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Everything posted by dharvey44
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I've been working on a AI Support add-on which provides features for air support, artillery support, and air insertions for reinforcements. Is anyone interested in this type of stuff, and is anyone wanting to contribute to it? This is my first shot at Arma scripting, so it is a bit rough, and I'm using another library for rappelling out of the helicopter for the air insertion. Functionality status: Fire Missions (mortar support) is functioning properly) - There are 2 bases created with mortar units that fire if you are in range and request support. Air Support is functioning properly - There is an A10 or whatever it is called in Arma that flies around the map to random way points until support is requested. - Also a couple of attack helis sitting at one of the bases created waiting on a support request. Air Insertion is only working in the editor, having issues calling the rappelling library on the server currently. - A heli is loaded up with a crew of five, 2 pilots, and 2 gunners. Once support is requested (A smoke grenade must be in the players inventory), the heli will fly to the players position, radio to the player that they are near and need smoke on an insertion point. Once the player throws smoke, the heli will insert the AI support units at that position, and fly off, firing at any enemy units on its way out. All of the AI support units will be added to player's group and can be controlled. Current Issues: SystemChat messages aren't working when trying to use remotexec. Player Actions are constantly on the screen and I think there needs to be a better solution. Things to add: Config file Different levels of support based on pop tabs and respect points, but haven't implemented it. If you are interested in checking it out, 216.245.204.214:2322 is a good server address, or do a search for Aevum in A3 Launcher. The server is also running DMS, Occupation, and RF3 for enemy AI units. Right now it is setup more for a PVE server, but I've looked into having support AI attack other Exile players that aren't in your group and it seems like it will be pretty easy to setup. Sorry in advance for the bad coding practices. Also, it is currently being setup for Tanoa. And the server above is Tanoa, so you need APEX for that server. Here is a link to a GIT repo: AI Support Server Install: - Copy the addons folder to the mission PBO. - Add the classes that are in the description.txt to the description.txt in the server PBO - Ignore the mission.sqm (used for Arma 3 Editor) - I'm sure there are some BattleEye issues that need to be addressed, but currently I'm not messing with BattleEye.
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Sorry guys, I've been pretty busy with work. I will start working on this project again. If anyone would like to help, Please let me know.
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I think I fixed the ExAd issue with the latest push https://github.com/darrell-aevum/AISupport/tree/Virtual. You don't need to replace the entire addons folder. Just replace the addons\ais\fn_AIS_postInit.sqf file.
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Ok, here is the latest version: https://github.com/darrell-aevum/AISupport/tree/Virtual The install instructions are on the link page. This is the last major change that I will make before pushing it out to the Master Repo and updating this forum with the new version. This is using the XM8 app instead of player actions. You do not need ExAd to run this. If you are running ExAd, let me know if you have any issues. I have not tested it with ExAd installed yet.
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I will eventually add default configs based on world / map
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BTW, You may have to scrub some of the Nam2 stuff from the .config file. I'm testing with the Nam2 mod at the moment.
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Idd for it 1600. I will add that to the instructions when I publish it. We were just discussing an evac / transport option. I like the idea of a heli pad at the base.
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I'm still downloading Unsung. Once I get it install I can check out the airports in its config
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I think I will reconfigure it like the Resupply mission. i.e. allow you to set a list of airports, and each airport a list of CAS
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I'm trying to spawn "AIR" vics at random airports. I think the secondary airports might be screwing it up.
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in the openDialog.sqf: player action ["WeaponOnBack", player]; I will remove this, or make it configurable.
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I will fix these
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When it spawns, does it have a marker on the map? If so, teleport over there and see if it is spawning correctly. It might be getting blown up as soon as it spawns.
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I'm not sure what is going on with resupply. As for taking pop tabs, the system tries to take it from the player first, but if they don't have enough on them, it takes it from the Locker.
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Here is resolution settings that I am using, and what the GUI is supposed to look like. I will have to play around with it for a minute.
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Ah, I know the problem. On arty tab it is only looking at your locker tabs. In the file addons/ais/dialog/artillery/fn_loadUnit.sqf change lines 26 and 27 (_playerTabs and _playerRespect) to the following: _lockerMoney = player getVariable ["ExileLocker", 99]; _playerMoney = player getVariable ["ExileMoney", 99999]; _playerTabs = _playerLoceker + _lockerMoney; _playerRespect = ExileClientPlayerScore;
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I think it is getting confused because of your tab count. Try setting your players locker and money to something like 100k or 1mil
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Right now, it is spawning the truck only 150-100 meters away for testing purposes. Soon I will add to the config.sqf the ability to set random starting distance for delivery trucks.
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Just out of curiosity, can you change your pop tabs to 100000... Also, the GUI is real jacked up on your resolution. I wonder if there is a way to make it dynamic?
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Which support unit? Artillery, CAS, or Support? Can you take a screen shot?
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Awesome! I'm going to have to check out vietnam/unsung.
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Undo's from Previous Install (from a couple of days ago): 1. Remove #include "addons\ais\config.cpp" from description.txt Install for latest push (link above - still only a branch): In mission pbo's desctiption.ext add the following to the CfgRemoteExec (underneat the ExileServer_system_network_dispatchIncomingMessage class: class AIS_Server_fnc_VehicleMonitor { allowedTargets = 2; }; class AIS_Server_fnc_SetPlayerLocker { allowedTargets = 2; }; class AIS_Server_fnc_SetPlayerMoney { allowedTargets = 2; }; class AIS_Server_fnc_SetPlayerRespect { allowedTargets = 2; } ; In mission pbo's config.cpp, add these lines: Add at the end of CfgPatches class: #include "addons\ais\cfgPatches.hpp" Add at the end of CfgFunctions class: #include "addons\ais\cfgFunctions.hpp" If you don't have RscTitles class, create it at the end of the file and add the line for gui.hpp: class RscTitles { #include "addons\ais\dialog\gui.hpp" }; Add just before RscTitles class: #include "addons\ais\dialog\Common.hpp" #include "addons\ais\dialog\gui.hpp" Drop the "ais" folder into the mission pbo "addons" folder. Repackage PBO and test it out... There are probably some issues with cleanup. i.e. destroyed CAS or Supply ships might not exactly get deleted at the moment, but they should. Could cause some server issues if they don't. To edit the Support Classes and how much they cost, check out the config.sqf file. I need some ideas for the default values also.
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Ok, here is the link: https://github.com/darrell-aevum/AISupport/tree/Virtual Install instructions to follow.
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Cleaning it up and pushing it out in 10 mins
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