Virtualized Artillery....let's chat

  1. 7 years ago

    So I've been messing around with VCOM AI and talking to the developer, Genesis, on steam. Once I disabled the vcom on combat support, it's pretty outstanding and works very well in tandem with the overall ALiVE AI OPCOM commander.

    With VCOM....if the army has properly configured artillery units...and they have forces with radios who see the enemy...they will fire on that enemy after the other friendly forces radio in where the enemy location. It's truly the shining point for VCOM over other AI mods IMO.

    That being said... since ALiVE virtualizes units once they are out of range...a large majority of the artillery units don't actually "exist" in an ALiVE campaign since they are only in the game at that time as profiles. Many artillery pieces would, in real life, be able to engage enemies literally miles away given the proper coordinates.

    I say all of that to ask this....is there any way, via scripting, etc. that a virtualized artillery unit profile could take on the attributes of a "spawned in" artillery unit and be able to fire on targets from far away....perhaps even by "temporarily" spawning them in to fire..then "re-virtualizing them"?

    Just thinking out loud as I waste away at work when I should be on Christmas vacation right now.

  2. Edited 7 years ago by SpyderBlack723

    It's something that I would like to do eventually, and I even added support for it with the rework of the virtual combat, but there is still a lot of work that needs to be done.

    - Balance
    Virtual units don't have ammo
    A mortar shouldn't fire the same shell as an MLRS
    How to balance accuracy of artillery while still maintaining a realistic dead-reckoning type aiming system

    • Only fire on relevant targets
    • Avoid friendly fire
    • Additional OPCOM cycle operation to handle artillery
    • Handling artillery units differently if they are active, virtual firing on active, virtual firing on virtual
  3. Friznit

    19 Dec 2016 Administrator

    Part of Combined Arms Concept

    On the subject of VCOM, it's worth noting that the AI will use any Combat Support mortars/artillery placed. Not sure if there's a way to prevent them using a specific unit, cos it can be unwelcome to find they've used up all your ammo.

  4. Edited 7 years ago by AUTigerGrad

    @Friznit Part of Combined Arms Concept

    On the subject of VCOM, it's worth noting that the AI will use any Combat Support mortars/artillery placed. Not sure if there's a way to prevent them using a specific unit, cos it can be unwelcome to find they've used up all your ammo.

    Yup...Genesis updated the latest VCOM to disable VCOM on Air units. Logistics and Combat Support work great. Need to test on the artillery support.

  5. @AUTigerGrad Yup...Genesis updated the latest VCOM to disable VCOM on Air units. Logistics and Combat Support work great. Need to test on the artillery support.

    Whenever you get a chance, can you share how to properly disable VCOM on air units? I've seen a myriad of suggested ways (all of which didn't work in the past from what I hear).

  6. Edited 7 years ago by AUTigerGrad

    I used the code that JDWang posted in the Vcom thread and it worked like a charm. Logistics helos landed properly, Combat Support Choppers worked properly

    Another cool item that VCOM does is if a soldier is carrying explosives..even if he is not designated as an Explosive specialist..that soldier will place mines/explosives when appropriate. It's pretty darn cool.

  7. Edited 7 years ago by HeroesandvillainsOS

    This one I take it? Is it the full functioning code?

    I just put this code in the init.sqf

    [{{Driver _x setvariable ["NOAI",true];} foreach (vehicles select {_x isKindOf 'air'});}, 1, []] call CBA_fnc_addPerFrameHandler;

    @SavageCDN Can we get this on the wiki?

  8. Friznit

    19 Dec 2016 Administrator

    http://alivemod.com/wiki/index.php/Script_Snippets#Disable_VCOM_AI

  9. Thanks Friznit

  10. I like the concept and as a community that only have actual (active) players participating we would like to see some aspect of active firing on active and virtual firing on active. To say that the way we do it is we build a mission with just players taking over all the roles in the persistent side of the mission from logistics to combat. So we handle our own helos, arty, etc... while we would/do let VCOM & ALiVE run with the AI side. The way I stated it in the first section would be the ideal way to have it function as honestly if the AI is fighting with AI then someone screwed up our mission build and we are not having fun as a group.

 

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