3e bornholm server under linux (denisio style) and we are quiet happy with it. today i tried to install A3EAI but it wont work, nobody could login. client says: "Script @EpochHive\A3EAI_config.sqf not found" after disconnecting server says: 9:47:52 Script @EpochHive\A3EAI_config.sqf not found 9:47:52 Error in expression <EAI_randomInfantrySpawnQueue = []; if (A3EAI_enableHC) then { [] call compile p> 9:47:52 Error position: <A3EAI_enableHC) then { [] call compile p> 9:47:52 Error Undefined variable in expression: a3eai_enablehc 9:47:52 File A3EAI\scripts\A3EAI_post_init.sqf, line 49 one thing i had to mod is lowercase the filenames of the config files and the addon - as the arma3 linux server cant handle uppercase filenames. i dont know if that is significant as the rest of epoch etc works thou. thx for looking into it. Link to comment Share on other sites More sharing options...
xD3MONx Posted March 28, 2015 Report Share Posted March 28, 2015 Hey face i have unarmed helis just for dynamic para drops only the thing is the helis just follow us .any tips bud I got the same iusse. Link to comment Share on other sites More sharing options...
Nicco75it Posted March 28, 2015 Report Share Posted March 28, 2015 Hi, we got the same problem with hely para drops. Link to comment Share on other sites More sharing options...
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