AISS TEAM:
Mikey74 Lead coder, but by no means an expert!!! lol
XMDM Testing, advice, and keeping me in line.
Johny97 Helping me look at this through a teenagers eyes.
Testers for AISS:
N_Icomach,and the 72nd ODA
My short description of this would be: Combining arms of arma3.
Description and instructions for use of AISS2: Spoiler:
AISS2 combining Arms Alpha released
AISS2 Combining Arms Alpha 1 release
changes:
AISS2 completely rewritten from top to bottom
Hi just some brief instrutions on how to use AISS2
Like AISS AISS2 is mostly autmatic.
Waypoints play a role.
Right now the important ones are Hold,Support, and Cycled.
If a group has a current waypoint at hold. AISS2 will ignor them as far as a support call. But they will still call others to support them.
The support way point will ignor Garrison and patrol commands by AISS but they will be in the pool to be called in for support.
If a unit has a cycled waypoint and its the current way point it will be treated like a hold waypoint.
All other waypoints at the moment are remembered but do not affect AISS command and control.
Infantry:
Infantry will now Garrison a building if one is close by, or go on a patrol. If they are Garrisoning a house they will not be in the pool for
support. That being said Garrisoning units will not Garrison forever, but every so often change buildings. Also They will not stay in a building
if engaged by an enemy and they do not have a good firing lane. They will leave there post to find a better firing position. There is more that
needs to be done with this, but its a bit beyond my knowledge at the moment.
Patroling groups willl be in a supporting pool, but once they have finished there support call they will resume there patrol, or Garrison if AISS
dictates this.
Mech units:
Basically same as before they will mount if enemy is far off and dismount with in 300 meters of known enemies. They do not search houses at the
moment. This may be added later updates as well as adding a user config for you to dictate ranges of mounting.
Armor, and CAS:
If they are called in for support. They will try and find position supiriority on the enemy, and engage.
Radio calls for support by AI:
If a group deams Enemy strength to be greater than there own they will call for support. Much can be improved on this in future updates.
Artiller is done basically the same way. There are user configs that you can adjust to you tastes.
AI_respawn is currently not in AISS2.
This will work on Single player and Multiplayer stuff. As it stands right now some fucntions will not work on a dedicated server.
More instructions and a video may be added later to help you understand more about AISS2 when time permits.
Enjoy,
Mikey 74
P.S. Do not run with AISS1. delete Original AISS. Then install AISS2. I'll update my 1st page sometime after work.
Intalation:
Delete any previous AISS mods.
Put AISS2 (userconfig folder) in a folder called userconfig.
Place @AISS2 folder in your mod folder. There are a few links on Armaholic.com that tell you the best way of doing this.
Make sure @AISS is selected in your mod manager and enjoy.
BIG THANKS TO:Spoiler:
BIS
orlok
drredfox
Foxhound
Katipo66
artemas
rpr
Frederf
Chocolate
sttosin
Kremator
Jblack9
Banky
Fragmagnet
Alex2k
xy
And for all the expert coders that have advised me and showed me bits and pieces of how to code. This mod by far is not perfect, but is an ok mod for an amateur. lol
Thanks for the tips and advice.
AND A SPECIAL THANKS go's out to
Przemro, and N_Icomach and the 72nd ODA for testing and advice on servers and what they see. Without there help I'd miss a lot more than I already do. Thanks guys!!!
I also want to include Das Attorney for his valuable tips about coding, and he wrote the window/door part of my Garrison script.
Changelog:
AISS2 Now Server ready!!!!!
There may be few bugs I may have to work out but fully tested couple times and so far so good.
Fixed XAISS undefined variable error.
Few other minor fixes I cannot remember.
TODO:
Convert AI SQF's to FSM's for stability and performance.
Add more features for AI and immersion.
Set it up where you can combine certain modules. IE Garrison and support So a group that goes into Garrison will leave its Garrison and go support another units if its called.
Changelog:
Fixed excluded groups. They were taken out of every pool except supporting pool. This is fixed. Keep in mind that Vanilla troops are not that stupid. If Artillery is going off around them or big explotions they will change to combat behavior, but this will not be AISS telling them to do so. AISS doesnt change combat stance except with mechs and Garrisoning troups to make them mount and dismount more efficiantly.
Add user configs options for you to decide what strength enemy vs AI should be in order to call for support.
Changelog:
Fixed Patrol script
Patrol script recognizes better userconfig definitions of patrol distance.
Vehicle units no longer get out then back in to go on a patrol.
Patroling units will patrol several waypoints return back to original postion and gain a different set of patroling waypoints. Keeps things interesting imho.
Changelog:
Added option in user configs for using AISS2 module or AISS2 starting automatically
Added a module for editor placed buildings.
updated Intruction_mission with new options and modules.
couple other small tweaks
Added an Instructional Mission for mission editor. Just place this in you mission editor folder and have a look at what's new and how to use AISS2.
Fixed Squad leader continuing to order units into a destroyed vehicle.
Mechanized Air units now work. Its not perfect but AISS will now recognize Mech groups with an Air unit instead of an APC.
Fixed bug for undefined _units + undefined enemies when using ALiVE BIG Thanks goes to ARJay.
Added Several new modules : AISS2 To initiate AISS2, AISSG for Garrisoning, AISSS for supporting units, AISSH for Holding units, AISSP for patrolling units, AISSX to exclude units from
AISS.
You only have to use AISS2 for AISS2 to work. The other modules are optional if you have something specific in mind for certain groups. See Instructional Mission for more details.
All modules can be found in your modules tab under Misc.
Few other I can't remember or are small fixes.
TODO:
I want to add a module for select building you want your AI troops to Garrison. Hopefully this will help with Editor placed objects.
Convert AI SQF's to FSM's for stability and performance.
Add User config for how strong an enemy is before AI will call for support.
Add more features for AI and immersion.
Set it up where you can combine certain modules. IE Garrison and support So a group that goes into Garrison will leave its Garrison and go support another units if its called.
Through out AISS1 and started over.
Rewritten from ground up.
************ Stuff to know disclaimer ************
This is an addon. Just unzip the file and place the @AISS folder in your mods collection folder.
I also have the script in the addons folder its in another AISS folder it has all you would need to make it your own addon if you so decide to change some stuff. Feel free to do with as you please. But share :P as Im still learning and if I like the changes and you are ok with it. I'll incorporate it in.
The sounds are from JSRS sound mod 2.0
*********** Requirments ***********
CBA A3
Testimonials:
"2013-12-17 13:48 Posted by wllmshrwn AISS download section Armaholic.com
This is the best AI Mod I've ever used since I started playing Arma. The AI truly operate independent of the mission creator once the mission begins; every mission they respond differently; the artillery barrages are horrific; every game play is unique. Thanks and keep up the good work!This Mod rocks."
If you would like to be added to testimonials let me know