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arma-3's Issues

Simpex Support Systems

  • Assigned artillery will only fire after being destroyed once. Before they won't fire at all. POOK's artillery mod seems not to be the problem.
  • MLRS (BM-21) will only fire one round, even when multiple (eg 40) have been requested

Create Scenario Selection Framework

A framework which allows players to select and start different scripted scenarios without loading a different mission. A possible implementation might have an objective marker pointing to a laptop.

  • Cleanup between scenarios

Delete all

  • remaining units
  • vehicles
  • groups
  • empty vehicles
  • bodies
  • wrecks
    {deleteVehicle _x;} forEach allDead;

Battlelogger V1.01

  • finish sqf code
  • adapt auswertung
  • Extend auswertung to accomodate new values

V1.01 Format ( use line.split('Result: ')[1].split(' Battle')[0])

2022-12-08 7:37:32 "AKBL Result: [] Battle over. Battlelogger shutting down"

altes Format:

2022-12-08 7:37:32 "AKBL Result: Survivors: rhs_bmp2_vv;9;CSA38_pzIIIC_LATE3;3. Location : Enoch [6000,7000,0] Battle over. Battlelogger shutting down"

Investigate average Battle durations

A battle that quickly resultet in 6:0 was not endet prematurely (20221215 ca. 09:30)
10:07:44 although all vehicles from one side are knocked out, 4 of them are still listed as active by the battlelogger

As of Version 1.01 more than 19% of battles end due to timeout (600 s). Cutting the timeout to 190 s would still allow 95% of non-timeout_battles to conclude (this data was collected with 1000 m engagement distance). The average battle time is 197 s. The median lies at 90 s.
Cutting timeout to 190 s would increase the number of battles per time by 77%

OPFOR

Infantry

  • Squad
  • Platoon
  • Company
  • Bataillon
  • Regiment

Mechanized

  • Squad
  • Platoon
  • Company
  • Bataillon
  • Regiment

Armor

  • Platoon
  • Company
  • Bataillon
  • Regiment

Orthogonalität herstellen

  • fnc_spacedvehicles in submodule (Grid positions, spawn, group) splitten
  • Globale Variablen möglichst vermeiden
    Use HashMap iot to bundle all global variables into one?
    Use Game Logic iot have multiple namespaces?
  • Chose vehicles from current config (as config names might change with new mod versions)
    [(("configName _x isKindOf 'tank' and getNumber (_x >> 'scope') == 2" configClasses (configFile >> "CfgVehicles")) apply {(configName _x)}), [4000, 7000,0]] call AK_fnc_automatedBattleEngine;

FFOR

Infantry

  • Squad
  • Platoon
  • Company
  • Bataillon

Mechanized

  • Squad
  • Platoon
  • Company
  • Bataillon

Armor

  • Platoon
  • Company
  • Bataillon

Attack Framework

TODO

  • Create marker(s) for objectives
  • create an array with units and spawn them one after the other
  • Scale staging area and objective area size according to the size of the attacking force
  • attack in waves with proper spacing
  • leading and flanking artillery barrage
  • Scouting?
  • CAS
  • select highest terrain as objectives
  • spawn real force organizations
  • use real formations
  • name each squad/vehicle
  • march as single vehicles/join platoons for assault
  • follow-on task

this should be in a seperate function

if (isNil "AK_var_fnc_moveRandomPlatoons_factiontables") then {
//populate faction tables
_sides = [0,1,2];
AK_var_fnc_moveRandomPlatoons_factiontables = [];
{AK_var_fnc_moveRandomPlatoons_factiontables pushBack ([_x] call AK_fnc_cfgFactionTable)} forEach _sides;
//populate group tables
AK_var_fnc_moveRandomPlatoons_GroupTables = [];
{
AK_var_fnc_moveRandomPlatoons_GroupTables pushBack [];
_workingTable = AK_var_fnc_moveRandomPlatoons_GroupTables select _x;
{{_workingTable pushBack ([_x] call AK_fnc_cfgGroupTable)} forEach _x} forEach [AK_var_fnc_moveRandomPlatoons_factiontables select _x];
} forEach _sides;
};

Simulate Frontline

S=Spawnpoint
S->x<-S
S->x<-S
S->x<-S

Option 1: Use Helos to transport troops to the frontline

Option 2: Paradrop

ABE misc ideas

  • add intermediate waypoints depending on distance to objective
  • Switch from rebuilding the database every time to saving and updating it with new content.
  • Run paralell battles (to get more results, might even use Headless clients)
  • Record FPS? not really an improvement,is it?
  • random battle area (map without water?)? No, I think comparing vehicles is the main focus.

Dropped

  • Include check to avoid zero divisors? How?

Duell Arena

  • Choose vehicle/role
  • Choose area
  • Teleport with chosen gear/vehicle to a random point inside the area
  • Mark the area and punish players for leaving
  • (Reduce area size step by step)
  • Battefield Atmosphere (random artillery, smoke, tracers, airplanes)
  • Changing / changeable environment (night, fog, visibility)
  • Use explosive ammo for sniper to avoid bunny hopping?
  • unlimited ammo? (and or repair/refuel/rearm areas/vehicles)
  • Include AI-drivers? if so make sure they join players group to avoid lags

Use params

if (random 1 >= 0.5) then {
_PosSide1 = [[14000, 17500 ,0], [12000, 17500, 0]];
_PosSide2 = [[12000, 17510 ,0], [14000, 17510, 0]];
} else {
_PosSide1 = [[12000, 17510 ,0], [14000, 17510, 0]];
_PosSide2 = [[14000, 17500 ,0], [12000, 17500, 0]];

Infantry Battlezone

Any unique BLUFOR faction (eg US Marines or NATO) fights against mixed OPFOR/INDEPENDENT.
Hostiles spawn in groups and platoons mit Abständen gem Handakt.
For every hostile platoon only one squad of BLUFOR will spawn. The players have to dip the battle in BLUFOR's favor.
Players should not see any spawning - ideally all NPCs will ingress via Helicopter/Vehicle.

Respawn in vehicle

  • let players respawn in a vehicle
  • Test
  • make the vehicle respawn after destruction (players should still be able to respawn in the vehicle)

Logging

  • Include Versionnumber (in all Log-Entries) (iot enable result-fetching programs to adapt).
  • Include Location in ;-Sequence
  • Include starting vehicles
  • Include begin time of battle
  • Include platoon size (1 if no platoons formed)
  • Also consider changing to a format that is easier to deconstruct, like 'blabla;versionnumber;results;results;...;blabla'

diag_log format ["AKBL Result: Survivors: %1;%2;%3;%4. Location : %5 %6 Battle over. Battlelogger shutting down", AK_var_fnc_battlelogger_typeEAST, ({side _x == east} count (AK_battlingUnits select 0)), AK_var_fnc_battlelogger_typeINDEP, ({side _x == independent} count (AK_battlingUnits select 0)), worldName, AK_var_fnc_automatedBattleEngine_location];

ABE V1.02

  • Reduce timeout to 140 s #55
  • Reset fog (Weather) for each battle
  • Reset daytime for each battle ( to have comparable conditions for all battles)
  • BUG: 20221228 nach einigen Durchläufen wurde der Battlelogger nicht mehr gestartet #56
  • BUG: Group limit #57
  • Test and implement adjusting the vehicle pool by non-contenders
  • Add AI-Skill as parameter
  • Implement a HashMap (Create a HashMap for all ABE variables and have sub-HashMaps for each function)
  • Remove vehicles from the pool if they have 0 kills and at least 5 battles

Battlelogger

  • Use an UUID to identify ABE lines in the *rpt file and to safely store variables? (uuid.uuid4())
  • Log AI-Skill
  • Log Viewdistance
  • Log Timeout
  • Log Timeout value
  • Log Ammo consumption
  • Consider changing the result line to a dictionary-like format to be easier to read or at least include a legend when the battlelogger starts
  • Reduce delay to increase number of battles?
  • Disable logging during the battle (I used it to track battles and for debugging, but since it currently runs stable it just clogs up the log file)
  • Change Version number

Auswertung

  • Convert ABE_Auswertung.py to a proper module
  • Change the compiled data instead of the Auswertung when adding new items to the logging.
  • Add history function (like ourworldindata)
  • Test if str is able to properly transform a HashMap

Dropped:

  • Set realtime at the begin of each battle (what for? moonphases are logged anyway.)
  • Write Battlelogger results to a different file 5dbeaab (No because it is serialized)

Targets

  • armored and unarmored NPCs
  • spread evenly throughout the target area
  • plain area without cover -> Virtual Reality

ACE3 Tank Turret

ACE3 will cause tanks to sometimes blow off turrets, which won't be deleted by ABE right now.

Low flying parcours

a la Top Gun Maverick.

Bugs

  • Cockpit low-res (workaround: player addAction)
  • bug in "AK_fnc_race_change_veh" #58
  • after respawn it takes a few seconds before player actions are removed ( no it's caused by dead players)
  • targets are created on every run
  • Cockpit closes and gear is in transition at start of run
  • When race direction changes from east to west or vice versa the initial velocity is wrong

Core Ideas

  • Create Score Classes by Age Groups
  • create a separate file for each function and comment it, use a batch file to compile the whole thing removing all comments (Findings: it looks like batch is not able to do that and I don't have Python on the Sim-Racks)
  • Create Manual
  • Add date check to Scoreboard
  • Add "quick restart" and "change aircraft" selectable functions (add a function to open TOP GUN user interface?)
  • align setVelocity with ingress direction
  • gates (like Red Bull Airrace)
  • Auto-generate a new track every day
  • quick restart run
  • Ziel dass es zu zerstören gilt
  • timer und Flughöhe on each frame?
  • avg FPS?
  • Kessel von Malden als Zielgebiet? too shallow.
  • Automate initial position relative to start and Finish axis
  • create gates between start and finish
  • Big letter [Get ready] at ingress
  • addAction(Helis, teleport)
  • feindliche QRA?
  • With and without AA
  • Duel (speed only with/without shooting each other)
  • Personal Highscore function

Wild West Scenario

Wild West Thempark
"Due to a recent accident no real horses are used in the park -instead buggies are provided"
Only Wild West Weapons (or similar) are used by players and NPCs.
Wild West Clothes only.

  • Bounty Hunter Mission
  • Kill target
  • Capture target
  • Bring it to the sheriff

Capture the Flag

Artillery?
Vanilla? -> CBA (for defence module)
Neutral Reinforcements?

Living of the land

Players start with minimal equipment (civilian clothes?) and have to fulfill a mission (escape?) acquiring gear from hostiles (and drops/caches?)
This should be a scripted scenario that starts at a designated point and has lots of random variation.

Related Code

Prisoner Escape

Dauerbetrieb

  • Im Winter scheint es kein Problem zu sein den Laptop am Balkon zu betreiben. Wenn es wieder wärmer wird, könnte es Probleme mit der Temperatur geben.
  • Nach 24h Dauerbetrieb liegt der Arbeitsspeicherbedarf bei 3210 MB und alle Temperaturen sind well safe.

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