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Desolation Redux #4

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@jus61

Hi, I'm trying to start the SAG AI on my Desolation Redux server but the AI doesn't shooting on me.
https://steamuserimages-a.akamaihd.net/ugc/927053133453681554/AB3AB0930035BA00D5418969946136A1B9193657/

Can you help me?

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  1. Teh-Dango commented on Mar 27, 2018

    @Teh-Dango
    Owner

    I will try on our server today and let you know if we have the same issue. If you shoot them do they shoot back?

  2. jus61 commented on Mar 27, 2018

    @jus61
    Author

    Thx.
    I'm not sure, but I think I need to configure it here:
    https://github.com/Teh-Dango/Sarge-AI/blob/master/sarge/init/fn_preInit.sqf#L40

  3. Teh-Dango commented on Mar 27, 2018

    @Teh-Dango
    Owner

    You can try but those empty string variables are really just place holders. If I had to guess I would say there needs to be a change to the faction settings.

  4. Teh-Dango commented on Mar 27, 2018

    @Teh-Dango
    Owner

    I would also try shooting them first to see how they react. If they shoot back it would probably be an issue with the player rating usage.

  5. self-assigned this
    on Mar 27, 2018
  6. jus61 commented on Mar 27, 2018

    @jus61
    Author

    They're shooting back YAS

    case "desolationRedux": {
    	
    	SAR_AI_friendly_side = INDEPENDENT;
    	SAR_AI_unfriendly_side = EAST;
    	
    	EAST setFriend [CIVILIAN, 0];
    };
    

    I can give you access to the server so you can test it! Use TCAdmin

  7. jus61 commented on Mar 29, 2018

    @jus61
    Author

    Any news already?

  8. Teh-Dango commented on Mar 29, 2018

    @Teh-Dango
    Owner

    Sorry things got busy yesterday so I did not get any testing done. If they are shooting back then thats good. Try changing setFriend from civilian to independent and see if they shoot first. Arma ai has issues when attacking civilian factions so maybe that is the root cause.

  9. jus61 commented on Mar 29, 2018

    @jus61
    Author

    Ich habe es erfolglos versucht.

  10. SirFrostingham commented on Apr 2, 2018

    @SirFrostingham

    On DesolationRedux, Sarge AI will not shoot first. I'm still searching for a work around...

    My Sarge AI settings (I made both side my enemy):

    	SAR_AI_friendly_side = EAST;     // enemy
    	SAR_AI_unfriendly_side = EAST; // enemy
    	
    	EAST setFriend [CIVILIAN, 0];
    	CIVILIAN setFriend [EAST, 0];
    

    I tried testing with the default civilian side for players and no faction (military, bandit or hero) would shoot me first. If I shoot any group first, they return fire.

    Just for fun, I switched the group and player factions to INDEPENDENT in the mission.sqm. Then I switched the Sarge AI settings to this:

    	SAR_AI_friendly_side = EAST;     // enemy
    	SAR_AI_unfriendly_side = EAST; // enemy
    	
    	EAST setFriend [INDEPENDENT, 0];
    	INDEPENDENT setFriend [EAST, 0];
    

    I spawned in the game as the green side (INDEPENDENT) instead of the purple side (CIVILIAN). No faction (military, bandit or hero) would shoot me first. If I shoot any group first, they return fire.

    I also tried this same pattern with WEST (player side) and EAST (AI). Same result., AI will not shoot first.

    Like I said at the top, I am still looking for the answer.

    I started out here, with a guy at the end of the thread stating he got this to work, but I have followed the steps 100% and it did not work for me...

    Here is a YouTube video explaining the technique he used in more detail: https://youtu.be/t_vRECxhwLo

    Another idea I heard can work is creating a trigger that the AI can go into defense mode, to make the AI attack you... I tried to do it and put it in the mission.sqm, but it didn't work. I probably did it wrong. I built this trigger in Eden editor and tried to make EAST defend a very large area (15000x15000). It's simple enough to make a trigger... I'll keep messing with it.

    	class Item0
    	{
    		dataType="Trigger";
    		position[]={2319.2061,251.01456,9892.2324};
    		class Attributes
    		{
    			sizeA=15000;
    			sizeB=15000;
    			repeatable=1;
    			activationType="EAST D";
    			activationBy="ANYPLAYER";
    			type="EAST G";
    		};
    		id=1;
    		type="EmptyDetectorAreaR250";
    		atlOffset=-1.5258789e-005;
    	};
    
  11. Teh-Dango commented on Apr 2, 2018

    @Teh-Dango
    Owner

    Like I mentioned earlier, it can be difficult to get AI to attack civilians on the offense instead of reacting to being damaged. I am testing but it doesn't strike me as an urgent bug since not being shot by bandits you cannot see immediately isn't all bad :)

  12. Teh-Dango commented on Apr 2, 2018

    @Teh-Dango
    Owner

    I actually see something in that thread that may be worth a shot. Let me work on it a bit tonight and I will post my results.

  13. SirFrostingham commented on Apr 2, 2018

    @SirFrostingham

    Either way, thanks for working on Sarge AI! Awesome that it is still maintained.

    I have a public dedicated Desolation Redux server and a private Desolation Redux server. If you come up with something before I do and I can help test. I have not tested the player rating hack on that thread, but to be honest I would be OK with it, since I want all Sarge AI units to be hostile towards my players. :) I tried setting "player addRating -999999" in the debugger and putting myself in front of the AI, but they did not attack.

    I have 2 guesses as to why it doesn't work:

    1.) Maybe the Desolation code constantly resets it

    2.) Like some were saying on the thread, it has no effect on a dedicated server.

  14. obermaig commented on Apr 3, 2018

    @obermaig

    Hi,
    i have created the Files: "SAR_cfg_grid_malden.sqf" and "SAR_cfg_grps_malden.sqf", but
    i get the following Warnings in RPT-Log:
    14:34:57 "Sarge's AI System: Welcome to Sarge AI!"
    14:34:57 "Sarge's AI System: Now initializing Sarge AI version 2.4.3 for Malden"
    14:34:57 "Sarge's AI System: malden does not currently support dynamic AI spawning! Dynamic AI spawning has been disabled!"

    ist that in concept, or i forgot some steps to bind the malden-Map?
    greeting

  15. obermaig commented on Apr 3, 2018

    @obermaig

    Oh sorry, thet's worked 💃
    _SAR_supportedMaps = ["malden","altis","chernarus","chernarus_summer","chernarusredux","taviana","namalsk","lingor3","mbg_celle2","takistan","fallujah","panthera2","tanoa"];

  16. 1 remaining item

  17. Teh-Dango commented on Apr 3, 2018

    @Teh-Dango
    Owner

    As for the bandit issues, if yiu want to test there is a dev branch. Not sure the current version.

  18. obermaig commented on Apr 4, 2018

    @obermaig

    Hello together, set your Player as INDEPENDENT and Type as "I_G_Survivor_F" in your missions.sqm
    for each one player and for the group:
    class Item11
    {
    dataType="Group";
    side="INDEPENDENT";
    class Entities
    {
    items=1;
    class Item0
    {
    dataType="Object";
    class PositionInfo
    {
    position[]={1103.9161,0.75656569,11452.843};
    angles[]={0,2.1686413,0};
    };
    side="INDEPENDENT";
    flags=7;
    class Attributes
    {
    isPlayable=1;
    };
    id=19;
    type="I_G_Survivor_F";
    class CustomAttributes

  19. obermaig commented on Apr 4, 2018

    @obermaig

    And i have set the Bandits as side EAST in @DesolationServer\Addons\Sarge\code\configs\loadouts\desolation\bandits.cfg
    i know, Teh-Django - it is not recomended, but so engage my bandits all players...

    `SAR_band_leader_model = ["O_Survivor_F"];

    SAR_band_leader_uniform = [["U_O_T_Officer_F","U_O_OfficerUniform_ocamo","U_OG_leader"]];`

  20. Teh-Dango commented on Apr 4, 2018

    @Teh-Dango
    Owner

    If those changes are working then that it fine with me. I will push those changes in the dev branch today and we will see how it goes. Good work obermaig.

  21. Teh-Dango commented on Apr 4, 2018

    @Teh-Dango
    Owner

    I have updated the dev branch with the changes you provided obermaig. It looks like I was doing some work I never pushed to the stable branch as well so it will look different and now supports BreakingPoint. As for changing the mission side of the units, I am not sure what effect that may have on the way the mod works so keep an eye on it. I believe the mod already makes players Independent if you want to try the default mission file with the dev SargeAI.

  22. obermaig commented on Apr 4, 2018

    @obermaig

    Hi Teh-Dango
    I got the idea as a workaround from mod developer.

    http://desolationredux.com/forums/threads/no-chance-for-ai-missions-support.884/

    Currently, player belongs to the civilian faction, but in this case, no other factions want to attack the player. A solution for CIV-Player could be to put the player's Rating eq -999999 directly at logon ....
      I think the DSR developers will also regularly change the side of players to Independent.

    Independend characters have problems with the looted uniforms, to solve this issue you have to either adjust loot or activate unlocked uniforms mod.
    But that's not a problem of your system, your scripts are just awesome!
    Thank you for your work!

  23. Teh-Dango commented on Apr 4, 2018

    @Teh-Dango
    Owner

    Ok I will add this in the instructions for DesolationRedux then if this is what works. I will close this issue if you are satisfied with the fix?

  24. SirFrostingham commented on Apr 4, 2018

    @SirFrostingham

    I tested this on my server and Sarge AI bandits SHOOT FIRST! @obermaig nice job! @Teh-Dango - Thank you for your development efforts of Sarge AI!

    One DesolationRedux mode issue with these updates:

    • "I_G_Survivor_F" causes the payer inventory to not show the uniform.

    Changes I implemented:

    • Desolation.ChernarusRedux.PBO - mission.sqm
      -- changed group and player side from "civilian" to "INDEPENDENT"
      -- changed player type from "C_man_p_beggar_F" to "I_G_Survivor_F"
    • Sarge.PBO: Sarge\init\fn_preInit.sqf
      -- changed: SAR_AI_unfriendly_side from "INDEPENDENT: to "EAST"
      -- changed: "EAST setFriend [CIVILIAN, 0];" to "EAST setFriend [INDEPENDENT, 0];"
    • Sarge.PBO: Sarge\code\configs\loadouts\desolation\desolation_bandits.sqf
      -- changed: SAR_band_leader_model = ["C_man_p_beggar_F"];
      --- to: SAR_band_leader_model = ["O_Survivor_F"];
      -- changed: SAR_band_leader_uniform = [["U_I_C_Soldier_Bandit_1_F","U_I_C_Soldier_Bandit_2_F","U_I_C_Soldier_Bandit_3_F","U_I_C_Soldier_Bandit_4_F","U_I_C_Soldier_Bandit_5_F"]];
      --- to: SAR_band_leader_uniform = [["U_O_T_Officer_F","U_O_OfficerUniform_ocamo","U_OG_leader"]];

    Hopefully I implemented all the changes... 👍

  25. Teh-Dango commented on Apr 4, 2018

    @Teh-Dango
    Owner

    please use the dev branch and report your findings.

  26. SirFrostingham commented on Apr 4, 2018

    @SirFrostingham

    @Teh-Dango I am just summarizing the updates from @obermaig. This is not a new update. I am confirming the updates make the bandits shoot first.

  27. Teh-Dango commented on Apr 4, 2018

    @Teh-Dango
    Owner

    @SirFrostingham ok I misunderstood.

  28. obermaig commented on Apr 6, 2018

    @obermaig

    hello SirFrostingham,

    I solved the problems with uniforms on our server with the additional mod "unlocked uniforms" from Armaholic side. Unfortunately, there is no other way, because these are the different factions :(
    Greeting
    Ober

  29. Teh-Dango commented on Apr 6, 2018

    @Teh-Dango
    Owner

    I pushed the config changes to the stable branch but I hate to say that changing the mission units and adding another mod is a fix to this bug. I will leave this issue open for now. Good job on the workaround @obermaig

  30. obermaig commented on Apr 6, 2018

    @obermaig

    it's a pleasure! ;)

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