Arma 3
[AI] Efficient Pursuit
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Update: 18 Jan, 2024 @ 1:19am

version 1.2.3

Fixed a bug that EP doesn't check new groups of all sides simutaneously.

Update: 17 Jan, 2024 @ 3:37am

version 1.2.2

Changed some rules for AI decision making: AI group will not undertake new pursuit operation if they possess vehicles without weapons. So ammo trucks and ambulances will no longer rush towards enemies.
Furthermore, if their combat vehicles contain passengers from other squads in the cargo space, they will not do pursuit either.

Provided an option [Repeat Interval] in addons settings to define the interval of checking and enabling all new groups all the map created by Zeus or script to be activated for pursuit operation. Value = 0: no repeat.

Update: 14 Jan, 2024 @ 9:36am

Update: 14 Jan, 2024 @ 9:28am

version 1.2.1

Improved server data protection

Update: 14 Jan, 2024 @ 8:40am

version 1.2.0

Added Multiplayer support for both player-hosted and dedicated servers. A server key is also provided in the mod directory. Server admins should prohibit client side executing codes.

Update: 13 Jan, 2024 @ 11:05pm

version 1.1.3

Refined the the format of input parameter when invoking the "ep_EpApp" function.

Update: 13 Jan, 2024 @ 6:03pm

Version 1.1.2
Improved memory management for developing multiplayer.

Update: 12 Jan, 2024 @ 5:40am

version 1.1.1

Just realized that it's very cumbersome to add groups to or remove groups from blacklist using methods in update version 1.1.0. So I wrote a few functions to make it easier.

Suppose the variable names of groups we want to add into or remove from blacklist are grp1, grp2, grp3.

  • To add them in blacklist, execute
    [grp1, grp2, grp3] spawn ep_blacklist_add;
    Invoking this function on group who is already in blacklist will not cause problem, though.
  • To remove them from sender blacklist, execute
    [grp1, grp2, grp3] spawn ep_blacklist_del;
    Invoking this function on group who is not in blacklist will not cause problem, though.

Suppose the variable names of units we want to add into or remove from whitelist are man1, man2, man3.
  • To add them in whitelist, execute
    [man1, man2, man3] spawn ep_whitelist_add;
    Invoking this function on unit who is already in whitelist will not cause problem, though.
  • To remove them from whitelist, execute
    [man1, man2, man3] spawn ep_whitelist_del;
    Invoking this function on unit who is not in whitelist will not cause problem, though.

Update: 12 Jan, 2024 @ 12:16am

version 1.1.0

Blacklist and Whitelist
  • Any group who is in blacklist will be unable to carry out new pursuit operations or update the pursuit operation, even though it has been registered as a pursuer group. To put a group of group variable xxx in the blacklist at any time, execute
    ep_blacklist_grps set ["$" + (str side xxx) + "$"+ (str xxx), 1]; deprecated since ver 1.1.2. Use methods provided in ver 1.1.1
    . To remove a group out of blacklist at any time, execute
    ep_blacklist_grps deleteAt ("$" + (str side xxx) + "$"+ (str xxx)); deprecated since ver 1.1.2. Use methods provided in ver 1.1.1
    .
  • Any unit who is in the whitelist will not be pursuited. To put a unit of variable xxx in the whitelist, execute
    ep_whitelist_units set ["$" + (str side xxx) + "$"+ (str xxx), 1]; deprecated since ver 1.1.2. Use methods provided in ver 1.1.1
    To remove a unit out of whitelist, execute
    ep_whitelist_units deleteAt ("$" + (str side xxx) + "$"+ (str xxx)); deprecated since ver 1.1.2. Use methods provided in ver 1.1.1

Other Improvements
  • If player takes charge of a pursuer group (leader dies), the pursuer group will not be able to carry out new or update current pursuit operation. Existing pursuit operation will also be terminated (by adding a new waypoint at leader position and instantly switch to this waypoint).

Update: 11 Jan, 2024 @ 7:55pm