XaiJu
QS
QS

patreon


Sitrep

Working on improving AI unit & group behaviours. We've moved over to Arma 3 Dev Branch as it contains a number of new AI-improving functions.

Probably we will add some parameters for AI, since some of the more powerful stuff also comes with a performance cost, so an ON/OFF toggle for server admins will be handy.

Was working on AI helicopter landings, however want to make progress on other things as well, so the AI helo stuff has been dropped to the back burner for now. Ran a few live MP tests and was not impressed with how it performed in MP (stuttery similar to how ammo crates look when sling loaded by other players helicopters compared to your own). Experimenting with other propulsion methods as seen in most recent YT video with the Tank demo. Thats actually some aircraft propulsion code running.

Found also a nice small easy script optimisation to apply across the mission. To get a list of enemies, ive always used the code "_list = allUnits select {((side _x) == east)}" ... however in a recent arma update they added an extra syntax to the "units" command, meaning I can get the same result with just "_list = units east" , roughly 5x faster! We use this a lot, such as for detecting enemy count remaining in the AO.

Deciding now whether to, after some more AI behaviour work, to approach Headless Client first, or AO sub-objective task improvement first. They both are scheduled, but which first? Who knows.

All for now :)


More Creators