Gibsonm Posted January 2, 2023 Share Posted January 2, 2023 (edited) As identified in Bugzilla entry 11418. Introduce the ability for the AI to use GLA rounds, both Smk and HE, as part of the Infantry weapons capability. Edited January 2, 2023 by Gibsonm 0 Quote Link to comment Share on other sites More sharing options...
Members Ssnake Posted January 2, 2023 Members Share Posted January 2, 2023 Something for V5, we need different approaches for AI decision-making. 0 Quote Link to comment Share on other sites More sharing options...
mpow66m Posted January 2, 2023 Share Posted January 2, 2023 Itd be great if the AI could see the big picture and react accordingly. 0 Quote Link to comment Share on other sites More sharing options...
Grenny Posted January 2, 2023 Share Posted January 2, 2023 27 minutes ago, Ssnake said: Something for V5, we need different approaches for AI decision-making. The best move forward for Infantry , would be an the ablity to use AT weapons and rifles as a player anyway... would make SB much more "combined armsy" 0 Quote Link to comment Share on other sites More sharing options...
Grenny Posted January 2, 2023 Share Posted January 2, 2023 1 minute ago, mpow66m said: Itd be great if the AI could see the big picture and react accordingly. You want Skynet? 0 Quote Link to comment Share on other sites More sharing options...
mpow66m Posted January 2, 2023 Share Posted January 2, 2023 Just now, Grenny said: You want Skynet? Yes....as long as it dosent become self aware.SBPPE shouldnt be responsible for Armageddon. 0 Quote Link to comment Share on other sites More sharing options...
Members Ssnake Posted January 3, 2023 Members Share Posted January 3, 2023 9 hours ago, mpow66m said: Itd be great if the AI could see the big picture and react accordingly. int main() { see(big picture); act(accordingly); } 0 Quote Link to comment Share on other sites More sharing options...
Gibsonm Posted January 3, 2023 Share Posted January 3, 2023 A mechanism so that power lines do not interfere with vehicle movement on roads. Here the vehicle on a route (using follow roads Navmesh) has stopped and used its "collision avoidance" routine to avoid the power line stanchion, but goes off road. I hear the sickening noise of the wheels spinning but thankfully it continues on. 2 Quote Link to comment Share on other sites More sharing options...
12Alfa Posted January 3, 2023 Share Posted January 3, 2023 (edited) Just now, Gibsonm said: A mechanism so that power lines do not interfere with vehicle movement on roads. Here the vehicle on a route (using follow roads Navmesh) has stopped and used its "collision avoidance" routine to avoid the power line stanchion, but goes off road. I hear the sickening noise of the wheels spinning but thankfully it continues on. looks like the base is under the road, thous causing a "issue", I would move back a bit ton avoid this. This I think is a map object placment issue and not a routing issue. I have maps with this object issue before, and fixed. Edited January 3, 2023 by 12Alfa 0 Quote Link to comment Share on other sites More sharing options...
Gibsonm Posted January 3, 2023 Share Posted January 3, 2023 (edited) 3 hours ago, 12Alfa said: looks like the base is under the road, thous causing a "issue", I would move back a bit ton avoid this. This I think is a map object placment issue and not a routing issue. I have maps with this object issue before, and fixed. Sure and that generates another "delta" map. You don't get the choice to place the map stanchions in the map editor, just draw the wires. So you end up putting a kink in the road to fix the issue. When I create a new map I don't get the stanchions - just a line: Even after I save it (so I can click on things) I get: versus 3D world: As a result I have now idea how to move it. Also checking where each power line crosses each road on a sizeable map is just another time suck. Edited January 4, 2023 by Gibsonm 0 Quote Link to comment Share on other sites More sharing options...
Members Ssnake Posted January 4, 2023 Members Share Posted January 4, 2023 At the danger of turning this into a support case, I tend to agree that an adjustment of the map is the way to go if quick results are desired - even if that means that other scenarios need to have their maps replaced. But since they share the same map, such a map replacement is a safe change. We're looking into options to make our collision avoidance a bit more robust (this is now bug 11424), but it is unclear if this can be achieved on short notice. 0 Quote Link to comment Share on other sites More sharing options...
Gibsonm Posted January 4, 2023 Share Posted January 4, 2023 17 minutes ago, Ssnake said: At the danger of turning this into a support case, I tend to agree that an adjustment of the map is the way to go if quick results are desired - even if that means that other scenarios need to have their maps replaced. But since they share the same map, such a map replacement is a safe change. We're looking into options to make our collision avoidance a bit more robust (this is now bug 11424), but it is unclear if this can be achieved on short notice. I wasn't sure which area to post it, so if it needs to move that fine with me. 0 Quote Link to comment Share on other sites More sharing options...
mpow66m Posted January 4, 2023 Share Posted January 4, 2023 17 hours ago, Ssnake said: int main() { see(big picture); act(accordingly); } Im not sure i understand that? 0 Quote Link to comment Share on other sites More sharing options...
Members Ssnake Posted January 4, 2023 Members Share Posted January 4, 2023 My feeble attempt at programmer humor to show how easy it is to make AI understand the big picture (spoiler alert: It can't). 1 Quote Link to comment Share on other sites More sharing options...
Apocalypse 31 Posted January 4, 2023 Share Posted January 4, 2023 This is my once-a-year wish for playable infantry. See you next year. 2 Quote Link to comment Share on other sites More sharing options...
Moderators Volcano Posted January 4, 2023 Moderators Share Posted January 4, 2023 On 1/3/2023 at 4:38 PM, Gibsonm said: Also checking where each power line crosses each road on a sizeable map is just another time suck. I agree, but in regards to the map itself (and you probably didn't make it, so this is just a general comment for everyone to keep in mind), when drawing the power lines, its always best to briefly check them in 3D at that time, and they can easily be conformed to roads by slight movements of the nodes (or by adding additional nodes). Not taking the time to do that, as a map designer, is just like putting a bridge over a road and not checking if the road under it lines up and conforms with the overpass columns. Each node must be a pylon, so what I try to always do is add a node on either side of a road that might be a concern, to ensure that the road isn't blocked (by forcing the pylon to be where I want them to be at the added nodes). Certainly things could improve though (like a large buffer area around roads when it comes to the larger sized pylons). But really, how is any of this different from those cases where there is a building in the middle of a road on some maps? If the map area is vital to the outcome of a scenario, the its always best to just create an "edited" delta that is tailored to a scenario. Beyond that, of course we will continually try to improve the overall situation though. 0 Quote Link to comment Share on other sites More sharing options...
Gibsonm Posted January 4, 2023 Share Posted January 4, 2023 (edited) 2 hours ago, Volcano said: I agree, but in regards to the map itself (and you probably didn't make it, so this is just a general comment for everyone to keep in mind), when drawing the power lines, its always best to briefly check them in 3D at that time, and they can easily be conformed to roads by slight movements of the nodes (or by adding additional nodes). Not taking the time to do that, as a map designer, is just like putting a bridge over a road and not checking if the road under it lines up and conforms with the overpass columns. Each node must be a pylon, so what I try to always do is add a node on either side of a road that might be a concern, to ensure that the road isn't blocked. Certainly things could improve though (like a large buffer area around roads when it comes to the larger sized pylons). But really, how is any of this different from those cases where there is a building in the middle of a road on some maps? If the map area is vital to the outcome of a scenario, the its always best to just create an "edited" delta that is tailored to a scenario. Beyond that, of course we will continually try to improve the overall situation though. Yes you are right I'm not the author. I guess the difference between placing individual buildings (unless you have Dark's batch process) and drawing a power line, is that the building is a single object. In a perfect world (may well not be possible) the smarts behind the power-line object would have some sort of algorithm that said to itself: No stanchions within 5m [for example] of a road, or a house, or a river, or a lake, or ... so the map designer could draw the line confident that when the engine resolved it, the stanchions would be in the "right" place. I'm keeping a list of issues I've found on this map (one lane bridge when the road on either side is two lane, this power line, and some other things) and I'll do a one off edit and apply the resulting delta to the series of scenarios. I'm not doing a full map audit (such as the numerous roads that don't join up - with resulting issues with "follow road" navmeshing) and I wont be generating a new delta for every "fix" I apply. Edited January 4, 2023 by Gibsonm 0 Quote Link to comment Share on other sites More sharing options...
Members Ssnake Posted January 5, 2023 Members Share Posted January 5, 2023 6 hours ago, Gibsonm said: Yes you are right I'm not the author. Yeah, well, the author died a few years ago. We can no longer count on him making amendments. 0 Quote Link to comment Share on other sites More sharing options...
Gibsonm Posted January 5, 2023 Share Posted January 5, 2023 8 minutes ago, Ssnake said: Yeah, well, the author died a few years ago. We can no longer count on him making amendments. I understand that. This map is based on Striker's update / revision. 0 Quote Link to comment Share on other sites More sharing options...
Hedgehog Posted January 6, 2023 Share Posted January 6, 2023 (edited) 23 hours ago, Ssnake said: Yeah, well, the author died a few years ago. We can no longer count on him making amendments. Wait, What? Not Al, right? Or are you talking about Manteuffel? Edited January 6, 2023 by Hedgehog 0 Quote Link to comment Share on other sites More sharing options...
Gibsonm Posted January 6, 2023 Share Posted January 6, 2023 13 minutes ago, Hedgehog said: Wait, What? Not Al, right? Or are you talking about Manteuffel? Manteuffel 0 Quote Link to comment Share on other sites More sharing options...
netjens Posted January 9, 2023 Share Posted January 9, 2023 Hello I have 3 wishes: 1. lightning from guns and other sources. (This was promised years go) 2. in the text field in the map, make it clickable on the unit so we can see where they are on the map. 3. A way to make text bigger in the breifing. 0 Quote Link to comment Share on other sites More sharing options...
netjens Posted January 9, 2023 Share Posted January 9, 2023 Another thing I had on my mind, is not the color a bit bland in the game? It would not hurt to have a bit more saturation in the colors. Anyone agree? 0 Quote Link to comment Share on other sites More sharing options...
Captain_Colossus Posted January 9, 2023 Share Posted January 9, 2023 3 hours ago, netjens said: Another thing I had on my mind, is not the color a bit bland in the game? It would not hurt to have a bit more saturation in the colors. Anyone agree? i tend to view it the other way- depending on the tiles selected in the map theme, many of them yields somewhat cartoon looking effect- i choose the dullest looking textures possible in order to desaturate the overall appearance; it might also be in either case the general lack of shadows color you impression of a scene i.e., since trees do not cast shadows, they all look equally illuminated ftom all sides, giving a dull appearance in your perspective, while they can look overly bright or cartoonish in mine without more natural looking shading and contrast 0 Quote Link to comment Share on other sites More sharing options...
Apocalypse 31 Posted January 10, 2023 Share Posted January 10, 2023 (edited) Dreams and Wishes RTS style controls for more efficient command & fewer mouse clicks to move units (I know, I know, some old grognard is having heart palpitations after reading this) 1. Assigning hotkeys to the movement types and allowing players to use them in the 3d view and on the map. You guys made that sweet UI for the UAVs. I feel like there is a lot of potential in it. The keys assigned are just an example. Obviously people use the WASD key for movement. 2. Let me play from F5 more efficiently: a. Let me highlight the units and issue waypoint using a keystroke. In this example I highlight 4 vehicles and press the A button to give them an 'Engage' waypoint (which is also called ADVANCE in the 3d world. b. Each unit is given its own order vice the task force system we have no where all units get a weird offset waypoint. Edited January 10, 2023 by Apocalypse 31 0 Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.