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Author Topic: Invading AI ("one" script to rule them all..)  (Read 2504 times)
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Kremator
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« Reply #15 on: 14 Aug 2009, 23:35:49 »

WOAH !!  Now that sounds like brown trouser time !

Will keep an eye out for your server mate (and obviously releases here) to keep uptodate !

Perhaps posting the updated mission here now so I can have a fiddle ?

BTW nice to meet you Smiley
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granQ
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« Reply #16 on: 14 Aug 2009, 23:58:28 »

yeah updated is the one in link, should be a folder inside the zip, then its the fixed. If its a pbo then its the one without working supplies.
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Cura Posterior
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« Reply #17 on: 15 Aug 2009, 16:32:15 »

Mission is coming along nicely mate !

It was funny to see that F35 engage it's own C130 ..... must have really pissed it off !

Keep coding ... waiting for the next installment.
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granQ
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« Reply #18 on: 16 Aug 2009, 10:38:06 »

yeah but not funny for me cause want to know why.. very strange.

Anyway, to easier see the progress, well a rough one I added an overview that shows which functions that is working, not which state but if its there.

http://wiki.anrop.se/index.php?title=MMAI:_Design#Overview_of_function_status

as you know kreamtor, the MMAI can still kick some serious ass (its very weak at its base but thats because the patrols isn't implemented, but look on that and you can see how little stuff actually is in, of the planned =) )
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« Reply #19 on: 16 Aug 2009, 11:48:35 »

Like the look of what you have planned gQ!  The AI does kick ass (in more ways that one!)

Building the whole system so that it 'feels' like a whole army is one helluva task but you are going the right way.

The base patrols will seriously hamper any naughty spetsnaz that want to disrupt lines of supply (like us!)

Perhaps having parked aircraft, that then taxi and patrol, only to land later would be cool!

During testing it would be good to see all the BLUFOR comms.

Keep going mate .... this is looking SWEET !
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granQ
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« Reply #20 on: 18 Aug 2009, 00:18:52 »

I keep the updates, a very very basic land patrol (basicly a hmmwv will be sent to any of the different towns, its more to get the structure up with all code and script files and then can add on)

but MMAI also have an "intel" part that I been working on a bit today...



It get the world name, date, weather is all read from the game and gets updated.. right now the player has to put the max and min temperature, but I hope I can find a way to get those values out form the config so no matter which island you play on it will make sense.

EDIT Oh and how would you like to navigate? I was thinking the easiest for me is that the "page" number is a drop box, so you just select the page you want to visit, does that feel ok or I need to find a way to enter the numbers?
« Last Edit: 18 Aug 2009, 00:35:54 by granQ » Logged

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granQ
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« Reply #21 on: 22 Aug 2009, 20:26:31 »

bump.. 0.6 released and phase1 one is more or less done.

Phase 1 Current phase
Making all function and scripts working for the MMAI.
Phase 2:
Work on how the MMAI use the different functions. Which conditions and improve the effect of different personalities.
Phase 3:
Make the player part of the mission. Objectives and so on.
Phase 4:
Balance towards player, optimize
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« Reply #22 on: 22 Aug 2009, 22:44:23 »

Back from my holidays now and able to help out / test.  Will look for the server when I play.

From what I've read this is shaping up nicely.

Just have to see if it is still a killer Smiley

EDIT.... ok have done quite a bit of testing here.  The UAVs are great .. but come down very low to check you out!  The 'Kill the radar' mission doesn't end when you kill the radar Sad

The BMP3 base isn't operating as a base yet.

PS if you need any help testing then ask Smiley
« Last Edit: 24 Aug 2009, 18:11:23 by Kremator » Logged
granQ
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« Reply #23 on: 25 Aug 2009, 09:44:43 »

BMP3 base?

i got a new version out soon, with several new objectives (must say it became much more fun).

So uav, set flyinheight, maybe 200..
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« Reply #24 on: 25 Aug 2009, 10:14:09 »

Yeah I think it spawned a BMP3 as the buyable base.

Looking forward to testing/playing MMAI.

Having a much high UAV would be good.
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granQ
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« Reply #25 on: 25 Aug 2009, 11:48:47 »

ah forgot about that one.. will fix later. Was more an idea.

Thought should add some stuff so you could always choose to respawn there.
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« Reply #26 on: 30 Aug 2009, 14:17:15 »

Cool stuff.  Is Shadow Warriors the latest version or have you other goodies for us to try out ?
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granQ
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« Reply #27 on: 31 Aug 2009, 13:25:49 »

latest is:
Quote
=== 0.7 (Shadow Warriors) ===
This version includes a "mission", source clean MMAI will be released later on.

Additions:
* Soldiers can now surrender.
* The report enemy script (from UAV and so on) now consider which doctrine is used.
* More types of vehicles are avaible for the MMAI.
* Now 30% chance the ai try a different doctrine for taking back a city.
* MMAI now are aware of which postion he have attacked and will not spam units non-stop to same area.
Fixes:
* All scripts are now in SQF instead of SQS.
* Minor fix to UAV search pattern and UAV flyinheight. (Still crashes).
* Airstrikes didn't work.

http://granq.game-host.org/upload/granQ/MasterMind_AI07.Chernarus.zip

whats next is fixing JIP problem with the mission (not really related to MMAI since it 99% runs on server so. Then only got some small minor stuff left and its all about tweaking. Just got home my other server that will try keep dedicated which means I will have acesses to try more MP aspects without trying to get players to come and play with me... which should increase productivity Smiley
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« Reply #28 on: 31 Aug 2009, 13:38:48 »

OOOh some good fixes there granQ !

Will try the latest version with Solus's SLX mod for extra difficulty Smiley

Keep up the good work!
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granQ
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« Reply #29 on: 31 Aug 2009, 18:17:40 »

starting on second mission now with MMAI.

So Shadow Warriors, a normal COOP. (Small scale)
and AI wars. Just the ai battling against eachother (this is great way for me to check behaviour on large scale battles)


and once I am getting "done" with MMAI i also plan to release one singelplayer version.
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