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Ok, thanks
If you do join the discord we do votes to see what people want us to focus on.
The last vote was in favor of continuing to improve SFSM, so that is what we will do
photo : https://imgur.com/a/j0IA8PH
22:44:13 Error in expression <vate _ASLvector = [AGLtoASL(_StartPos), AGLtoASL(_EndPos), _DistBetweenEachPos] >^M
22:44:13 Error position: <AGLtoASL(_EndPos), _DistBetweenEachPos] >^M
22:44:13 Error Type Any, expected Number^M
22:44:13 File vehicleFSM\functions\positions\fn_LOS_Light.sqf..., line 12^M
1:19:23 Error in expression < [];
private _CopyScan = false;
if(!isNull _enemy)then{
_eClusterPos = [_en>^M
1:19:23 Error position: <isNull _enemy)then{
_eClusterPos = [_en>^M
1:19:23 Error isnull: Type Number, expected Object,Group,Script,Config entry,Display (dialog),Control,Network Object,Team member,Task,Diary record,Location^M
1:19:23 File vehicleFSM\functions\simpleAreascanner\fn_Scheduled_AreaPrescan.sqf..., line 26^M
22:44:33 Error in expression <+ 1);
sleep 10;;
};
_Vehicle doFire _currentTarget;}>^M
22:44:33 Error position: <_currentTarget;}>^M
22:44:33 Error Undefined variable in expression: _currenttarget^M
22:44:33 File vehicleFSM\functions\startFSM\fn_fireAtEnemies.sqf..., line 41^M
22:58:14 Error in expression <{
_LOSrank = 4;
};
[_NearbyObjects, _HigherThanEn, _LOSrank]}>^M
22:58:14 Error position: <_HigherThanEn, _LOSrank]}>^M
22:58:14 Error Undefined variable in expression: _higherthanen^M
22:58:14 File vehicleFSM\functions\positions\fn_AssessPushPos.sqf..., line 47^M
Firstly, there doesn't seem to be a range limit on enemy vehicles learning of your position. Engaging one small group of isolated infantry seems to broadcast my location to every enemy vehicle on the map, and they all attack my position (rolling in every few minutes as they sometimes come from VERY far away). It also gives vehicles the exact position of artillery crews, even when firing from maximum range.
Secondly, vehicles seem to rush you with no regard to wheel damage, as if on some machine-god form of human adrenaline. I've used Zeus to blow all 4 wheels off an Ifrit charging my distant mortar position, only to have it continue on 4 rims with almost no change in speed.
Once the fight is on however if they have the advantage they will move towards actual enemy location and not percieved.
Miniguns on helicopters, specifically, are currently fired in small accurate bursts, making a loitering helicopter mostly useless as its gunners try to pick off single targets rather than suppressing entire squads firing at them.
ONe more thing.
Vehicle FSM 2.0 should work side by side with Squad/platoon FSM btw.
This means that they will not so much have a will of their own.
If they work side by side with squads they will stay within support distance rather acting so much on their own.
The origional idea was for the MRAPS and IFVs to work a support asset for infantry and MTB's to counter enemy armour etc.
We've got a really great system coming soon hopefully that will enable the AI to ensure their survival and support role while giving the editor or curator the ability to override when he chooses to using a GUI system.
We'll see.. I also so stuff is happening with Reforger atm. I am ambivalent about which project to focus on. We'll have to see :|
I am aware of the issue.
Vehicle FSM is a dinosaur by now. We've mainly been focusing on Soldier FSM - then the plan was to revisit Vehicle FSM once we've completed Squad FSM 0.1
Right now Tally had to study and work on his own projects, with a chance of returning in a month's time.
In case he doesn't, we'll have to wait until we can find a qualified coder that can fill in the gap.
A simple repro - give several vehicles of two opposing sides the first waypoint - SEEK AND DESTROY. Create a trigger that after defeat of any faction switches the first waypoint to the second waypoint(MOVE). So for both sides. You will see that after the trigger is activated, the vehicles will not move to the second waypoint. They will stay there forever! This is sad(
When developing this type of mod I always start by developing it in a vanilla enviroment and then if the client wants it i'll add compatibility with other mods.
With regards to the DLC's I'd reccomend you install the DCO-unitScanner, you can find it on my workshop. that one is able to categorize most modded vehicles.
As far as future updates goes you would have to talk to yip, he is the owner of the DCO-group.
I am just a hired gun.
You can now plug in the DCO unitscanner in order to gain compatibility with most big vehicle-mods