Arma 3
Madin AI - Dynamic AI spawn/systems
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Update: 28 Sep, 2019 @ 4:45am

- Fixed mags added to players instead of bots (@veteran29)
- Fixed typos and missing text in CBA settings

Update: 17 Sep, 2019 @ 7:24am

Update: 17 Sep, 2019 @ 3:10am

fixed additional mags given to players instead of AI

Update: 16 Sep, 2019 @ 5:53am

fixed "Respawn point" performance / crash bug

Update: 7 Sep, 2019 @ 10:41am

1. AI will advance to enemy “from cover to cover”, when not interrupted by zeus. When zeus adds new waypoints, AI will not modify them* in general.
2. AI have new parameter = PTSD. When fired near AI / AI get a hit / someone from (its) formation dies, group will recive PTSD. PTSD will recover with time.
- Group will recive penalty to all of its skills depending on recived PTSD `skill = base skill * (PTSD + 1) ^-0.5`
- Group will stop advancing when PTSD threshold is met.
- Group will flee to nearby buildings/obstacles in opposite direction to target when PTSD threshold met. *Interrupts zeus commands, but returns to them when PTSD is low enough.
3. AI will get additional skill penalty when suppressed.
4. AI will get it’s vision reduced depend on bushes/trees nearby.
5. Players will get camouflage bonus near bushes/trees nearby.
6. % chance for AI to get additional magazine when reload (for RHS/CUP more frequent AI fire). Set to 0% by default.
7. AI will mount near stationary guns/vehicles with guns when possible.
8. Additional option for AI penalty to aim for set time when it hits player.
9. Probably something more, that I forgot by now.

Update: 31 Jul, 2019 @ 9:57am

- Added some JBAD buildings to Build Spawn (@3Mydlo3)

Update: 29 Jul, 2019 @ 3:44am

- Fixed some typos
- added deactivation distance for civilians

Update: 29 Jul, 2019 @ 1:35am

Update 29.07.2019
- Civilian module added

- Spawns ‘low resource taking’ civilians in specified area. Need buildings to work, supports CBA_buildingPos.
- Automatically despawn civilians when players are not present.
- Civilians ‘react’ to gunfire.
- You can use civilians presets or add own units by synchronize them with module, loadouts are also saved.
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- Build Spawn

- “Distance” setting replaced by visible area in 3den (@veteran29)
You need to update missions that use this module before update
- Added ‘Activation distance’
- Units when activated starts to patrol, instead of zerg rush players. (More options of units behaviour coming soon)
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- Respawn Point

- Fixed bug that when ‘Activation Distance’ was set to -1, module will not work
- Added ‘Buildings distance’ parameter – If any building in specified area will be destroyed, module will stop work
- When group is set to despawn on start, they will have restored behaviour, speed and all waypoints with their type on spawn.
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- General

- Added ‘Plane/heli activation’ in every module, to specify if module will be activated by players in aircraft
- Added ‘Code executed on unit spawn’ to exec own code on each unit. Passed arguments [_unit].

And probably something more, some minor fixes that I forgot by now.

Update: 10 Jul, 2019 @ 4:48am

fix systemchat spam for Point Spawn

Update: 9 Jul, 2019 @ 7:49am