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-   -   Modemmaik ArmA 2 Bradley's (https://hx3.de/mods-addons-184/modemmaik-arma-2-bradleys-24924/)

modEmMaik 28.06.2015 19:12

Modemmaik ArmA 2 Bradley's
 
Liste der Anhänge anzeigen (Anzahl: 2)
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.


----------------------------------------------------------------------------
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
-----------------------------------------------
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
-----------------------------------------------

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....

Tom 28.06.2015 19:36

Salut Maik

glaube das liegt nicht an deine Modding Kuenste.

Eher an preprepreAlpha3!

Meiner meiner Meinung nach ist BIS jetzt klinisch tot seit preprepreAlpha3

Daher vielen, vielen Dank fuer all deine Mods :)

modEmMaik 29.06.2015 19:01

Na ja.... nachdem die original ArmA-Tanks genauso "drunken" gesteuert werden und auf Stratis/Altis im SP auch so rumspringen...

Spiele ich halt weiter Hallenhalma :zahn:

Tom 29.06.2015 20:41

jup oder Taschenbillard :ugly::angel: (WITZ)

modEmMaik 11.07.2015 13:48

So... der Kater lässt das Mausen nicht :ugly:

Ich habe nach diversen Tests (und im Vergleich mit A2) mal festgestellt, daß die KI die Tanks bei Ausweichmanövern in die Walachei steckt...
:stupid:

Der Grund scheint hier in der PhysX Friction für die Tanks zu liegen, die von BIS auf 300% gesetzt ist (frictionVsSlipGraph in den Wheel-Definitionen). Versucht die KI auszuweichen, geht's im rechten Winkel zur Realiät in die Landschaft.

Im weiteren haben die Tanks die gleiche Zeit wie die Inf, um die Formation einzunehmen... was die Commander anscheinend zu einiger Hektik bewegt.

Ach ja, im letzten Release habe ich die A2-Sounds vergessen einzubinden... my Fault.

Ich habe noch ein paar Testmissions zugepackt, mit denen ich das KI-Verhalten verifiziere.
Mit geringerer Bodenhaftung kann die KI deutlich besser manövrieren. Jedoch tauchen immer wieder Rubberband-Effekte auf, die ich nicht in den Griff kriege. Im Report tauchen auch noch Meldungen wegen der A2-Animationen auf plus Meldungen über die Launcher-Anims, obwohl die ingame laufen....

M2A2 Improved Version binärisiert
M2A2 Sourcecode
M2A2 Testmissions

Zitat:

Modemmaik's Bradleys improved AI version (import from A2 samples) modemmaik_M2A2_Bradley.pbo

Changes:
- Massive modification of PhysX (frictionVsSlipGraph, weight, mass, springStrength, springDamperRate...)
This makes handling of these vehicles more slippery... but AI seems to need this, specially the frictionVsSlipGraph[] = {{ 0,1.0 },{ 0.5,1.0 },{ 1,1.0 }};
- Modified Geometry to prevent "hang on tree" effect
- Added formationTime = 15 (was default 5... giving the AI too less time for formation placement)

Issues:
- Last bin release missed the sound files....

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.


----------------------------------------------------------------------------
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 (seems fixed)
- 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....)
-----------------------------------------------
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
-----------------------------------------------

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 is improved compared to initial release ....
... Die Antennen beim M2A3 werden beim nächsten Relase gefixed.... wtf...

Tom 11.07.2015 19:02

Auch wenn der Kater das Mausen nicht laesst :daumen:

Vielen Dank fuer das Update.

Wenn ich Zeit habe werde ich mir das Teil mal zu Gemuete fuehren.

Vielen Dank noch einaml fuer deine Arbeit :daumen:.

ApoTTCC 17.07.2015 12:17

@modEmMaik

Hier versucht sich scheinbar noch wer dran:

https://twitter.com/Slatts_modding/s...35878382600192

modEmMaik 18.07.2015 21:34

Oha... und die haben anscheinend den M2 gepimped...
M2A2/A3 - Highly modified port from A2 (I'd say is more an evolution due to all the modifications in the 3D model)

Ist leider nicht meine Intention... Ziel war einen brauchbaren Tank für Warfare / CTI zu haben. Nicht einen PvP-optimierten full reality Tank.

Ich werde die nächsten Wochen noch die Antenne vom M3 patchen und hochladen. Danach ist mit A3 erste mal Sense.
Bin sowieso derzeit am BW-M48 für OFP. :zahn:


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