Tobias Solem

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Everything posted by Tobias Solem

  1. Tobias Solem

    ARMA 3 REVIVE in Exile?

    As of version 1.62 of ARMA3 there is a built in revive functionality (as documented below): https://community.bistudio.com/wiki/Arma_3_Revive This uses different settings for damage models and you can (for example) require certain items (Medkits for example) to be able to revive a player (depending on settings, see below) ReviveMode = 1; //0: disabled, 1: enabled, 2: controlled by player attributes ReviveUnconsciousStateMode = 0; //0: basic, 1: advanced, 2: realistic ReviveRequiredTrait = 0; //0: none, 1: medic trait is required ReviveRequiredItems = 2; //0: none, 1: medkit, 2: medkit or first aid kit ReviveRequiredItemsFakConsumed = 1; //0: first aid kit is not consumed upon revive, 1: first aid kit is consumed ReviveDelay = 6; //time needed to revive someone (in secs) ReviveMedicSpeedMultiplier = 2; //speed multiplier for revive performed by medic ReviveForceRespawnDelay = 3; //time needed to perform force respawn (in secs) ReviveBleedOutDelay = 120; //unconscious state duration (in secs) Now, it would be interesting to get this working with Exile somehow, does anyone know how one would go about enabling this in Exile without messing things up too badly? Optimally this would apply to the in-game item (The defibrillator). Ideas on how to make it work are welcomed.
  2. One of the most persistent reputations of AI in ARMA is that they either are dumb as a rock or robot death machines. The reason why is usually because they have been unappropriately configured or worse, not configured at all. Before we begin there are a few factors you need to be aware of that drastically determine AI behaviour, they are: brain and server performance. Brain The 'default' brain in ARMA 3 gets the job done. Basically in ARMA you can configure AI behaviour through a set of rules that define the logic of their brain. These sets of rules basically make up their decision making and work sort of like a chart of "what should I do if this happens". The more advanced the brain is, the more advanced the behaviour of the AI, which gives it opportunities to (for example) set waypoints to go inside a building and walk up stairs, clear rooms, throw grenades and such. But all of these rack up a lot of resources used, so in ARMA, multiplayer AI, these abilities usually aren't present because those who are skilled enough to program these AI-scripts (not me) try to balance the brain of the AI to do certain tactical actions, but not too many. If you see a more advanced AI-system that do more complicated stuff, it comes with the caveat that each instance of an AI will use more computing power. Meaning that you might have 20 decision-making super-tactical bots or 100 decently-capable bots using the same resources. Server performance One of the big things about AI-behaviour is that they need computing power. The AI tends to utilize the "CPS" (Condition evaluation Per Second) which directly affects the AI's ability to respond to a threat for example. The lower the CPS, the longer response time for the AI, 0 meaning that they do not respond at all, and stand around like frozen statues, and lower mounts meaning that they react slowly, and do really "dumb" stuff. Think of it like 15+ CPS is them functioning well, and every step under that means they're getting more and more drunk. The less resources available for AI, the worse they will perform and thusly become "easier" Further info & optimizing a server here: http://goo.gl/fLSjg7 How to configure the AI properly This statement implicates that you are familiar with the two above principles, because everything you learn from hereon will be affected by the two above. With that out of the way, lets get to the meat of configuring AI. AI are configured with the setSkill-command, which usually comes after a this (clientside definition) or a _this (global definition) setting (for more details, look into the ARMA 3-wiki, I'm by no means skilled at SQF, but reading there gives you better insight to why you do what when). This command then has a subset of parameters, they are: aimingAccuracy, aimingShake, aimingSpeed, reloadSpeed, spotDistance, spotTime, courage, commanding, and general. Each setting uses a percentage setting ranging from 1.0 (100%) to 0 (0%) usually meaning that the higher the better. This is all set by the following syntax (for example): this setSkill ["aimingAccuracy", 0.75]; In the above case we set the "aimingAccuracy" to 75% of maximum. Roughly calculating a probability that 3 out of 4 bullets the AI fires strike the intended target. Note that these numbers are modified by other factors, such as movement, range, cover, etc. - but that's the base attribute. Using the same syntax you can set the individual AI-criteria, see below for details: * aimingAccuracy - Affects the probability of the AI hitting a target with its weapon(s) * aimingShake - Affects the AI weapon sway, in this case meaning that 0.10 for example sets the weapon at 90% sway * aimingSpeed - Affects the AI's ability to place its crosshair/iron sight exactly where it needs to hit the target, higher means quicker aim * reloadSpeed - How quickly an AI reloads his weapon, higher means faster reload time * spotDistance - How many percent out of maximum view distance can the AI spot the target from? * spotTime - How quickly does the AI spot the player with a direct line of sight? 1.0 being immediately. * courage - How courageous is the AI? This is affected by a number of criteria, such as friends dead. 1.0 means that it will never try to run away. * commanding - How effective is the AI at, if it can, communicate that it has spotted a hostile target and its position to the other AI? 1.0 = 100% effective. * general - Overrides any of the above settings (if they are not already set) and sets the values at the specified setting. Using the above syntax, you can set all of these skills in an array, like DMS does, like so: [["aimingAccuracy",0.10],["aimingShake",0.70],["aimingSpeed",0.75],["spotDistance",0.70],["spotTime",0.50],["courage",1.00],["reloadSpeed",1.00],["commanding",0.50]]; Defining settings like this greatly affects the AI behaviour, meaning that depending on how much or little of a challenge you want the AI to pose, you need to balance these to find a sweet spot that is to your liking. A good way of doing it is by spawning in a group of enemies in the Eden editor and set their skills (it uses a slider to define their skillsets, but that slider is exactly like the above, it sets the %). Then engage the AI and watch their behaviour. Groups When you add AI in a mission system, every new "instance" of AI you add forms a group. Normally each mission in Exile for example has one single group. Depending on the mission system, these groups do not communicate with each other, or does not communicate with each other over distance. Which is good, imagine having two missions running on the same map, and the AI mission from one site starts moving away from ... defending the bunker, or whatever, to move to the other group. The bad part about having just one group per mission is that group will not split up into two groups where one flanks for example and the others take position. Splitting into more groups also uses slightly more resources. So, that's it for my little guide. Do with it what you will. But please, before you criticize the AI of a certain mission system. Know your details.
  3. Tobias Solem

    Wanted to get back into Exile. I can't.

    Thanks man. <3
  4. Tobias Solem

    [Updated] R3F Logistics Exile (with CUP)

    Similar thing is happening with subs Whenever you press tow (for example on the underwater crates), the sub flies up and ends up above surface:
  5. Tobias Solem

    [Updated] R3F Logistics Exile (with CUP)

    I've added this to my server, but have the issue where towed RHS-vehicles end up underneath the ground when towed. Even when untowed the vehicle remains underneath the ground. Any ideas?
  6. Tobias Solem

    Creepy Night Fog for Exile

    2fps? The version earlier in this thread takes about 12-15. Yours on this page does not work.
  7. Tobias Solem

    Creepy Night Fog for Exile

    FPS:21 Because who needs client performance?
  8. Tobias Solem

    Dms bandit mission heli reinforcements

    No. Every time I tried making it work, it ... didn't. Well, I got a chopper to spawn, and troops to drop. But it would be really sketchy. Don't think that feature is working as intended, or at least it didn't when I was messing around with it.
  9. Tobias Solem

    [SOLVED] Dayz - Exile

    Actually, Enfusion engine will be better for modders, as enforce is much more powerful than SQF. I'm not that hyped though, because the DayZ-team has been saying a lot of stuff that hasn't happened, and the fact that all gameplay they showed is basically the same stuff we saw a year back, it's all just words.
  10. Tobias Solem

    Custom Loot table created. Server still uses old Loot Table

    Make sure you have added the hotfix for 1.0.3.
  11. Tobias Solem

    PUBG - Exile mod

    Something about weapon handling, graphics and overall theme of PUBG feels more like a "playful" casual game. Perhaps its all the funny hats and paraphernalia. Perhaps its all the jumping and magical barriers chasing you. It's like playing GTA. The kills are more fun and light-hearted than harsh and gritty. I wouldn't want Exile in that engine, tbh.
  12. Tobias Solem

    Strter opp exile chernarus server!

    Varför starta en till tom server när det finns 800 andra tomma?
  13. Tobias Solem

    Några som spelar?

    Yep. Bara Tanoa. För liten spelarbas för att köra fler servrar. Tyvärr. Minns gooby. Bra snubbe.
  14. Tobias Solem

    Några som spelar?

    Yes! Och hostar!
  15. Tobias Solem

    EXO server trailer

    Press L to remove the dot in the middle of the camera.
  16. You don't need a script. You just need to add the icons-line to each item-class in the mission.sqm.
  17. You can make the map markers from image files. for example: icon = "eos\markers\pancake_place.paa"; Then just upload the custom image to the path, reference the image in one of the categories, and boomshakalak, you have your own very map marker.
  18. Tobias Solem

    [EOS] iSLAND OF THE DEAD!

    [EOS] iSLAND OF THE DEAD! - Arma 3: DayZ Tanoa Website: http://edge.of.sanity.nu 100% compatible with A3Launcher. Client Mods: ExileMod 1.0.2, FRENZIED MOD PACK , NIArms v.7, SM_Zombz, ALTIS POLICE SPECIAL UNIT Server Features: - Hardmode Exile: * No third person mode in combat * Structure integrity/materials affecting the ability to construct tall buildings * Difficult AI * Easy to get easy loot, very hard to get good loot - rewarding obstacles to get unique loot * ISLAND OF THE DEAD with zombies, hardcore mission(s) and very high-end gear (people come there to die) - Base raiding: * By using an electric saw (lootable) and batteries (lootable) you can saw yourself through doors (requires a certain amount of attempts). * By using a laptop (lootable) you can attempt to hack a safe to steal its contents (laptop can be destroyed in the process, and the hack takes time, during which the hack attempt is announced on the server) * You can also hack the virtual garage and steal people's vehicles * By using special explosives (normal Exile mechanic) - Server events: * Challenging missions * Static military sites * Capture points * Helicopter crash sites * Dynamic AI events - Fun features: * Configurable status bar * Parachute from heights without carrying a parachute! (á la A2E) * Virtual garage (Store vehicles inside a virtual garage) * Towing using ropes and in-game physics! * A very sexy admin!
  19. Tobias Solem

    [EOS] iSLAND OF THE DEAD!

    Server is up and kicking again!
  20. @MGTDB Would appreciate your latest update of these, thank you!
  21. Tobias Solem

    [Release] Custom Tanoa TradeZones 2

    Holy moly! Guess I should just be quiet, eh?
  22. Tobias Solem

    [Release] Custom Tanoa TradeZones 2

    I guess not.
  23. Ironic statement. You seriously believe that intelligence is measured by something someone suggested as a random load text?
  24. People getting this upset over random text in some niche game in an even furthermore niche mod on the Internet is hilarious.