[QUOTE=kaukassus;48494589]Keep in mind, while VCOMAI is really good and adds a lot more logic to the AI, it's also a lot more taxing on the Performance side compared to ASR AI.[/QUOTE]
I'd rather have missions with less AI that act more human TBH.
[QUOTE=Taepodong-2;48494694]I'd rather have missions with less AI that act more human TBH.[/QUOTE]
Honestly skeptic it'll be worth it. While it'll definitely require testing, there's a lot of ways it could possibly not work.
[QUOTE=SuicideZ;48493650]wtf are "jewish noises"[/QUOTE]
hava naguila hava
[QUOTE=Thomo_UK;48492444]we are probably like conscripted tier[/QUOTE]
chucklefucks playing videogames without military training tier rather.
[QUOTE=Tinter;48494729]Honestly skeptic it'll be worth it. While it'll definitely require testing, there's a lot of ways it could possibly not work.[/QUOTE]
Personally I'm very careful with AI mods.
AI Logic is not your standard programming stuff. Getting those right is incredibly difficult.
ASR AI makes some careful adjustments and doesen't really fuck with the Vanilla AI FSM's too much.
I can see potential in using VCOM AI where it makes sense and limit it's Logic to units that can benefit from it.
Basically Units in very open terrain won't really benefit too much from it.
But Units in an urban environment could benefit greatly from it.
Since it's also a mission script, it would make sense to leave the decision to use it or not to the Mission Maker. Having it default on all missions could have unespected side effects
There's also the fact that VCOMAI adds a huge amount of logic into the game. This could especially be a burden to the mission maker, as the AI behaves vastly different from that people are used to from Vanilla AI or ASR AI. This can also mean that debugging certain stuff involving AI can get increasingly difficult.
[QUOTE=kaukassus;48494589]Keep in mind, while VCOMAI is really good and adds a lot more logic to the AI, it's also a lot more taxing on the Performance side compared to ASR AI.[/QUOTE]
took me a whole minute looking at the code to decide never to use vcom
i'm actually surprised it even works
[QUOTE=Holt!;48494447][video=youtube;IXde2UIRDpw]http://www.youtube.com/watch?v=IXde2UIRDpw[/video]
Vcom ai is good[/QUOTE]
Neat
[media]https://www.youtube.com/watch?v=rIbH_dpLcLg[/media]
Finally, an actual Vietnam map
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=501689302[/url]
[editline]19th August 2015[/editline]
Or Rhodesia or Colombia or wherever the hell else we would need a jungle map for.
how do people feel about TvT missions where one team has like, 6 people and the other team has the other 30?
do people think it's unfun for the 30, or a legit thing to do
[QUOTE=Falchion;48494787]chucklefucks playing videogames without military training tier rather.[/QUOTE]
some people who play with us do,
[img]http://i.imgur.com/uH8DQg8.jpg[/img]
FP ARMA player with a sexy FAL
[editline]19th August 2015[/editline]
[QUOTE=Cloak Raider;48494984]how do people feel about TvT missions where one team has like, 6 people and the other team has the other 30?
do people think it's unfun for the 30, or a legit thing to do[/QUOTE]
Pretty sure Tinter did something that was like MGS, where 4 or so people were super sneaky infiltrator people and the rest were all guards of varying degrees, Ariel also did boogie monster which was stacked on one side but the monsters had huge bonuses.
It can work, but you'd need to figure out exactly what the 30 players could be doing to stop them fucking around (impossible) and give the 6 or so players some bonuses to stop them getting instantly owned.
[QUOTE=Tuskin;48494963]Neat
[media]https://www.youtube.com/watch?v=rIbH_dpLcLg[/media][/QUOTE]
There's also the thing at 4:30. The Spawned AI unit immediately walks off to god knows where, without actually being instructed to do so.
The Developer actually not expecting this is what really worries me, this was also shown in Holt's video, where the AI did things not even the developer did expect.
Then in the video at 5:05, the AI Assigned a new waypoint to themself far away from the battlefield, overriding previous orders.
How am I supposed to trust such a thing? Predicting the AI currently is hard enough.
[QUOTE=Cloak Raider;48494984]how do people feel about TvT missions where one team has like, 6 people and the other team has the other 30?
do people think it's unfun for the 30, or a legit thing to do[/QUOTE]
those are good, i vote we play more short tvts before or post coop missions aswell
[QUOTE=SuicideZ;48495034]those are good, i vote we play more short tvts before or post coop missions aswell[/QUOTE]
currently in the process of making a short convoy fuckfest
will update once toad tells me how to make everyone not naked
[QUOTE=Cloak Raider;48495096]currently in the process of making a short convoy fuckfest[/QUOTE]
[QUOTE]a short convoy fuckfest[/QUOTE]
[QUOTE][B]CONVOY[/B][/QUOTE]
Oh dios mio
[QUOTE=Holt!;48495118]Oh dios mio[/QUOTE]
this time with even faster vehicles and the need for speed
it's going to be 12 minutes of mission and 2 days of "WTF DUDE JUST SWERVE TO THE RIGHT YOU GOT ALL OF ALPHA KILLED"
[QUOTE=Cloak Raider;48495126]this time with even faster vehicles and the need for speed
it's going to be 12 minutes of mission and 2 days of "WTF DUDE JUST SWERVE TO THE RIGHT YOU GOT ALL OF ALPHA KILLED"[/QUOTE]
Sports Hatchbacks please.
Training FP for convoy ops is like running headfirst into a wall until it breaks.
[QUOTE=Tinter;48495170]Training FP for convoy ops is like running headfirst into a wall until it breaks.[/QUOTE]
Can we train FP for anything other than rooty tooty point and shooty and Looting?
[QUOTE=kaukassus;48495024]There's also the thing at 4:30. The Spawned AI unit immediately walks off to god knows where, without actually being instructed to do so.
The Developer actually not expecting this is what really worries me, this was also shown in Holt's video, where the AI did things not even the developer did expect.
Then in the video at 5:05, the AI Assigned a new waypoint to themself far away from the battlefield, overriding previous orders.
How am I supposed to trust such a thing? Predicting the AI currently is hard enough.[/QUOTE]
In most games unpredictable AI is a good thing but apparently not in Arma.
I am not sure if Vice still uses this iteration of their logo, but feel free to use it in upcoming Wice reports.
[IMG]http://img.diwako.net/snaps/wice.png[/IMG]
[QUOTE=kaukassus;48495184]Can we train FP for anything other than rooty tooty point and shooty and Looting?[/QUOTE]
make a mission about looting
make bodies booby trapped
[editline]19th August 2015[/editline]
not hard to implement
[QUOTE=Taepodong-2;48495236]In most games unpredictable AI is a good thing but apparently not in Arma.[/QUOTE]
If it's just unpredictable to the Players, then it's good, but if the Mission maker has no idea if they will actually do what you tell them to do, Missions will be more broken than they are now.
What if your mission is to free a civillian hostage, and in the middle of the mission, VCOMAI starts to give orders to the Hostage, which is supposed to not get any commands at all?
What if you have a squad that will move onto a certain location when someone triggers a certain event, and VCOMAI decides to override that move command and order he AI to do something else?
[B]AI Must never ever under no circumstances override the Mission Makers / Zeus's waypoints, unless the Mission Maker explicitly wants that to happen.[/B]
i don't know if you guys know this but at the moment ASR is running at <30% difficulty
[QUOTE=Cuel;48495374]i don't know if you guys know this but at the moment ASR is running at <30% difficulty[/QUOTE]
we are just that shite
once i overrided that temporarily on a single unit (the swedish mission with the caches) to 100% and it killed every single one of alpha
Does the WICE interviewer have to record audio or does the cameraman do it?
cameraman
If WICE isn't full, I'll be the reporter
i wonder if KAI will ever be released
[media]https://www.youtube.com/watch?v=9dkgMMcsQXY[/media]
someone said it was just a private mod for some or a few clans but who knows
[editline]19th August 2015[/editline]
actually looks like it's released (somewhere, maybe just a2) but it's only for milsim groups or something
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