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A3EAI - Roaming/Vehicle AI Patrols - Discontinued


Face

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So I got to do some more research on this tonight and it appears that in A3EAI_post_init.sqf there are a number of lines that say something along the lines of:

waitUntil {uiSleep 0.05; scriptDone _skinlist};

It appears that linux doesn't handle scriptDone very well, after doing some reading on the BI site it looks like scriptNull could be substituted, but I didn't have any success on this.   In my A3EAI_config.sqf i switch all the dynamic loot table builders to false which passes all the wait until checks and allows the serverMonitor to start which will indeed make all the AI spawn.  I was wondering if @Face or anyone else had seen this or has any ideas for solution?

 

It appears the people over at wasteland have noticed a similar bad behavior with scriptDone as well... it looks like their solution might be to use spawn instead of execVM, not sure if there are performance consequences on this, or if it might be something worth trying.

 

Open to opinions and suggestions here.

 

Otherwise I'm really excited for this mod and when I have it working I'm having a blast with it!  If you would like help with testing the HC on a linux box I would be glad to look into helping you there too!

 

Hi, my server is under Linux, Ubuntu server 14.10. All is working perfectly, IA spawn without difficulty, my only problem is their frequency, I put their spawn at 0.01% chance in village and city and I have the feeling they are spwaning more often. Btw land and air patrol spawn, dynamic spawn too, without script modification, only a few parameters.

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@kingchills: Most definitely do not remove any of the scriptDone lines, they're all needed to make sure that all classname tables have been fully assembled by the time the verification step is reached. You're better off turning off the dynamic classname features. The default classname tables were updated to Epoch 0.3+ classnames so you won't notice much of a difference with it on/off unless you've changed your loot tables.

 

@Ecphrasis: You didn't mention changing the "random" spawns so I assume you've left those settings unchanged. The "random" spawns are another spawning system and may create the feeling of higher spawn rates.

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@Face did you have any thoughts on using something like:

_weaponlist = [] spawn compile preprocessFileLineNumbers format ['%1\scripts\A3EAI_buildWeaponList.sqf',A3EAI_directory];
waitUntil {uiSleep 0.05; scriptDone _weaponlist};

instead of:

_weaponlist = [] execVM format ['%1\scripts\A3EAI_buildWeaponList.sqf',A3EAI_directory];
waitUntil {uiSleep 0.05; scriptDone _weaponlist};

I'm wondering if spawn compile will perform better/different than the execVM?

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"spawn compile" and "execVM" are functionally identical, except execVM does it all in one step (compile then execute), so "spawn compile" is rather nonsensical. Spawn is typically used when you either have the code compiled already and/or you plan on executing it multiple times. For .sqf files that only need to be compiled and executed once, that's when execVM is the logical choice.

 

I'll only consider using "spawn compile" if it is proven to fix issues with using "execVM".

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@kingchills: Most definitely do not remove any of the scriptDone lines, they're all needed to make sure that all classname tables have been fully assembled by the time the verification step is reached. You're better off turning off the dynamic classname features. The default classname tables were updated to Epoch 0.3+ classnames so you won't notice much of a difference with it on/off unless you've changed your loot tables.

 

@Ecphrasis: You didn't mention changing the "random" spawns so I assume you've left those settings unchanged. The "random" spawns are another spawning system and may create the feeling of higher spawn rates.

 

Hi Face, first of all, thanks for this wonderfull script who allows me to add a constant but light threat on my players ;)

I activated a few dynamic spawns and a few static, ony in capital city. Btw, is there any list of the villages, city, and capital city, or at least capital citys ? The chance to spawn is calculated by two minutes, correct ?

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@Psythrandir: A3EAI will work with any map, and yes the vehicles should work normally. I've only tested it for a few days but I didn't notice anything abnormal.

 

@Ecphrasis: The location type is based on what the map categorizes each location as. The location type can be determined by the font used for each location name on the map. In Arma 3 the fonts are slightly tricky to distinguish sometimes, but here's an image showing each location type's fonts:

 

2UsgYw9.png

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I would really like the option to set a different equipment for higher AI-levels. 

 

I know your policy and thoughts on suggestions, etc. I just would like the option to do that. 

 

Equipment is already defined on a per-level basis.

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Detailed installation instructions will come within the next week or sooner. I've been busy for the past few weeks so I've just went and released the files so that the people who know their way around setting up HCs can be the first to set it up for themselves ahead of time.

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I have been setting up a custom spawn for my server to use for an event night. The Ai groups are spawning fine and i got 2 vehicles spawning offroad .50 cal but if i try and add more they do not seem to be spawning

 

["kavala1",[3755.69,13130.4,0.00154781],300,10,2,false,0] call A3EAI_createCustomInfantryQueue;
["kavala1v",[3748.1,13141,0.00143337],"B_G_Offroad_01_armed_F",300,[2,2],2,false,0] call A3EAI_createCustomVehicleQueue;
["kavala2v",[3483.28,13102.9,0.00137615],"B_G_Offroad_01_armed_F",300,[2,2],2,false,0] call A3EAI_createCustomVehicleQueue;
["kavala3v",[3643.24,13233,0.00144863],"B_G_Offroad_01_armed_F,100",[2,2],2,false,0] call A3EAI_createCustomVehicleQueue;
["kavala2",[3544.21,13104.8,0.00156784],300,10,2,false,0] call A3EAI_createCustomInfantryQueue;
["kavala3",[3352.95,13137.9,0.00147581],300,10,2,false,0] call A3EAI_createCustomInfantryQueue;
["kavala4v",[3533.16,13173.5,0.00145054],"B_G_Offroad_01_armed_F",100,[2,2],2,false,0] call A3EAI_createCustomVehicleQueue;
["kavala5v",[3530.09,12869,0.00161362],"B_G_Offroad_01_armed_F",100,[2,2],2,false,0] call A3EAI_createCustomVehicleQueue;
["kavala5",[3364.72,13127.8,0.00146294],300,10,2,false,0] call A3EAI_createCustomInfantryQueue;
 
 
i tried adding diffrent vehicles but they do not spawn either just the 2 vehicles that i first put in which are on line 2 and 3
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I have been setting up a custom spawn for my server to use for an event night. The Ai groups are spawning fine and i got 2 vehicles spawning offroad .50 cal but if i try and add more they do not seem to be spawning

 

["kavala1",[3755.69,13130.4,0.00154781],300,10,2,false,0] call A3EAI_createCustomInfantryQueue;
["kavala1v",[3748.1,13141,0.00143337],"B_G_Offroad_01_armed_F",300,[2,2],2,false,0] call A3EAI_createCustomVehicleQueue;
["kavala2v",[3483.28,13102.9,0.00137615],"B_G_Offroad_01_armed_F",300,[2,2],2,false,0] call A3EAI_createCustomVehicleQueue;
["kavala3v",[3643.24,13233,0.00144863],"B_G_Offroad_01_armed_F,100",[2,2],2,false,0] call A3EAI_createCustomVehicleQueue;
["kavala2",[3544.21,13104.8,0.00156784],300,10,2,false,0] call A3EAI_createCustomInfantryQueue;
["kavala3",[3352.95,13137.9,0.00147581],300,10,2,false,0] call A3EAI_createCustomInfantryQueue;
["kavala4v",[3533.16,13173.5,0.00145054],"B_G_Offroad_01_armed_F",100,[2,2],2,false,0] call A3EAI_createCustomVehicleQueue;
["kavala5v",[3530.09,12869,0.00161362],"B_G_Offroad_01_armed_F",100,[2,2],2,false,0] call A3EAI_createCustomVehicleQueue;
["kavala5",[3364.72,13127.8,0.00146294],300,10,2,false,0] call A3EAI_createCustomInfantryQueue;
 
 
i tried adding diffrent vehicles but they do not spawn either just the 2 vehicles that i first put in which are on line 2 and 3

 

 

 

Check your syntax.

 

This line : ["kavala3v",[3643.24,13233,0.00144863],"B_G_Offroad_01_armed_F,100",[2,2],2,false,0] call A3EAI_createCustomVehicleQueue;

 

Quotation marks are in the wrong place so should be : ["kavala3v",[3643.24,13233,0.00144863],"B_G_Offroad_01_armed_F",100,[2,2],2,false,0] call A3EAI_createCustomVehicleQueue;

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The spawn position can vary by up to 75m if players are nearby, or if the position is within a building. Also, custom infantry spawns are triggered by player presence, so if your players are logging in before your walls can spawn, you have a bigger problem than AI placement.

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Check your syntax.

 

This line : ["kavala3v",[3643.24,13233,0.00144863],"B_G_Offroad_01_armed_F,100",[2,2],2,false,0] call A3EAI_createCustomVehicleQueue;

 

Quotation marks are in the wrong place so should be : ["kavala3v",[3643.24,13233,0.00144863],"B_G_Offroad_01_armed_F",100,[2,2],2,false,0] call A3EAI_createCustomVehicleQueue;

 

Yeah i figured the issue out about half hour after posting this. Thanks for the help though

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Hi!

 

Just wanted to say thanks for the best AI script ever created for Arma. Have used DZAI atleast since 2013 and offcourse we are using A3AI now.  Keep up with the good work. :)

 

Oh, a request to. You have alot of options for dynamic options for weapons, backpacks etc. I use MAS weapons so have made my own not dynamic list for weapons. Is it possible to get the same for optics? As the AI sometimes get optics with thermal etc for the MAS weapons. I dont really like the Thermal optics so would be nice to be able to setup your own loot list for optics.

 

Thx again for the best AI for A3. :)

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@Onaabys: For the short term, set optics attachment chances to 0. I will look into adding a filter to disallow thermal optics (nightvision optics should still be acceptable IMO). I decided against a manual loot list for optics since not every attachment is compatible with every weapon, but a simple filter against attachment types should work just as well and with less hassle.

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