Arma 3
[AI] Efficient Info Share
Showing 1-10 of 13 entries
< 1  2 >
Update: 20 Jan, 2024 @ 10:24pm

version 1.3.1

executing

[[objNull], [some groups]] spawn eis_EisApp_bind;
will unbind these groups from anything(if there is). No problem will occur if this is evoked on a group who hasn't ever been binded to anything before.

Update: 18 Jan, 2024 @ 11:45pm

version 1.3.0

In this update, a new feature is introduced, Radio Dependency Binding.

Radio Dependency Binding
With this feature applied, we can bind an array of groups to one or multiple entities (man, vehicle, placeable object) in the game. These groups will share hostile information with each other as long as any one of these entities exists. After all these entities are destroyed, these groups will be deprived of the communication ability.

How to Use
First, disable the AutoStart mode for any side whose groups will use RDB feature.

To bind a bunch of groups to one or more entities at any time during a mission, supposing the variable names of these groups are g1, g2, g3, ... and the variable names of these entities are obj1, obj2, ... , execute this command:
[[obj1, obj2, obj3, ...], [g1, g2, g3, ...]] spawn eis_EisApp_bind

Entity array can contain only one entity, but bracket still cannot be omitted.
Group array must contain at least 2 groups, it makes no sense to create an information sharing team containing only one squad.

Notes for Mission Makers
  • Blacklist and whitelist is still effective in this subsystem.

  • Applying RDB(Radio Dependency Binding) on the same combination of entities will clear out the previous binding. For example, suppose there're 3 entites, obj1, obj2, obj3. If you have executed
    [[obj1, obj2], [some groups]] spawn eis_EisApp_bind;
    before, then executing
    [[obj1, obj2], [some groups]] spawn eis_EisApp_bind
    again will unbind the former groups whose communication was subject to obj1 and obj2 collectively.

    However, executing
    [[obj1, obj2, obj3], [some groups]] spawn eis_EisApp_bind
    or
    [[obj1], [some groups]] spawn eis_EisApp_bind
    will not override anything because these two combinations of entities have not been used before.

  • One group can only be binded to a single combination of entities. If you apply RDB on a group again, new binding will override the previous binding.

  • The binding on entities will not disappear until all entities are destroyed or new binding overrides previous binding. Also deleting the entity via Zeus or deleteVehicle command will not clear the binding on these entities. You need to use setDammage command to destroy all of them first.

Server Admin Notes
Bindings are synchronized to all clients.

Update: 18 Jan, 2024 @ 7:04am

version 1.2.4

New feature: Info Sharing Delay. A group who have spotted an enemy will need some time to send the information. If all group members are eliminated during this sending phase, the information will be lost.

The default value of some addon parameters have changed.

Update: 16 Jan, 2024 @ 7:19am

version 1.2.3

Fixed a desynchronization bug between server and clients.

Update: 16 Jan, 2024 @ 6:58am

version 1.2.2

Bug fix
implemented full multiplayer support on both player-hosted and dedicated servers.

Server Cautions
Due to the implementation method of this mod, server has to send a copy of IS-team list to the clients and has to update the status of being blacklisted / whitelisted on client-side groups and units. Prohibit unauthorized mods on client side to keep server data untouched.

Update: 15 Jan, 2024 @ 8:40pm

Severe bug found. Mod has been rolled back to version 1.1.3 which is without full multiplayer support. I'm working on it.

Update: 15 Jan, 2024 @ 7:10am

version 1.2.1
Added a server key in the mod directory.

Update: 15 Jan, 2024 @ 6:59am

version 1.2.0

Added multiplayer support on both player-hosted and dedicated servers.

Update: 13 Jan, 2024 @ 11:00pm

version 1.13

Bug fixed: Player-leading group not sending information.
Refined the format of input parameter when invoking the "eis_EisApp" function.

Update: 13 Jan, 2024 @ 6:02pm

version 1.1.2
Improved memory management for multiplayer development.