Home » PLAYER'S HQ 1.13 » JA2 Complete Mods & Sequels » AIMNAS Archives » AIMNAS Bug reports
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Re: AIMNAS Bug reports[message #340890 is a reply to message #340813]
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Tue, 05 May 2015 23:02
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Torres |
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Messages:171
Registered:June 2010 Location: Canary Islands |
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HK 121 MG won't allow burst fire in spite of being able to put a trigger group on it, the only gain is the plus to reliability.
EDIT:
And the GL collimator sight doesn't have an effect, it won't reduce AP for firing when mounted on the GL.
[Updated on: Wed, 06 May 2015 00:57] Report message to a moderator
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Staff Sergeant
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Re: AIMNAS Bug reports[message #341669 is a reply to message #341318]
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Fri, 10 July 2015 15:12
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bole |
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Messages:58
Registered:November 2002 |
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Started the brand new game, after playing Arulco Revisited, with new updates. Again, there is a problem with enemies, right at the start of the game - the same thing reported earlier. They just stand on certain spots or gravitate around them. They would try to engage the mercs, but if they loose sight of them, they just go back to their original positions as if nothing happened. This is particulary visible with admin and regular troops, but even the elites behave in similar manner (in first three battles I had them in). Even when advancing toward the mercs, after the initial shots are fired, almost all enemies just find a spot and hole in there, even if armed with rifles, and wait, half a map away. They spring in action only if merc gets close to them - I'm not sure, but I think the distance is 20 or so squares. At this particular point in the battle, in occasion, I had some 20+ enemies in the sector left.
Also, another possible issue is that they do not investigate the shootings. I had eliminated, for instance, perimeter sentries in the sector, without using silencers, qand quite a few shots were fired. Yet again, other enemies were still at their positions.
Is there posibility that the original AI, which was made for far shorter engagement ranges (smaller maps) fail to notice shots or enemies parading through the sector? Or there are simply too many enemies with orders to be static? I currently play with 32 enemies per sector limit.
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Corporal
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Re: AIMNAS Bug reports[message #341671 is a reply to message #341669]
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Fri, 10 July 2015 22:28
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smeagol |
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Messages:2705
Registered:June 2008 Location: Bremen, Germany |
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Short Answer:
Yes, the issue has been reported several times.
No, nothing I can do about it.
Long(er) answer:
I checked a few of the maps that had that issue, and the enemies usually are "on call" or "far patrol" assignment, which gives them a wide area they patrol. A few enemies are "on guard" or on "close patrol", which keeps them as the assignment suggests, rather close to their positions. I use stationary VERY rarely (can't even remember if I actually ever used this anywhere). Sometimes enemies get point and random patrols (but as those make quite a bit of extra work when placing 64 enemies, I usually avoid those orders). "Seek enemy", the last available option for enemy placement makes the enemies hyper-aggressive (and it looks like the enemies always have quite a good idea where to look for your mercs, so that you don't get much of a chance even on a big map to deploy your troops properly, if more than a few enemies have this assignment. I have a few maps with dedicated "seek and destroy" assignment for enemies, but those are normally in quest related maps (like madlab farms), where this setting actually makes sense.
The not-reacting enemies seem to happen a lot during night time attacks and especially in maps with a lot of light sources. Maybe that's sort of related?
As far as I know, the AI code is quite a big mess and hard to debug, not sure if any of the capable coders(TM) currently active actually spent any time researching AI code, but I agree that this issue kinda needs fixing.
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Re: AIMNAS Bug reports[message #341772 is a reply to message #341771]
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Fri, 17 July 2015 00:20
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Flugente |
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Messages:3507
Registered:April 2009 Location: Germany |
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Found an error in stock with sandbags. Haven't tested with AIMNAS yet, but I assume you haven't changed the tile properties...
It seems to me there must be an error in the jsds or something like that, which allows seeing through the things if one gets close. Does this happen in AIMNAS too (and, in any case, can you fix that) ?
I know now that it could never work between us, as much as we wanted to, it could never be! Not because you're a rabbit, but because you're black.
If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.Report message to a moderator
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Re: AIMNAS Bug reports[message #341786 is a reply to message #341785]
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Sat, 18 July 2015 14:25
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Flugente |
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Messages:3507
Registered:April 2009 Location: Germany |
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Oh boy. I really need to put the rant I am about to post in a separate thread, and jsut link to it. This is the n-th time I'm posting this. Enraged rant follows:
A while ago, someone had the idea to move all kinds of difficulty settings to a new xml, DifficultySettings.xml. This was never announced anywhere, and isn't described anywhere, so good look learning that unless you are a frequent lurker. These are supposed to be all game-difficulty related settings. In theory, this would also allow to create new difficulty levels, as you seem to have tried to do. However, several scripts do not work with this and will cause the game to crash, as you have just observed. Since this is one of the main points of this feature, it seems it was not tested at all before it was committed.
There are also several other severe problems with this. There are numerous instances where a value is based on the difficulty level. For example, during the Drassen and other counterattacks, you are attacked by 4 equally-sized enemy platoons. Each platoon has a size of <MinEnemyGroupSize> (from the xml) + extra value. Extra value is index of difficulty level * 3. But as this would very high, this has instead been changed to a random number between 1 and 3 times 3. Which means that for this reason alone, the number of troops you face can vary by up to 24. Which is quite a kick in the nuts if, say, someone wants to have a novice like game.
There are several instances of this - we draw a difficulty-based value at random.
Long story short: In my personal opinion, this is an unneccessary, illogical, bug-ridden feature which isn't explained anywhere. To be clear: I have no problem with someone committing code with bugs (I do that all the time ). I have no problem with fixing other's bugs, but I do have a problem with unannounced features appearing out of nowhere with no documentation that have severe design flaws. I (and a least one other coder I know of) could fix these problems... but we won't. I'm not some street sweeper here to clean other's obvious mess. And yes, I am severely pissed about this, and won't apologize for anything said here.
Phew. Blood for the blood god and all that.
As to your problem: In Data-1.13/Scripts/GameInit.lua, change
...
if ( newDIFFICULTY_LEVEL == DIF_LEVEL_EASY ) then
iStartingCash = GetStartingCashNovice()
elseif ( newDIFFICULTY_LEVEL == DIF_LEVEL_MEDIUM ) then
iStartingCash = GetStartingCashExperienced()
elseif ( newDIFFICULTY_LEVEL == DIF_LEVEL_HARD ) then
iStartingCash = GetStartingCashExpert()
elseif ( newDIFFICULTY_LEVEL == DIF_LEVEL_INSANE ) then
iStartingCash = GetStartingCashInsane()
end
...
to
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if ( newDIFFICULTY_LEVEL == DIF_LEVEL_EASY ) then
iStartingCash = GetStartingCashNovice()
elseif ( newDIFFICULTY_LEVEL == DIF_LEVEL_MEDIUM ) then
iStartingCash = GetStartingCashExperienced()
elseif ( newDIFFICULTY_LEVEL == DIF_LEVEL_HARD ) then
iStartingCash = GetStartingCashExpert()
elseif ( newDIFFICULTY_LEVEL == DIF_LEVEL_INSANE ) then
iStartingCash = GetStartingCashInsane()
else
iStartingCash = 50000
end
...
(Replace the 50000 with whatever value you want to have as starting cash).
[Updated on: Sat, 18 July 2015 14:27]
I know now that it could never work between us, as much as we wanted to, it could never be! Not because you're a rabbit, but because you're black.
If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.Report message to a moderator
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Re: AIMNAS Bug reports[message #341792 is a reply to message #341786]
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Sat, 18 July 2015 20:19
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SabinyAk |
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Messages:140
Registered:July 2015 Location: Mexico |
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i still having the same message, and even after changing that, i really thought it was going to work this time.
maybe i forget something? that's the one into data-1.13/scripts/GameInit.lua
also i find something that sounds like what you were talking before about the game difficult, this one was into data-bigmaps/scripts/GameInit.lua
[Updated on: Sat, 18 July 2015 20:22]
Oh, God please tie this rope tight, A noose that fits just right, Oh, God please tie this rope tight, Hold my head upright, Take this knife across my throat, And make amends for all my lies.Report message to a moderator
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Sergeant
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Re: AIMNAS Bug reports[message #341798 is a reply to message #341797]
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Sat, 18 July 2015 23:11
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SabinyAk |
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Messages:140
Registered:July 2015 Location: Mexico |
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i noticed already hehe, i changed that other lua script into bigmaps-data and it got working, but that explains why bobby ray's was all empty and stuff, i remember because i was told that the AIMNAS introduces a Intratec AB10 in-game and when i didn't saw it i imagined something was wrong.i guess i'll have to reinstall everything again.
Oh, God please tie this rope tight, A noose that fits just right, Oh, God please tie this rope tight, Hold my head upright, Take this knife across my throat, And make amends for all my lies.Report message to a moderator
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Sergeant
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