Ich habe die letzten 8 Wochen versucht die Bradley's aus den A2-Samples zu importieren.
Ziel war es, die Panzer KI-fähig zu machen...
Ist leider nur teilweise gelungen:
- Fahrer haben immer zu viel Alkohol getrunken und fahren über alles mögliche drüber
- Die 35mm Autocannon wird nur mal für's anklopfen genutzt und danach gewartet, bis man zerstört wird (wird durch eine 25mm Autocannon auf Basis der 30mm autocannon gefixed).
Ich gebe jetzt auf, daher gebe ich mal alles zum Download frei:
Modemmaik Bradley's pbo's
Der Sourcecode dazu
Zitat:
Modemmaik's Bradleys (import from A2 samples) modemmaik_M2A2_Bradley.pbo
If you intend to play with AI, use the additional modemmaik_M2A2_Bradley_weap.pbo (includes alternative weapons)
The original pbo uses vanilla weapons and magazines.
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CfgPatches:
modemmaik_M2A2_Bradley
Units:
"modemmaik_M2A2_EP1", "modemmaik_M2A3_EP1", "modemmaik_M6_EP1"
"modemmaik_M2A2_EP1", "modemmaik_M2A3_EP1"
weapons[] = {"autocannon_30mm_CTWS","missiles_titan","HMG_127_ APC"};
magazines[] = {"500Rnd_127x99_mag_Tracer_Red","2Rnd_GAT_missiles ","2Rnd_GAT_missiles","2Rnd_GAT_missiles","2Rnd_GA T_missiles","140Rnd_30mm_MP_shells_Tracer_Red", "140Rnd_30mm_MP_shells_Tracer_Red", "60Rnd_30mm_APFSDS_shells_Tracer_Red", "60Rnd_30mm_APFSDS_shells_Tracer_Red"};
"modemmaik_M6_EP1"
magazines[] = {"500Rnd_127x99_mag_Tracer_Red","4Rnd_Titan_long_m issiles","4Rnd_Titan_long_missiles","4Rnd_Titan_lo ng_missiles","140Rnd_30mm_MP_shells_Tracer_Red", "140Rnd_30mm_MP_shells_Tracer_Red", "60Rnd_30mm_APFSDS_shells_Tracer_Red", "60Rnd_30mm_APFSDS_shells_Tracer_Red"};
AnimationSources:
class recoil_source {source="reload";weapon="autocannon_30mm_CTWS";};
class launcher_down {source="hatchGunner";};
class Select_TOW{source="user"; animPeriod=0.0000001;initPhase = 0;};
class Select_Stinger:Select_TOW{initPhase = 1;};
hiddenSelections[] = {"camo1", "camo2", "camo3", "num1_m2a2", "num2_m2a2", "num3_m2a2"};
hiddenSelectionsTextures[] = {"modemmaik_m2a2_bradley\data\base_co.paa", "modemmaik_m2a2_bradley\data\a3_co.paa", "modemmaik_m2a2_bradley\data\ultralp_co.paa", "a3\soft_f\data\num2_ca.paa", "a3\soft_f\data\num1_ca.paa", "a3\soft_f\data\num1_ca.paa"};
Changes:
- Added PhysX support to match a max. speed of 60 km/h
- Added launcher animation (attached to gunner hatch)
- Simple config is based on slammer config B_MBT_01_cannon_F
- Sounds from A2
Issues:
- AI drives like a chick on speed, running over all obstackles
- AI hardly uses the autocannon against hard targets
- Driver out sticks his helmet into the driver hatch (tried to fix this, but needs rework in shadow of driver hatch....)
- M6 Linebacker is missing in the virtual arsenal
- Models use IFV 6C Icons and Pictures ingame
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Weapon config for 25mm autocannon modemmaik_M2A2_Bradley_weap.pbo
Requires modemmaik_M2A2_Bradley
CfgPatches:
modemmaik_M2A2_Bradley_weap
weapons[] = {"modemmaik_bushmaster", "modemmaik_bushmaster_aa"};
CfgMagazines: modemmaik_210Rnd_25mmHE_M2A2, modemmaik_210Rnd_25mmAP_M2A2, modemmaik_210Rnd_25mmADPU_M2A2
Features:
- AI offers quite good weapon use. modemmaik_bushmaster_aa has HE as first magazine (anit air and anti soft targets), vanilla AP/ADPU (anti armor)
- AI still drives like a chick on speed, running over all obstackles
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License: Creative Commons — Attribution-NonCommercial-ShareAlike 4.0 International — CC BY-NC-SA 4.0
Credits:
BIS for the A2 samples and A3 release with drunken AI implementation
reyhard for his tipps on how to import samples into the wonderful world of Arma3
Die-Stoertebekers :: News for not kicking me off the teamspeak server while testing AI behaviour..
Remarks:
Intention of this addon was to implement an alternative APC with good AI handling. This failed, because I was unable to teach AI on how to drive this vehicle....