Author: lordprimate
Author Website:

Requirements: Community Base addons A3

Version: 5.5.3.1
Signed:

Short description: Singleplayer, Multiplayer and Dedicated/Headless Server Compatible AI Suppression System

Date: 2017-07-12 18:10


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TPWCAS A3

by
TPW & -Coulum- & fabrizio_T & Ollem & lordprimate


Description:
One of the things sorely missing from Arma2 is reaction to passing bullets. An AI unit will often stand quite happily whilst bullets whiz by. This makes effective suppression of AI enemies difficult - you basically always have to aim to kill them since you can't make them keep their heads down by shooting nearby.
This addon aims to address this problem by making AI units react to passing projectiles. If a bullet snaps by within around 10m of an AI unit, it will crouch/kneel (depending on movement), and if more than around 10 bullets pass by a unit in 5 seconds, the unit will drop/crawl. After 10 seconds without bullets, the unit will return to its previous stance.
Additionally, suppressive fire can alter the aiming shake, accuracy and courage of the suppressed unit. The more fire directed near a unit, the lower its skills will become. Nearby casualties will further decrease a unit's courage. After 5 or so seconds without bullets, the skills will gradually return to normal. Player units will optionally experience some visual effects if suppressed (camera shake, vision blur and darkening).
Currently there is no "suppressed" eventhandler in the game engine, so TPWCAS aims to mimic one by constantly monitoring whether any active bullet/shell projectile objects have units within a 10m radius. This allows TPWCAS to work for any opfor, blufor or independent on the map, whether editor-placed or spawned.
TPWCAS significantly changes gameplay, allowing for longer engagements and more thought required to survive them.

In ARMA 3 they have added bullet detection and suppression of AI, however, if you feel that the Vanilla effect is not enough. This mod may be of assistane. This is the Port of the ARMA 2 version and as far as I know its fully Functional.


Features:
* TPWCAS enables stance and skill modification under fire.
* Units react to bullets passing within 10m.
* Units on foot or operating vehicle or static guns are affected.
* Units driving are unaffected.
* Only uninjured units are affected.
* Bullets fired from less than 25m away are ignored.
* Bullets from small calibre pistols and SMG are ignored.
* Units react differently according to the side of the shooter.
* Friendly shooter: > 0 bullets --> kneel/crouch.
* Enemy shooter: 1 - 10 bullets --> kneel/crouch, > 10 bullets -->drop/crawl.
* Units regain previous stance after 10 or so seconds without nearby bullets.
* Friendly shooter: no skill reduction.
* Enemy shooter: skills reduced according to number of bullets.
* Units gradually regain skills after 5 or so seconds without bullets.
* Shooter may be "revealed" to the suppressed unit.
* Units are more easily suppressed if there are nearby friendly casualties.
* Player experiences visual effects if suppressed.
* Units Will Roll in attempt to evade fire if out in open>prone.

IMPORTANT NOTE:
TPWCAS is not an all-in-one AI behaviour modification mode. Its primary purpose at this time is to cause units to duck/drop and lose some shooting competence under suppressive fire. It's designed to play well with mods which DO alter AI behaviours under combat stress, and you are encouraged to use these if you require additional realism such as moving to cover.
Version 4.0 includes an optional feature to tigger a basic move to cover by AI in case of close by cover.
VERY IMPORTANT NOTE:
TPWCAS started life as an SP only mod, but a large amount of effort has gone into modifying the bullet detection, suppression and visual debugging framework to work for MP and dedicated server. While every effort has gone into testing in SP, MP and dedi, we simply cannot vouch for perfect operation under all circumstances.


Installation:
To install TPWCAS A3 you should use modfolders to keep it seperate from the official game content to prevent issues.
With Arma 3 you can use different ways to set up your modfolders to use custom content you have downloaded.
Please visit the Arma 3 Mod install instructions page for more information about using custom mods and addons in Arma 3.


Included files:
tpwcas.pbo


Notes:
IMPORTANT NOTE:
TPWCAS is not an all-in-one AI behavior modification mode. Its primary purpose at this time is to cause units to duck/drop and lose some shooting competence under suppressive fire. It's designed to play well with mods which DO alter AI behaviors under combat stress, and you are encouraged to use these if you require additional realism such as moving to cover.

VERY IMPORTANT NOTE:
TPWCAS started life as an SP only mod, but a large amount of effort has gone into modifying the bullet detection, suppression and visual debugging framework to work for MP and dedicated server. While every effort has gone into testing in SP, MP and dedi, we simply cannot vouch for perfect operation under all circumstances.


Credits & Thanks:
Please be sure to tip your hat to the developers: "TPW","-Coulum-","fabrizio_T","Ollem"


License / Disclaimer:
https://www.bistudio.com/community/licenses/arma-public-license-share-alike


Changelog:
5.5.3.1
Whoops ... somehow i didnt add the server key.... my bad!!!

5.5.3
- Optimized search for cover. Changed size and types to be better .. (known issue: for some reason they will use a gate as cover... will work on that later)
- Changes in some sleep values for optimization.
- Changed a forEach call in LOS for Count. (count is faster)
- Units moving to cover will get reminders to move to cover every 10-20 seconds if they have not reached cover yet.
- Fixxed some rpt logging of debug stuff.
- Fixxed some Civilian side stuffs.
- Some code Optimization. Instead of "==" , using isEqualTo (because its faster).

Changes version 5.5.2
- Hashed out call for ASRAI function "asr_ai3_main_fnc_setUnitSkill", no idea why its throwing an error. however, it seems to be reduntant anyway, as it calls asrai set skill function again after ASRAI the mod has already done it....

Changes version 5.5.1
- Update to ASR_AI classnames "asr_ai3_sysaiskill_fnc_setUnitSkill" is now "asr_ai3_main_fnc_setUnitSkill" should now work properly/ and in conjuction with ASR_AI3 again.
- Updated check for ASR_AI3 running. Using "asr_ai3_main" as "asr_ai3_danger" was removed from ASR_AI3. Again now tpwcas will now ASR_AI is running and work together appropriatly.
- Removed a few animations "Bunnyhop","L/R sideProne"
- ReWrote evasive manuver. Script check's to see the stance of the unit supressed, and the weapon (pistol / rifle), and weather or not its raised or lowerd. (If the unit is holding a pistol and has it lowered they will get a animation with a lowerd pistol for smooth animation interpolation)
- Removed One Behavior change, "Stealth" mode call was removed.
- Added Prone Roll if being supressed by multipule bullets And are already Prone And are in the open.. Hopefully AI will only roll when Line of Site is clear to the shooter (Out of Cover).
- Added check to see if unit is in cover before performing evasive manouver. (So they dont jump out from cover)
- Updated Rabolo's object filter for cover positions.
- Added nearestTerrainObjects search based off of ASRAI3's filter, added a few perameters just to make sure they do not use bushes and a few other things that are not good for cover. ( when did they add this)
- Reintroduced CBA_fnc_addPerFrameHandler for single player. see how that goes?
- Minor code optimizations (replaced nearestObjects with nearEntities, reduced some probabilities)
- KNOWN ISSUES IN RPT: 1) DEBUG SPHERE HAS NO SOME MISSING CONFIG STUFF?? so just dont use debugging for your main missions and youll be ok!
2) Sometimes when a AI dies or Person dies tpwcas throws a small error while it removes the entity from its list.. error goes away this happend before, as well, if i remember correctly.
3) ??

Changes version 5.5:
- update: player controlled AI should no longer change combat behaviour
- update: added simple check to verify if unit is in building to recover to standing after suppression

Changes version 5.3:
- updated for Arma 3 compatibility
- added evasive manouvres
- suppression will impact combat behaviour to allow BIS default actions to impact AI behavior too
- code improvements

Changes version 5.01:
- update: fixed minor bug due to typo

Changes version 5.0:
- update: fixed error messages which appeared after latest A2 beta patch

Changes version 4.5:
- New: fully automatic detection and support of HeadLess client
- New: 'find cover' function has been made FPS aware too: below configurable server FPS threshold (default 17 FPS) find cover function will be skipped to save some CPU for more important tasks
new usercondig file entry: // 19 AI SEARCH COVER REQUIRED MINIMAL SERVER FPS, ELSE PROCESS IS SKIPPED
tpwcas_getcover_minfps = 17;
- Update: updated bullet detection framework based on Fabrizio_T's latest bDetect v0.76 framework.
- Update: tpwcas_mode = 5 (forced disable of tpwcas) will become 'tpwcas_mode = 0' ('tpwcas_mode = 5' will be deprecated*)
- Update: embedded 'tpwlos' will be disabled by default and can be switched on by changing setting in userconfig file
- Fixed: all hint commands will be optional and by request have been replaced by hintsilent
- Fixed: other really minor changes

Changes version 4.x:
- New: Merger of TPWC_AI_SUPPRESS and TPWCAS_DSC version
- New: Same mod can be used for SinglePlayer, Dedicated Server, and Client-Server setup
- Auto detection of SinglePlayer setup (tpwcas = 1)
- Auto detection of MultiPlayer Dedicated Server setup (tpwcas = 3)
- Auto disable of client if Server started in Dedicated Server mode (server tpwcas = 3/client tpwcas = 5)
- Manual config option to configure client/server setup (tpwcas = 2)
- Manual config option to disable TPWCAS (tpwcas = 5)
- Experimental config mode specifically for 'Headless Clients' (tpwcas = 4)
- Update: Performance improvements and code optimisations
- Update: Bullet detection frequency (==server load) will always automatically reduce if server or SP FPS drops
- Fixed: all files names to lowercase for Linux Server compliance
- Fixed: tpwcas will work after respawn
- Fixed: Vehicle EventHandlers for vehicles will not be duplicated in case of locality change
- New: basic take cover functionality: can be disabled/enabled in config file
- New: config parameter to set radius to search for cover (recommended to keep low number)
- New: Embedded TPW LOS (Line Of Sight - slightly modified version): can be disabled/enabled in config file
- New: Embedded TPW LOS will automatically pause when (server) FPS is below (configurable) threshold value
- New: Civilians will run in random directions when bullets are close to them
- New: Handgrenades and AT/RPG will cause suppression too
- New: TPWCAS Logic Modules (F7 in editor) to allow Missionmakers to overrule (server) config file parameter settings to:
- Disable TPWCAS (if enabled in userconfig file)
- Enable TPWCAS (if disabled in userconfig file)
- Disable TPWCAS embedded TPW LOS (if enabled in userconfig file)
- Enable TPWCAS embedded TPW LOS (if disabled in userconfig file)
- Disable TPWCAS embedded Find Cover (if enabled in userconfig file)
- Enable TPWCAS embedded Find Cover (if disabled in userconfig file)



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