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Trunk AI and improvements[message #358729] Mon, 30 December 2019 11:00 Go to next message
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This is the thread for my contributions to the main trunk.

r8721/2502
New option AI_TACTICAL_RETREAT (false by default) controls tactical enemy retreat from battle (keep this option "false" if you don't like single enemy soldiers fleeing to another sector and then sitting there forever).

Moved options AI_YELLOW_FLANKING, AI_EXTRA_SUPPRESSION, AI_NEW_MORALE and AI_BETTER_COVER to [Tactical AI Settings]
AI_EXTRA_SUPPRESSION and AI_NEW_MORALE are now enabled by default.

AI_NEW_MORALE:
- zombies always have high morale (they are stupid and should always attack)
- always low morale when soldier is blinded (to try to retreat to safe position until the blindness counter ends)
- neutrals always have low morale even if they have guns, so they don't run into the heat of battle
- prevent hopeless morale when not under attack (so if you attack soldier with bad morale, he will retreat for 2 turns and then stop)

UpdateAniTiles: also check EXPLOSV_CREATUREGAS (from merc05's fixes)

To download r8721 for the trunk, follow the Trunk link in the sig.

[Updated on: Mon, 30 December 2019 11:02]




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Re: Trunk AI and improvements[message #358740 is a reply to message #358729] Sun, 05 January 2020 10:23 Go to previous messageGo to next message
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r8723/2503

New option AUTO_HIDE_PB (enabled by default) enables auto hiding of the progress bar when mouse cursor is on the top map row.
Also, AI soldiers will now avoid staying at top map row.

Demo video for top bar auto hiding:



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Re: Trunk AI and improvements[message #358760 is a reply to message #358740] Tue, 07 January 2020 18:41 Go to previous messageGo to next message
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r8724
Added more nationalities.
Toggle Spoiler



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Re: Trunk AI and improvements[message #358762 is a reply to message #358760] Wed, 08 January 2020 19:20 Go to previous messageGo to next message
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r8725
Lua: initialize return values to prevent returning garbage if soldier is not found.
Improved r8104 fix to allow Fatima quest (civilians and NPCs with profile can go off screen).



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Re: Trunk AI and improvements[message #358767 is a reply to message #358762] Thu, 09 January 2020 14:12 Go to previous messageGo to next message
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r8726, r8727

Improved Lua code:
- default values
- array bounds
- min/max values
- correct variable types

[Updated on: Thu, 09 January 2020 14:20]




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Re: Trunk AI and improvements[message #358773 is a reply to message #358767] Sat, 11 January 2020 19:22 Go to previous messageGo to next message
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r8728/2504

Play grenade pin sound (supports custom sound with <sSound> tag in Weapons.xml)

Help AI associate noise with enemy presence:
- melee attack noise type changed to NOISE_BULLET_IMPACT
- HTH attack noise type changed to NOISE_BULLET_IMPACT
- grenade pin noise type changed to NOISE_GRENADE_IMPACT
- launcher attack noise type changed to NOISE_GUNFIRE

Demo video:



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Re: Trunk AI and improvements[message #358786 is a reply to message #358773] Sun, 12 January 2020 11:18 Go to previous messageGo to next message
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r8730

Experimental AI path tweaks:
- avoid gas
- avoid deep water if not flanking
- avoid light at night and fresh corpses

When deciding best cover spot, avoid moving into light at night if not in light already and not under attack.



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Re: Trunk AI and improvements[message #358795 is a reply to message #358786] Wed, 15 January 2020 22:30 Go to previous messageGo to next message
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r8731/2505

New background property: <animal_friend> will refuse to attack animals, unless attacked by that animal.
New background property: <civgroup_loyal> will refuse to attack neutral members of the same civilian group.



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Re: Trunk AI and improvements[message #358807 is a reply to message #358795] Thu, 16 January 2020 14:35 Go to previous messageGo to next message
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r8732/2506

New option BACKGROUND_TOOLTIP_DETAILS (TRUE by default) can be used to enable or disable showing background details in laptop.




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Re: Trunk AI and improvements[message #358815 is a reply to message #358807] Sat, 18 January 2020 08:54 Go to previous messageGo to next message
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r8733/2507

Play sound when soldier raises weapon, depending on weapon type.
Sounds can be changed in Data\Sounds\Equip
Draw.ogg (default generic type)
Draw_AR.ogg
Draw_LMG.ogg
Draw_MP.ogg
Draw_Pistol.ogg
Draw_Rifle.ogg
Draw_Shotgun.ogg
Draw_SMG.ogg
Draw_Sniper.ogg



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Re: Trunk AI and improvements[message #358816 is a reply to message #358815] Sat, 18 January 2020 11:33 Go to previous messageGo to next message
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r8734/2508

New option AI_MOVEMENT_MODE enables AI movement mode tweaks:
- zombies always run if they know enemy location
- when deciding cautious movement, use swatting if soldier is already crouched/prone
- use walking mode if no enemy known
- use swatting when blinded
- use running when in light at night (moving slowly in light at night is dangerous)
- use swatting for seeking at night or when soldier is already crouched (try to sneak)
- use swatting for taking cover when under fire
- use swatting for moving under fire (suppress enemy to slow him down)
- use swatting when in a room and seen enemy recently or under fire (better hide behind windows)
- use swatting for snipers on roof or when under fire (less expose snipers to enemy fire)
- use running for taking cover when not under attack (moving as fast as possible is important in combat)
- use swatting/walking when getting closer with raised weapon (to not lower weapon while moving)
- use walking/swatting when flanking in realtime (sneaking in realtime, save energy when low on breath)



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Re: Trunk AI and improvements[message #358817 is a reply to message #358816] Sat, 18 January 2020 11:56 Go to previous messageGo to next message
silversurfer

 
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Looks like we are getting some nice improvements to the development build. Thank you. happy


Wildfire Maps Mod 6.07 on SVN: https://ja2svn.mooo.com/source/ja2/branches/Wanne/JA2%201.13%20Wildfire%206.06%20-%20Maps%20MOD

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Re: Trunk AI and improvements[message #358825 is a reply to message #358817] Sun, 19 January 2020 21:41 Go to previous messageGo to next message
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r8735/2509

New option SHOW_BACKPACK_OWNER (TRUE by default): show backpack owner's name on the ground and in taking items interface.



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Re: Trunk AI and improvements[message #358829 is a reply to message #358825] Mon, 20 January 2020 20:09 Go to previous messageGo to next message
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r8736

Added more restrictions for AI when using grenades:
- blinded soldier can only attack recently seen/heard opponents (he cannot target enemies someone else sees)
- limit explosives type when attacking zombies (tear gas and flashbang will not work probably)
- limit smoke grenade use (don't smoke opponent if he is cowering, has no gun, has high shock or low marksmanship)
- limit explosives type when attacking robots, vehicles and tanks (stun grenades etc will not work probably)
- don't use grenades against dying enemies (except zombies)
- limit explosives type when attacking collapsed enemies (if opponent is already on the floor and unconscious, there's no reason to use stun or flashbang on him)
- don't use flare if soldier is in light already
- don't use flares against opponents on roof (light doesn't work on roof)

[Updated on: Mon, 20 January 2020 20:31]




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Re: Trunk AI and improvements[message #358859 is a reply to message #358829] Fri, 24 January 2020 11:16 Go to previous messageGo to next message
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r8737/2510
Fixed bug in experimental AI path tweaks.
Added new option AI_PATH_TWEAKS which controls various experimental path tweaks for AI: avoid gas, deep water, light at night.
Added experimental path tweak: AI tanks prefer moving in straight directions to avoid sliding effect.
Set default value for options AI_EXTRA_SUPPRESSION, AI_NEW_MORALE, AI_BETTER_COVER, AI_MOVEMENT_MODE to TRUE.



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Re: Trunk AI and improvements[message #358860 is a reply to message #358859] Fri, 24 January 2020 12:09 Go to previous messageGo to next message
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r8738/2512

Added new options:
ENABLE_TA enables fire ambient sound
VOLUME_TA controls fire ambient sound volume

Fire ambient sound is played in a loop when there is active fire effect on screen.

[Updated on: Fri, 24 January 2020 12:09]




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Re: Trunk AI and improvements[message #358879 is a reply to message #358860] Sat, 25 January 2020 21:09 Go to previous messageGo to next message
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r8740

AI:
- before deciding anything, stop cowering animation (to avoid possible problems with executing action)
- before deciding anything, stop giving aid animation (to avoid possible problems with executing action)
- before deciding to raise weapon, check if weapon can be raised (to avoid possible AI loop and other problems)
- simplified scope check (IsScoped can be used instead of NCTHIsScoped without additional check)
- removed duplicate code in Red AI (civilian cowering code was duplicated with the only difference in boxing state check which can be removed)

Added missing actions to gzActionStr[] (fix possible out of bounds array access which could return garbage when printing debug messages).
Fixed OKLIFE checks (bLife should be checked for >= OKLIFE).



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Re: Trunk AI and improvements[message #358952 is a reply to message #358879] Fri, 07 February 2020 12:53 Go to previous messageGo to next message
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r8744/2513

New options in Taunts_Settings.INI:
TAUNT_VOICE (FALSE by default): if true, will play sound file instead of showing text.
TAUNT_VOICE_SHOW_INFO (FALSE by default): if true, will show debug info when playing voice taunt.

The game will play sound file instead of showing text message, when TAUNT_VOICE option is enabled in Taunts_Settings.INI
Sound file type is determined by taunt type (see enemy, got hit, under attack etc), regular Data\EnemyTaunts\*.xml files are not used.
Voice taunts can be played for enemy team, militia team and civilians which have civilian group, so the folder structure looks like this:
Data\VoiceTaunts\Army\
Data\VoiceTaunts\Militia\
Data\VoiceTaunts\CivgroupX\, where X is number of civilian group in CivGroupNames.xml, for example Civgroup2 for Kingpin men.
The game uses separate taunts for male and female, so the folder structure looks like this:
Data\VoiceTaunts\Army\Male
Data\VoiceTaunts\Army\Female
There can be up to 100 possible voices for each group/gender, which are assigned to soldier based on his id, so a soldier will always use the same voice in the battle:
Data\VoiceTaunts\Army\Male\01
Data\VoiceTaunts\Army\Male\02
Data\VoiceTaunts\Army\Male\03
...
Note that there can be no gaps between numbers, so if you want 3 variants of army male voices, you need to supply them in order: Army\Male\01, Army\Male\02, Army\Male\03
Also important note: since there is no way to determine if folder exists when using VFS system, the game checks for existence of ALERT.ogg file, so for the game to use voice, it should be in the voice folder (the file can be dummy empty file, but it should exist), for example, the game will recognize all 3 voices for male army soldier, if the following files exist:
Data\VoiceTaunts\Army\Male\01\ALERT.ogg
Data\VoiceTaunts\Army\Male\02\ALERT.ogg
Data\VoiceTaunts\Army\Male\03\ALERT.ogg

List of possible taunts:
Toggle Spoiler
You can also make additional variants of taunts by adding number after the main name, for example:
THROW_GRENADE.ogg
THROW_GRENADE 1.ogg
THROW_GRENADE 2.ogg
In this case the game will randomly choose from THROW_GRENADE.ogg, THROW_GRENADE 1.ogg and THROW_GRENADE 2.ogg and play sound.
Note that there can be no gaps between numbers, so if you want 3 additional variants, you need to add THROW_GRENADE 1.ogg, THROW_GRENADE 2.ogg and THROW_GRENADE 3.ogg

Demo video:

Note: this video was recorded with TAUNT_MAKE_NOISE = FALSE and high values for all taunt chances, in regular game with default settings there will be much less voice taunts heard.

You can download voice files used in the demo video from my google drive in Data\VoiceTaunts.7z, there is also Template folder which lists all possible voice file names.
This example uses voices from Vengeance:Reloaded, originally these were voices from Arma mods, later modified by VR team.

[Updated on: Sun, 09 February 2020 21:18]




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Re: Trunk AI and improvements[message #358954 is a reply to message #358952] Fri, 07 February 2020 18:18 Go to previous messageGo to next message
CptMoore

 
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Very cool, adds a lot of immersion!

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Re: Trunk AI and improvements[message #358958 is a reply to message #358952] Fri, 07 February 2020 23:02 Go to previous messageGo to next message
Kitty

 
Messages:438
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The SVN-message for 8744 says:

"Voice Taunts update: changed civgroup name format, to allow using civgroups with 3 digits numbers."

Has this an effect on used number of digits for existing civgroups? Like in, will civgroup 67 need to be renamed to 067 to be known by game?
Do I have to change existing digits (...098,099) or will this just allow me to use more then 100 civgroups (...,98,99,100,101,...) ?


Quote:
Voice taunts can be played for enemy team, militia team and civilians which have civilian group, so the folder structure looks like this:
Data\VoiceTaunts\Army\
Data\VoiceTaunts\Militia\
Data\VoiceTaunts\CivgroupX
I haven't found the Folder Data\VoiceTaunts in GameDir 2513. So I understand that I either use the download you mentioned (which contains the file-structure),additionaly,
or have to create them myself to make use of this feature. Is this correct, or did I mess up my svn?

Does TAUNT_VOLUME in tauntsettings.ini also effect the volume of voice-taints?
--------------

Quote:
r8726, r8727

Improved Lua code:
- default values
- array bounds
- min/max values
- correct variable types
It most likely is completly unrelated, but I lack the knowledge so I better ask:

(out of overhead.lua and strateticmap.lua)

" -- We have an array of 1000 signed integers that a modder can use to set whatever data he wants.
-- We simply set up some enums here to make it easier for us to remember what is what

ModSpecificFacts = "

I used that a lot and now I'm worrying, if the "array bonds" in the quote might be affect the array
for ModSpecificFacts as well? Kinda doubt it will, but the woorywart in me insists on asking.


------------



Quote:
Added new options:
ENABLE_TA enables fire ambient sound
VOLUME_TA controls fire ambient sound volume
When I've seen this, I couldn't help to ask myself if there is a slim hope that SSA might also be included in trunk?

Do I have to add the fire.ogg into Data\Ambient (like I understand it is in Experimental Project) to make this working or isn't this nescessary
for the trunk-version?


-----------

Thanks a lot for adding your cool stuff to the trunk.

[Updated on: Fri, 07 February 2020 23:46]




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Re: Trunk AI and improvements[message #358959 is a reply to message #358958] Fri, 07 February 2020 23:43 Go to previous messageGo to next message
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Kitty wrote on Sat, 08 February 2020 02:02
The SVN-message for 8744 says:

"Voice Taunts update: changed civgroup name format, to allow using civgroups with 3 digits numbers."

Has this an effect on used number of digits for existing civgroups? Like in, will civgroup 67 need to be renamed to 067 to be known by game?
Do I have to change existing digits (...098,099) or will this just allow me to use more then 100 civgroups (...,98,99,100,101,...) ?
Previously it was like 01, 02, .. 99, now it's like 1, 2, .. 255. Also see the example voicepack.

Quote:
Voice taunts can be played for enemy team, militia team and civilians which have civilian group, so the folder structure looks like this:
Data\VoiceTaunts\Army\
Data\VoiceTaunts\Militia\
Data\VoiceTaunts\CivgroupX
I haven't found the Folder Data\VoiceTaunts in GameDir 2513. So I understand that I either use the download you mentioned (which contains the file-structure),additionaly,
or have to create them myself to make use of this feature. Is this correct?
Yes, you need to use test voice pack from google drive or make your own. This feature is mostly for modders who want to make their own voice packs, not for use with stock 1.13 (though it's possible).

Quote:
It most likely is completly unrelated, but I lack the knowledge so I better ask:

(out of overhead.lua and strateticmap.lua)

" -- We have an array of 1000 signed integers that a modder can use to set whatever data he wants.
-- We simply set up some enums here to make it easier for us to remember what is what

ModSpecificFacts = "

I used that a lot and now I'm worrying, if the "array bonds" in the quote might be affect the array
for ModSpecificFacts as well? Kinda doubt it will, but the woorywart in me insists on asking.
It is competely unrelated to that fix.

Quote:
Added new options:
ENABLE_TA enables fire ambient sound
VOLUME_TA controls fire ambient sound volume
When I've seen this, I couldn't help to ask myself if there is a slim hope that SSA might also be included in trunk?
I plan to add it tomorrow, if all goes well.



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Re: Trunk AI and improvements[message #358966 is a reply to message #358959] Sat, 08 February 2020 21:49 Go to previous messageGo to next message
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r8745/2514

New options to control Sector Steady Ambients:
ENABLE_SSA (default FALSE)
VOLUME_SSA (default 50)
DEBUG_SSA (default FALSE)

New feature: Sector Steady Ambients
To use new sector ambients, enable option ENABLE_SSA.
By default volume VOLUME_SSA is set to 50, you can increase it to 127 if you wish.
Option DEBUG_SSA will show some useful information on screen when starting new ambient, this should help in some situations.

How it works:
SSA is an ambient sound that plays constantly in a loop in the background, mostly consists of nature sounds like wind, birds, insects and such, but also can be used for town/underground ambients, or you can even define a soundtrack for each sector if you wish.
There can be no more than 10 sounds of each type currently (10 for every sector or for every town).
This can be used together with music as it works completely independent.
The system to select current sound is flexible and based on file names, so you don't need any XMLs or other data to make it work.

First, the game will search a file with a specific sector name, for example, A1_DAY_1.ogg .. A1_DAY_10.ogg (only ogg files are supported as wav's are too big).
This means sector A1, day time, and you can provide any number of sounds from 1 to 10, but numbers should be in continuous order, so there should be 1,2,3 for example but not 1, 5, 7.
You need to set a DAY or NIGHT for all sectors above the ground, but not for underground sectors.
For underground sectors, the name will have U2..U4 added to sector name and no DAY/NIGHT keyword, so it will look like:
A1U2_1.ogg, A1U4_1.ogg etc...
U2 is the first undergound level and U4 is the deepest underground level.
So the game will find all sounds for loaded sector, chose a random one from them and play it in a loop as long as you stay in tactical screen.
Random number is not really random but depends on time (current hour) of day, so if you unload sector, wait for next hour and load it again, you will hear different (next number) sound.

Second, if the game was unable to load a sound for specific sector, it will check if current sector is a town (only above the ground), and search for a file with a town name, for example, OMERTA_DAY_1.ogg .. OMERTA_DAY_10.ogg

Finally, if the sound is not found yet, the game will try to make some generic name for a sector type, based on <Here> movement type in MovementCosts.xml, using the following rule:
TOWN: Town
SAND, SAND_ROAD: Desert
FARMLAND, FARMLAND_ROAD: Farmland
PLAINS, PLAINS_ROAD, ROAD: Plains
HILLS, HILLS_ROAD: Hills
SPARSE, SPARSE_ROAD, DENSE, DENSE_ROAD: Forest
TROPICS, TROPICS_ROAD: Tropical
WATER: Water
NS_RIVER, EW_RIVER: River
COASTAL, COASTAL_ROAD: Coastal

So the name will look like: DESERT_DAY_1.ogg .. DESERT_DAY_10.ogg
For towns, generic name will always be TOWN.
For mines, generic name will always be MINE or EMPTYMINE, and day status for mines should not be added.

Note: all file names in Windows are not case sensitive, so you can use names like EmptyMine or emptymine or EMPTYMINE.
Note: put all sector steady ambient sounds into the Data\Ambient\SSA folder.

Demo video:

This video uses demo ambient sounds, you can download them from my google drive, Data\Ambient.7z

[Updated on: Mon, 10 February 2020 12:00]




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Re: Trunk AI and improvements[message #358968 is a reply to message #358966] Sat, 08 February 2020 22:36 Go to previous messageGo to next message
Kitty

 
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Kitty wrote on Sun, 10 March 2019 19:26
... I appriciate everything that adds depth to the "feeling", so ambient sound sure found my liking. Being at the coastline and hearing waves come in, a more lively sounding San Mona, a swamp that sounds eerie, a forest with wildlife and nature sounds - having the oportunity to create all of these sure is a very cool thing. ...

]

Still true. I guess I better find some time for Audacity soon happy Thank you so much for putting this ability into trunk !





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Re: Trunk AI and improvements[message #358969 is a reply to message #358968] Sun, 09 February 2020 01:32 Go to previous messageGo to next message
silversurfer

 
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I haven't played JA2 in a long time but all these new features and improvements certainly make me want to play again. happy


Wildfire Maps Mod 6.07 on SVN: https://ja2svn.mooo.com/source/ja2/branches/Wanne/JA2%201.13%20Wildfire%206.06%20-%20Maps%20MOD

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Re: Trunk AI and improvements[message #358970 is a reply to message #358968] Sun, 09 February 2020 02:56 Go to previous messageGo to next message
Hawkeye is currently offline Hawkeye

 
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Kitty wrote on Sun, 09 February 2020 07:36
Kitty wrote on Sun, 10 March 2019 19:26
... I appriciate everything that adds depth to the "feeling", so ambient sound sure found my liking. Being at the coastline and hearing waves come in, a more lively sounding San Mona, a swamp that sounds eerie, a forest with wildlife and nature sounds - having the oportunity to create all of these sure is a very cool thing. ...

]
Still true. I guess I better find some time for Audacity soon happy Thank you so much for putting this ability into trunk !

Gimme a shout if you need any sound effects files, I had plenty in the wings for Vengeance, but this feature never made it. I also have a backlog of files collected up over the years, though some might yet make it into 'Tuscany'.


[Updated on: Sun, 09 February 2020 03:08]

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Re: Trunk AI and improvements[message #358973 is a reply to message #358969] Sun, 09 February 2020 09:33 Go to previous messageGo to next message
Xafloz is currently offline Xafloz

 
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silversurfer wrote on Sun, 09 February 2020 01:32
I haven't played JA2 in a long time but all these new features and improvements certainly make me want to play again. happy
#Metoo thumbs up

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Re: Trunk AI and improvements[message #358975 is a reply to message #358973] Sun, 09 February 2020 14:59 Go to previous messageGo to next message
Xafloz is currently offline Xafloz

 
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Registered:December 2016
Anyway for a reason AI doesn't work in RT, but work very good in TURN mode. R8741. Any help or advice would be more then welcome. Thanks in advance!

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Re: Trunk AI and improvements[message #358976 is a reply to message #358975] Sun, 09 February 2020 15:05 Go to previous messageGo to next message
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Xafloz wrote on Sun, 09 February 2020 17:59
Anyway for a reason AI doesn't work in RT
I don't understand. Do you have a save, screenshot etc?



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Re: Trunk AI and improvements[message #358980 is a reply to message #358976] Sun, 09 February 2020 20:37 Go to previous messageGo to next message
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r8747/2516

New option NEW_RANDOM (default TRUE) enables new code for random number generation, which should provide better distribution of random numbers.



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Re: Trunk AI and improvements[message #358985 is a reply to message #358980] Mon, 10 February 2020 17:06 Go to previous messageGo to next message
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r8748/2517

New option ADD_LIGHT_AFTER_EXPLOSION (TRUE) - create light effect for fire and signal smoke effects.
Light effect is created only at night or underground, light duration is limited to smoke duration.

Also improved code to create smoke after explosion (option ADD_SMOKE_AFTER_EXPLOSION).

NewSmokeEffect() now accepts new parameters:
- ubDuration sets custom effect duration
- ubRadius sets custom effect radius
- ubGeneration allows creating smoke effect with defined generation (can be used to limit fire spreading)

Demo video:



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Re: Trunk AI and improvements[message #358988 is a reply to message #358985] Mon, 10 February 2020 18:32 Go to previous messageGo to next message
Kitty

 
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Registered:October 2017
Location: Germany
sevenfm wrote on Mon, 10 February 2020 17:06
r8748/2517

NewSmokeEffect() now accepts new parameters:
- ubDuration sets custom effect duration
- ubRadius sets custom effect radius
- ubGeneration allows creating smoke effect with defined generation (can be used to limit fire spreading)

Will this be new tags for xml (explosives.xml?) for creating a custom effect?


Quote:
(can be used to limit fire spreading)

I wasn't aware that spreading fire is allready in trunk, cool.



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Re: Trunk AI and improvements[message #358989 is a reply to message #358988] Mon, 10 February 2020 18:38 Go to previous messageGo to next message
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Kitty wrote on Mon, 10 February 2020 21:32
Will this be new tags for xml (explosives.xml?) for creating a custom effect?
No, it's in the code only, mostly useful for fire spreading.

Quote:
I wasn't aware that spreading fire is allready in trunk, cool.
No, it's not (yet).



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Re: Trunk AI and improvements[message #358992 is a reply to message #358976] Mon, 10 February 2020 21:41 Go to previous messageGo to next message
Xafloz is currently offline Xafloz

 
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I play JA2_8741 with AIMNAS. No AI solder moves during real-time, they just stand still. After forcing turn mode they start to move. I have a save but where to download it? Also I cam make a picture, but the forum doesn't allow pictures nowadays.

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Re: Trunk AI and improvements[message #358993 is a reply to message #358992] Mon, 10 February 2020 21:43 Go to previous messageGo to next message
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Xafloz wrote on Tue, 11 February 2020 00:41
I play JA2_8741 with AIMNAS. No AI solder moves during real-time, they just stand still. After forcing turn mode they start to move. I have a save but where to download it? Also I cam make a picture, but the forum doesn't allow pictures nowadays.
I will check it, thank you.
Also you can try to update exe to actual version, maybe it will help.

[Updated on: Mon, 10 February 2020 21:48]




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Re: Trunk AI and improvements[message #358994 is a reply to message #358993] Mon, 10 February 2020 22:25 Go to previous messageGo to next message
Xafloz is currently offline Xafloz

 
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I`ve tried Ja2_r8748.exe nothing has changed. Maybe it is something wrong with my end?

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Re: Trunk AI and improvements[message #358995 is a reply to message #358994] Mon, 10 February 2020 22:34 Go to previous messageGo to next message
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Xafloz wrote on Tue, 11 February 2020 01:25
I`ve tried Ja2_r8748.exe nothing has changed. Maybe it is something wrong with my end?
Try earlier builds, you can find them on my google drive in Archive folder, starting from ja2_r8130.exe
If you find last build that works well, it will make fixing easier.
Also, is the enemy alerted or in green mode?
You can upload save to dropbox or google drive, anything you have.



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Re: Trunk AI and improvements[message #358996 is a reply to message #358995] Mon, 10 February 2020 23:04 Go to previous messageGo to next message
Xafloz is currently offline Xafloz

 
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Quote:
Also, is the enemy alerted or in green mode?
Both.

Quote:
Try earlier builds, you can find them on my google drive in Archive folder, starting from ja2_r8130.exe
I will, maybe not today, but this week.

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Re: Trunk AI and improvements[message #359006 is a reply to message #358996] Tue, 11 February 2020 17:56 Go to previous messageGo to next message
Xafloz is currently offline Xafloz

 
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Did not have much time but I`ve noticed while testing Ja2_r8748.exe that at least a few weapons` attachments are gone after loading a save made previously with Ja2_r8741.exe.

For example CAWS no longer has slots for rod&spring, rifle sling and trigger group.

[Updated on: Tue, 11 February 2020 17:59]

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Re: Trunk AI and improvements[message #359007 is a reply to message #359006] Tue, 11 February 2020 17:58 Go to previous messageGo to next message
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Xafloz wrote on Tue, 11 February 2020 20:56
For example CAWS no longer has slots for rod&spring, rifle sling and trigger group.
Looks like you somehow disabled scifi mode.



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Re: Trunk AI and improvements[message #359008 is a reply to message #359007] Tue, 11 February 2020 18:00 Go to previous messageGo to previous message
Xafloz is currently offline Xafloz

 
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But can this be done midplay?

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