WAKeupneo

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About WAKeupneo

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  1. WAKeupneo

    Where can I modify the combat engagement max distance of AI?

    Hi folks, wow, I wasn't expecting so much and thank you SwissArmy1984 for using your time to try to solve our community problems. So first, thank you for your help, then, lets clarify few things: _ I'm not blaming anybody for this 749m engaging limit other than myself (for not finding why its like this); _ I'm kind of aware about the setSkill setup, all AI have been tested all skills 1 (post spawn); _ I'm aware about the SetViewDistance even if I doubt it could interact with a 750m range since the Arma 3 default SetViewDistance is 1600m; _ no, you don't need DMS/FUMS/A3XAI/VEMF to have AI on an Exile server nor to run AI fire test, luckily, Bohemia provide a bunch of things to create your own stuff; _files have been checked for anything related to "750, 749, setViewDistance, setSkill" and thing like that, server side and client side; OK so, we all already know AI have different engagement distance depending their skill, the weapon they use, the scope on the weapon, the weather, the ambient light (night/day) the target position, the target uniform, etc, so to make it easy, the AI have a lynx+LRPS (LRPS is a Far_optic2 level: 2100m range, 0.3 chance of engagement; 1200m, 0.7 chance of engagement), setFog 0, no cloud, no rain, 12:00 under the sun, flat ground with 2km visibility, default setViewDistance (1600m), all skill set to 1. To spawn the test AI we can use something like this for example: The test was made first on Lythium, Exile, with all the mods, DMS, infistar and some custom stuff: 749m AI fire at us, 751m they don't. So of course, first reaction: WTF !? Same test same map, same mods, different weapons/scope (long range) from different mods: same. With or without disableAI "PATH", addItem, assignItem, addweapon, addPrimaryWeaponItem, EH: same. Inside or outside a function, call, spawn, sleep, not sleep, 1 group, several groups, adding spotters or not: same. So you can say : "you function is fucked up, you sucks bro", well I can take it, its fine, I'm learning everyday, however, as soon as you leave the server and go to the mission editor: same function, same mods, same map, no infistar (obviously) well, the AI spawn and wreck your ass right away from 1500m, no error anywhere. Then of course: "ok, its infistar fault", or "your files are fucked up", or "you don't know how to correctly spawn AI". Ok, lets build a dedicated server on an official Bohemia's map (altis) with nothing else than ARMA 3 server and Exile mod, no infistar, no mods, fresh files from the Exile download section. The group test will spawn after server start, same setup, same loadout. We fire up the thing, connect on the server (its freaking fast with nothing else than Exile!) rich the east side of the airport (AI are on the west part, we can see then 1200m away): We can walk towards them, firing at then up to 750m without any shots back, 749m and then, hell, instant death. So, as I said, I'm not here to blame anybody, I'm just trying to understand why, solve the problem and keep going on my custom AI system, my long range sniper team and all the other more realistic/operational crap I'm building. EDIT: And its confirmed that the viewDistance is totally fine: diag_log format ["TEST|TEST|TEST|TEST| the viewDistance is %1", viewDistance]; return in the logs: 23:32:26 "TEST|TEST|TEST|TEST| the viewDistance is 1600"
  2. WAKeupneo

    [UPDATE] VCOM AI (Exile 1.0.4)

    Hey guys, only me get all the DMS mission tanks/APCs driving all across the map (10km+) to mess-up with the players at the terminal ? And no control at all on the AI artillery ? I was a big fan of the v2.xx but its killing the server fps or even sometime it freeze it.
  3. WAKeupneo

    RHS Grenades not work!

    Hi, Anybody found a solution to fix the RHS grenades ?
  4. WAKeupneo

    VEMF questions

    My bad, read it too fast, I thought players was complaining about AI launchers shooting players choppers
  5. WAKeupneo

    VEMF questions

    class missionSettings { blablablabla allowLaunchers = no; // Allow/disallow AI to have rocket launchers or class aiInventory { class ApexBandits /Gendarmerie /Guerilla /PoliceRegular /PoliceSpecialForces { blablablabla launchers[] = { "any launcher you think its fair for them to use","launch_RPG32_F" }; class missionSettings { blablablabla skipDistance = 1000; // No missions at locations which have players within this range (in meters)
  6. WAKeupneo

    Add Gas Station to Altis exile

    If its for a chopper, why don't you add a Fuel Bladder ? If you really want the gas station, I think you have to add the building itself, not just the pump>