SARGE AI Framework - Public Release

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This looks absolutely correct. Any clues in your rpt ?

No, it won't spawn any of my a.i. whatsoever, rpt doesn't show anything. I did change it to a different format and got the bandit group to spawn but still can't get the weapons to work correctly when I change it they won't spawn :/
 
Hi sarge !, may i ask u something? after a time AI stop spawn why is that?, this happened me yesterday the script is awesome i love the AI make the mod more funny xD

Can you be more specific ? Describe the test case a bit more in depth? Whats in your rpt, etc ?
 
No, it won't spawn any of my a.i. whatsoever, rpt doesn't show anything. I did change it to a different format and got the bandit group to spawn but still can't get the weapons to work correctly when I change it they won't spawn :/
Can i see the relevant parts of your rpt ? with debug levels switched on ?
 
Yea you will have to give me to later tonight to do it have players on the server right now, I just ended up switching everything back to the normal weapons for now. But I will do that part tonight and give you the info.
 
I looked into here but didnt found something about it, i just saw someone talking about it but no fix.
How can I actually disable the spamming of "CLEANUP: DELETING A GROUP: B #-#-X" because its just annoying. Hope someone can help me.
 
Are you sure they are survivors? switch on the markers and let me know the color of these groups pls.
So I've got red and blue markers with numbers appearing everywhere, but all the actual AI that I can see on the map are either bandits/survivors/soldiers (all have already spawned at least once) and they were always red.
 
Sarge, I was trying to add sidechat info about kills involving players via adding the following lines to init.sqf:

deathfunction = {
private ["_dead","_killer"];
_dead = _this select 0;
_killer = _this select 1;
if ( {isPlayer _x} count [_dead, _killer] < 1) exitWith {};
if (_dead == _killer) exitWith {[side player, "HQ"] sideChat format ["%1 killed himself", name _killer];};
[side player, "HQ"] sideChat format ["%1 killed %2", name _killer, name _dead];
};

{
_x addMPEventHandler ["mpkilled", {_this call deathfunction;}];
} forEach allUnits;


however, it's not working. Any clues if this should work at all?
 
I know this has been said a couple times before but the AI is blind at night, unless they have NVG's. We have full moon nights on our server and still the AI can't seem to see properly. Vehicles like Helis and such they can see and shoot just fine from range even. Not sure what's causing this. I am hesitant to give them all NVG's to try and rectify the problem, hoping for a fix soon ;)

Another weird thing that happened last night was... I watched 3 survivors jump into a Ural that I own, switch on the lights and sat there. They didn't move the Ural at all, they in fact jumped in and out of it a few times then ran off :confused:
They attempted to steal it but I guess they got cold feet in the process. Would it be I got the KRON_UPS_searchVehicledist set too high or too low? Or would it be something else?

Helis that are in the vacinity of one another or in the vacinity of the opposite faction seem to hover in place and stay there for long periods of time. They don't seem to shoot the other AI from the Heli either, or the faction on the ground doesn't seem to shoot at the Heli. I can surely fix the Heli patrol locations but not sure what to do about the hovering over enemy locations.

Just pointing out a few issues I am having, not sure if others have/had these issues and have some insight on them or not.
Other than these few things, the AI is working brilliantly especially during the daylight hours and tweaking them to my liking :D

Using version 1.1.0 with vehicle fix.
 
Static AI's aren't respawning.

From my SAR_cfg_grps_chernarus.sqf:

// bandits, 3 snipers, 6 riflemen, patrol
[SAR_area_ZUBMANOR,3,3,6,"patrol",true] call SAR_AI;

I go there quite a while after they've been killed and they don't respawn until the server restart.
 
Sarge, having issues with players not being set back to the same side when getting near cars after being spotted by AI. This is happening consistently after about an hour of play players are having to A. log out and come back it and it will work for a short time. B. Run out about 200+ meters and then back in and it works about 30% of the time. It's gotten so bad I had to disable the AI this weekend after a server of 30 people could not share cars. Do you have a beta patch for the trigger around cars I could test for you? I tested it today with a player at 4000 humanity, and me being at -5000 ish and it worked when ever I came to get into the car after leaving the area (not spotted by AI), but he could not get in when I was in (think he was spotted by AI).

The reason for that (from a logical pov) is:

IF AI spot a bandit, OR get shot by a survivor, they rate that player down to -10000 rating. This one let's the Arma engine switch that player to side "enemy", which means enemy to everyone.

So as long as a bandit hasn't been spotted by AI, he can happily travel with other players. As soon as he was spotted and rated down, he is on a different side than the survivor, leading to the vehicles not being available to one of the parties.

I try to counter that by having a trigger around every vehicle, which checks the rating for the player, and if the rating is lower or equal to -10000, sets the rating to 0 while close to the vehicle. If that person leaves the area around the vehicle again, the old rating gets restored.

This should work, SAR_EXTREME_DEBUG shows the triggers when entering or leaving.

There still might be a flaw in that, not sure, that's what we are hunting down.

hope that explains a bit.

cheers, Sarge


Running version 1.1.0
 
Got this running on my server, just wanted to say: holy shit.

Sarge this is amazing, it adds a whole new dynamic to the game... my players are having stupid amounts of fun and actually feel scared playing DayZ again... it's like the earlier dayz of DayZ all over again... that fear, the unknown...

Excellent work, truly epic stuff and I do recommend it. :D

Thank you!
 
I looked into here but didnt found something about it, i just saw someone talking about it but no fix.
How can I actually disable the spamming of "CLEANUP: DELETING A GROUP: B #-#-X" because its just annoying. Hope someone can help me.

That has nothing to do with my framework, that message comes from your server_cleanup.fsm.

You can comment it out there.

cheers, Sarge
 
I know this has been said a couple times before but the AI is blind at night, unless they have NVG's. We have full moon nights on our server and still the AI can't seem to see properly. Vehicles like Helis and such they can see and shoot just fine from range even. Not sure what's causing this. I am hesitant to give them all NVG's to try and rectify the problem, hoping for a fix soon ;)

Another weird thing that happened last night was... I watched 3 survivors jump into a Ural that I own, switch on the lights and sat there. They didn't move the Ural at all, they in fact jumped in and out of it a few times then ran off :confused:
They attempted to steal it but I guess they got cold feet in the process. Would it be I got the KRON_UPS_searchVehicledist set too high or too low? Or would it be something else?

Helis that are in the vacinity of one another or in the vacinity of the opposite faction seem to hover in place and stay there for long periods of time. They don't seem to shoot the other AI from the Heli either, or the faction on the ground doesn't seem to shoot at the Heli. I can surely fix the Heli patrol locations but not sure what to do about the hovering over enemy locations.

Just pointing out a few issues I am having, not sure if others have/had these issues and have some insight on them or not.
Other than these few things, the AI is working brilliantly especially during the daylight hours and tweaking them to my liking :D

Using version 1.1.0 with vehicle fix.

Hey Jman,

couple of answers:

a) AI spotting ability at night is an ARMA thing - not easy to adjust i think. Put that on my list to check, but might be not that easy.

b) I have seen them jumping in and out of cars as well, usually if they jump out again they have an enemy (zed or player) on their targetlist. If nobody's around, they will use the vehicle to get to their next waypoint. There is a time constraint until when a new waypoint is set, and after another one is generated to avoid them getting stuck trying to get to a waypoint. That might have happened as well, so after they got in, the waypoint changed to a closer one and due to that they got out. Not easy to backtrack.

c) I saw the hovering as well, still trying to figure out what causes this.

cheers, Sarge
 
Sarge, having issues with players not being set back to the same side when getting near cars after being spotted by AI. This is happening consistently after about an hour of play players are having to A. log out and come back it and it will work for a short time. B. Run out about 200+ meters and then back in and it works about 30% of the time. It's gotten so bad I had to disable the AI this weekend after a server of 30 people could not share cars. Do you have a beta patch for the trigger around cars I could test for you? I tested it today with a player at 4000 humanity, and me being at -5000 ish and it worked when ever I came to get into the car after leaving the area (not spotted by AI), but he could not get in when I was in (think he was spotted by AI).




Running version 1.1.0

Are you using the vehicle fix i posted ? Did you check your rpt with debugging enabled?

If a player with high humanity has been spotted doesn't matter, it's only the ones with low humanity that get switched to side enemy.
 
Got this running on my server, just wanted to say: holy shit.

Sarge this is amazing, it adds a whole new dynamic to the game... my players are having stupid amounts of fun and actually feel scared playing DayZ again... it's like the earlier dayz of DayZ all over again... that fear, the unknown...

Excellent work, truly epic stuff and I do recommend it. :D

Thank you!

Thank you, glad that you like it!

cheers, Sarge
 
So I've got red and blue markers with numbers appearing everywhere, but all the actual AI that I can see on the map are either bandits/survivors/soldiers (all have already spawned at least once) and they were always red.

I don't get it ... you say you got red and blue markers, and 2 sentences later you got only red?
 
Static AI's aren't respawning.

From my SAR_cfg_grps_chernarus.sqf:

I go there quite a while after they've been killed and they don't respawn until the server restart.

I have the reinforcement setting turned on. Is it possible these static AI's are being called away to help? I also can't seem to find the reinforcement setting to turn it off to see if this helps. Where is it? :)
 
I have the reinforcement setting turned on. Is it possible these static AI's are being called away to help? I also can't seem to find the reinforcement setting to turn it off to see if this helps. Where is it? :)

Reinforcements were never supported by me.That was a functionality in UPSMON. if you played around with that, switch it back.
 
Reinforcements were never supported by me.That was a functionality in UPSMON. if you played around with that, switch it back.

I remember reading a reply where you commented you had set reinforcements to 2000m and they were coming from all over to attack you.

Anyway, in your SAR_config, you have:

// If enabled IA communication between them with radio defined sharedist distance, 0/2
// (must be set to 2 in order to use reinforcement !R)
KRON_UPS_comradio = 0;

I had that set to 2, but I just made it 0 again. Also, I already have KRON_UPS_reinforcement = false; in the init_UPSMON.sqf. Is that setting in one of your config files too? I know I set it to true someplace but I don't remember where.
 
I remember reading a reply where you commented you had set reinforcements to 2000m and they were coming from all over to attack you.

Anyway, in your SAR_config, you have:

// If enabled IA communication between them with radio defined sharedist distance, 0/2
// (must be set to 2 in order to use reinforcement !R)
KRON_UPS_comradio = 0;

I had that set to 2, but I just made it 0 again. Also, I already have KRON_UPS_reinforcement = false; in the init_UPSMON.sqf. Is that setting in one of your config files too? I know I set it to true someplace but I don't remember where.

Hmmm ... if you adjusted these 2 you should be fine. I didnt copy the KRON_UPS_reinforcement into my configs.
 
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