I've also added pylon saving and Dynamic AI Minefield persistence to PERSIST. Overall a big day for mod updates. Finally time to focus on the upcoming series, no hints yet. :)
next op could you create the most advanced AI possible to fight against players? like the time a while ago you played an AI vs players operation that you might remember.
As a professional game dev. The whole. "Disable the mines until laid" thing is a pretty smart and quite functional solution to things you can't really do anything about it. I have seen far more kitbashed solutions in even larger productions, so don't feel bad about it.
I can only imagine that Rimmy’s thought patterns are becoming more and more AI-like with every mod he makes. Come the fourth and he’ll only be speaking in “Man-100 Meters” speak.
@@chillyavian7718 found the errors If (soldier == insubordinate) { Dibgy_action1(fire_at_own_men); } else if (traitor == dead) { stop(); } You forgot to stop firing at own men if the traitor died. And you forgot that conditionals have two =‘s just one = can cause errors in the code.
@@davidscott9394 he said unless not else, so it should actually be two conditions for the if and no else block. If you want a stop condition you need to turn the if into a while statement so it runs more than once, otherwise this logic doesn’t work
Who would win: 1. an actual human theoretically smart enough to breathe and walk at the same time without choking on their own spit 2. some C4 with a doorbell switch zip-tied to it and left on the ground like a stray banana peel
The C4, always. If I walked into a mall with an explosive strapped to my chest with the exit being on the other side away from me and yelled "I HAVE A BOMB ON ME AND IF ANYONE RUNS TOWARDS ME IMSTEAD OF TO THE EXIT, I WILL DETONATE IT" people will literally run towards me instead of the exit. Im not saying every single individual is dumb enough to do that and this excludes the people who are brave enough to try and get to me in an attempt to minimize the amount of fatalities and injuries, however there are more stupid people than there are people with commonsense.
As an ex-programming student, the detail of having the AI remember/evaluate enemy moments had to be insane. Top notch solution regarding your AIs removing enemies seen at other locations. As a current D&D DM about to start an insurgency/rebellion arc, I'm definitely going to be stealing some of your ideas as far as monitoring movement and subsequently looking to inhibit movement. Sounds obvious in hindsight. But the timing is very much appreciated ❤️
I mean to be fair and to give credit where credit is duo, from my experience messing around with AI driving, the AI drives meticulously and flies mostly fine, but for some reason when you put a player in any vehicle with them they just have a brain hemorrhage. Idk maybe they can smell the war crimes coming from us. I do wish they would compensate a bit less when dodging vehicles coming the other lane though.
18:00 ironically prudent as real pressure activation mines are all specifically designed to only explode after their arming mechanisms are fully activated several minutes after the mine's safety pins are removed. As that's how you have enough time to dig a hole and bury one in the dirt without blowing yourself up.
I'm kind of curious, could you make poorly-trained AI soldiers forget they laid a mine field, so they have a chance to run into it themselves? Poorly trained soldiers probably won't tell each-other where a minefield is, or mark it, so they really might run into their own mines.
Ai-generated minefields with UXO's galore? This'd make a very great addition to *every* kind of server, Arma Life or actual combat ops. This is gonna be fun.
From what I've seen, the arma ai is like modeling clay. To people who don't know how to use it, it looks like, well, crap. But someone who knows what their doing, like rimmy, can make something beautiful out of it.
You might be able to set up a system with the IEDs where after placing them, the AI will leave a spotter with a detonator in view of the IEDs, and once a target has gotten close enough to one, detonate the appropriate IED. It'd be a ridiculous amount of trouble to set it up but it might prove to be a good tactical challenge if the players can take out the spotter before anyone blows up and provide an entry point through the AI defenses once the IEDs have been cleared out.
That's actually not a bad idea in terms of how to handle the system of detonation, the major issues I see with that however are things like "what if the players never come that way?" You'd just have an AI or even squad sat there doing nothing the entire op. Also that would mean that while a mine layer squad can lay a minefield then go and lay another, this squad would basically be locked down once they place their IED. There are also already IED mods in ArmA that do this decently well, but there wasn't, to my knowledge, any good Minefield mod. The biggest issue is that I can't exactly PERSIST remote controlled explosives because of a few factors in how they work in ArmA.
@@RimmyDownunder I think one man sat nearby in position would probably be what he means, a single man as a spotter, which would mean not a entire squad dicking around in the middle of nowhere in a minefield playing IRL frogger
Could you use the objective creation algorithm to determine if the preconditions for the minefield were still present, and have the minefield de-prioritized if the squads it was set up to combat are no longer present along its axis? In this way a small detached group could watch until the mod identifies it is no longer a strategically sound position, and frees the squad to return for new orders.
@@RimmyDownunder Ah I see, it'd probably get even worse if the AI doesn't choose a good spot for the IED field, also didn't know about those other IED mods so if IEDs are outside the scope of this mod that's perfectly understandable.
@@adbp1513 Yeah that's what I had in mind, but then the problem becomes how does the AI choose a good spotter position? As well as a whole bunch more technical challenges I'm in no way equipped to answer.
I don't play Arma 3 but i do very much enjoy these videos they are fascinating and make me appreciate just how much effort and work goes into the Fustercluck videos
This is pretty damn great work rimmy. I ain't a programer, but on the issue of AI deciding what kind of minefield to lay, maybe you could try and set whatever threshold determines anti-tank vs anti-infantry vs mixed-mines to a high enough ratio and baseline number that it won't get confused between the three? Like, to throw out random numbers because again, I ain't a programer, but just spitballin'; -Anti-Tank feilds require the AI to have spotted 3 large vehicles and the ratio of squad to vehicle has to be at least 2-1 or higher. -Anti-personel feilds require at least 4 squads spotted with a squad to vehicle ratio of 4-1 or lower. -Mixed feilds are the default for everything else, where if A is false and B is false, C is true, with C being mixed feilds. Numbers arn't hard, but would this conceptually work, or is having the AI differentiate between vehicles and infantry too difficult? The basic idea here is that even if the enemy have *a* tank, if they only have the one, the AI won't focus the minefields on the one tank, but if it's a full invasion force, they won't go exclusively anti-personal with so many vehicles around.
i dont play even play arma 3. but i really really enjoy your arma videos and the technical videos especially. its super interesting and id say you are quite good at explaining it. well done! gib more please?
I was gonna ask if the AI intelligently decided to use AT mines or AP mines based on if troop movements are on foot or by vehicle and you answered my question in 30 seconds of that thought. Bad ass. Will be using. I appreciate your work man. Makes my silly little army simulator better
Autor again thanks for mod! The mod looks interesting, yet I was not able to achieve accurate mining for the required areas of the map. I really hope that you can add your own minelayer waypoints for precise minelaying of certain areas of the map. If you cannot create settings inside a waypoint by the type of mining, please try to create several types of such waypoints, for example "Anti-Personnel minelaying", "Anti-Tank minelaying", "Road-minelaying", "Explosive Charge 40 sec", "Explosive Charge 80 sec", etc)
Ok. I am excited for the next games with your lovable bunch of crayon eaters running into the same five minefields because they keep forgetting the AI laid them there.
Curious to see how Civvie AI reacts to mines. Will they just barrel through completely oblivious or will there be a thing for combatants to go "oi minefield ahead fuck off mate"
AFAIK, AI _can_ and _will lay mines_ in the base game. It just really depends. Ive had instances where I was experimenting with the scenario editor/creator and caught an AI faction soldier laying a mine. This is also the case with the S.O.G dlc which enemy AI will definitely lay mines and other pressure based explosives.
Straight line between the positions, but they have the same Road Chance as all objectives. So if there is a road in the circle targeted and the Road Chance passes, then the minefield will be placed on the road. I do want to build a better tracking system that tracks the actual movement route of a group, but the issue with doing that for all groups is the intense increase in performance use. So I'll have to test to see how much that new system works vs how much it destroys computers.
@@RimmyDownunder a tad of a nitpick question, but what if the area that a normal interdict objective would spawn appears on a Mountain, lake or a cliff, would they put the mines around the area, encircling the mountain/cliff/Lake, or focus on one specific entry/access point like the north/south part of the obstacle?
I've also added pylon saving and Dynamic AI Minefield persistence to PERSIST. Overall a big day for mod updates. Finally time to focus on the upcoming series, no hints yet. :)
This will work great for alot of units and missions thanks for this im suprised someone hasnt tried sooner
next op could you create the most advanced AI possible to fight against players?
like the time a while ago you played an AI vs players operation that you might remember.
I already want to see a WW2 add-on where German AI will sometimes place the old “Achtung Minen” signs nearby the placed minefields
As a professional game dev. The whole. "Disable the mines until laid" thing is a pretty smart and quite functional solution to things you can't really do anything about it. I have seen far more kitbashed solutions in even larger productions, so don't feel bad about it.
Orphan mine sweep op when?
"Yes, they'll avoid their own mines" already 100% better than the average player base.
and 200% better than Whale!
"Alright, approaching objective, over."
"Uh...from which direction?"
"Sou-" *BOOM*
"Yeah, don't go in from the south."
Only pussies avoid mines be a chad and charge straight threw
And real life militaries
@@shakey2023 Found the Krieg.
The Cadians obviously survived an op recently that they shouldn’t have… the DM has decided to choose violence.
I like this conclusion
I should have expected to see you in these comments. Patrician taste my dude
I can only imagine that Rimmy’s thought patterns are becoming more and more AI-like with every mod he makes.
Come the fourth and he’ll only be speaking in “Man-100 Meters” speak.
Never send a man to do a machine's job.
One, Status.
'From the moment he discovered the weakness of his code, it disgusted him.'
@@chillyavian7718 found the errors
If (soldier == insubordinate)
{
Dibgy_action1(fire_at_own_men);
}
else if (traitor == dead)
{
stop();
}
You forgot to stop firing at own men if the traitor died.
And you forgot that conditionals have two =‘s just one = can cause errors in the code.
@@davidscott9394 he said unless not else, so it should actually be two conditions for the if and no else block. If you want a stop condition you need to turn the if into a while statement so it runs more than once, otherwise this logic doesn’t work
The AI can finally do a modest amount of trolling on all those pesky orphans...
I can already hear the booms…
AI can have a modest amount of tomfoolery, as a treat
Next mod rimmy makes be like:
ArmA 4 mod | An ArmA 3 mod
The Ai knows where the players are, by knowing where they aren't
Who would win:
1. an actual human theoretically smart enough to breathe and walk at the same time without choking on their own spit
2. some C4 with a doorbell switch zip-tied to it and left on the ground like a stray banana peel
Knowing the XXth. It’s a literal coin toss between the two.
The C4, always. If I walked into a mall with an explosive strapped to my chest with the exit being on the other side away from me and yelled "I HAVE A BOMB ON ME AND IF ANYONE RUNS TOWARDS ME IMSTEAD OF TO THE EXIT, I WILL DETONATE IT" people will literally run towards me instead of the exit. Im not saying every single individual is dumb enough to do that and this excludes the people who are brave enough to try and get to me in an attempt to minimize the amount of fatalities and injuries, however there are more stupid people than there are people with commonsense.
As an ex-programming student, the detail of having the AI remember/evaluate enemy moments had to be insane. Top notch solution regarding your AIs removing enemies seen at other locations.
As a current D&D DM about to start an insurgency/rebellion arc, I'm definitely going to be stealing some of your ideas as far as monitoring movement and subsequently looking to inhibit movement. Sounds obvious in hindsight. But the timing is very much appreciated ❤️
How'd that go?
I mean I wouldn't say the AI can't fly.
I just ask you to redefine your expectation of flying
They have an alternative definition of aviation.
I mean to be fair and to give credit where credit is duo, from my experience messing around with AI driving, the AI drives meticulously and flies mostly fine, but for some reason when you put a player in any vehicle with them they just have a brain hemorrhage.
Idk maybe they can smell the war crimes coming from us.
I do wish they would compensate a bit less when dodging vehicles coming the other lane though.
from what I've seen of the average arma player the same could be said about them
Still better than the average player lol
In the words of Woody from Toy Story... "It's not flying it's Falling with style"
To which I say, "Watch your step." Really got me, totally going to use this for all my [future] operations (If anyone wants to play my missions ;( )
Cover the terrain with mines like its Bosnia 1993
Toss in "self-replicating" and we have a deal.
Also I've relistened that synthwave version just yesterday. What a nice coincidence.
What if the AI doesn't have enough closet space?
@@dunmermage it's 2021.
I think it's time we all come out of the closet.
@@Llamazone-Prime Lol, it's a reference to this scene from Star Trek DS9: ua-cam.com/video/3kufWE2r46w/v-deo.html
@@dunmermage How'd I not remember? I love ds9, it's sorta my anxiety blanket at this point tbh. Must have watched through it a dozen times or so.
18:00 ironically prudent as real pressure activation mines are all specifically designed to only explode after their arming mechanisms are fully activated several minutes after the mine's safety pins are removed.
As that's how you have enough time to dig a hole and bury one in the dirt without blowing yourself up.
ive alway wonderd about that, priming then burying a mine and patting the dirt without it blowing up in your face. Now I know
"Yes, they'll avoid their own mines"
The AI are now better than players.
>Dynamic AI Minefields
UNLEASH THE CLAYMORE ROOMBAS!!!!
*Boombas
"they cant mine"
watch your step
next time on war crimeZ
"they can not use mustarg gas, nor can they commit genocide"
Don't hold your breath
@@auxilia5024 actually you probably should, until you find a gas mask
I look forward to the chaos that will ensue in future Fusterclucks.
Oh god, Rimmy made the AI mine shit. Can't wait for them to pull that shit he did when he remined a road in the pitch dark with a map.
Oh man, Liru is going to love this.
Yup.
Arma Mods are indeed arcane.
And you are a wizard, Rimmy.
what would be sick is building a piece of code that predicts where players will move based on sightings so that all ai systems can be based upon it
Think of what you’re doing rimmy. When the singularity happens the robots will know all of our finest warcrimes.
At this point, Rimmy is just gonna make Arma 4
When the mission maker says "if, i'll do it myself"
I'm kind of curious, could you make poorly-trained AI soldiers forget they laid a mine field, so they have a chance to run into it themselves? Poorly trained soldiers probably won't tell each-other where a minefield is, or mark it, so they really might run into their own mines.
Ai-generated minefields with UXO's galore?
This'd make a very great addition to *every* kind of server, Arma Life or actual combat ops.
This is gonna be fun.
From what I've seen, the arma ai is like modeling clay. To people who don't know how to use it, it looks like, well, crap. But someone who knows what their doing, like rimmy, can make something beautiful out of it.
Should of said:
"Watch your step, as mines belive that all are but a threat"
I think its time to teach rimmy to rhyme
So a question: can you tell civilians to walk in a certain direction by -threatening- motivating them with your gun?
Well done! Another reason for me to watch every step I take.
I'll be watching you
Most Arma players weakness when fighting against AI... Mines...
The minefields... THEY ARE ALIVE!!!
I feel like rimmy really enjoys synthwave after this intro music and his upload on rimmy jerry beans man.
You might be able to set up a system with the IEDs where after placing them, the AI will leave a spotter with a detonator in view of the IEDs, and once a target has gotten close enough to one, detonate the appropriate IED. It'd be a ridiculous amount of trouble to set it up but it might prove to be a good tactical challenge if the players can take out the spotter before anyone blows up and provide an entry point through the AI defenses once the IEDs have been cleared out.
That's actually not a bad idea in terms of how to handle the system of detonation, the major issues I see with that however are things like "what if the players never come that way?" You'd just have an AI or even squad sat there doing nothing the entire op. Also that would mean that while a mine layer squad can lay a minefield then go and lay another, this squad would basically be locked down once they place their IED. There are also already IED mods in ArmA that do this decently well, but there wasn't, to my knowledge, any good Minefield mod.
The biggest issue is that I can't exactly PERSIST remote controlled explosives because of a few factors in how they work in ArmA.
@@RimmyDownunder I think one man sat nearby in position would probably be what he means, a single man as a spotter, which would mean not a entire squad dicking around in the middle of nowhere in a minefield playing IRL frogger
Could you use the objective creation algorithm to determine if the preconditions for the minefield were still present, and have the minefield de-prioritized if the squads it was set up to combat are no longer present along its axis? In this way a small detached group could watch until the mod identifies it is no longer a strategically sound position, and frees the squad to return for new orders.
@@RimmyDownunder Ah I see, it'd probably get even worse if the AI doesn't choose a good spot for the IED field, also didn't know about those other IED mods so if IEDs are outside the scope of this mod that's perfectly understandable.
@@adbp1513 Yeah that's what I had in mind, but then the problem becomes how does the AI choose a good spotter position? As well as a whole bunch more technical challenges I'm in no way equipped to answer.
Gods be praised that synth is amazing
Thats awesome! i think you could make a version that actually follows the geneva convention by putting a sign stating that there is a mine field there
That opening music is freaking awesome, love the synth. Praise the synth!!
Damn I loved that welcome to rapture intro. From the desk of Rimmy
More tools for which Liru will use to... Troll players.
That intro had no right to be such a slap…
But I’m so glad it is!!
I would love to see support for groups in vehicles for more long-ranged stuff, but this is already amazing enough and I can't wait to use it
"The AI are hopeless- it's because they have no hopes, dreams, and aspirations."
*Creates Skynet.*
I don't play Arma 3 but i do very much enjoy these videos they are fascinating and make me appreciate just how much effort and work goes into the Fustercluck videos
We now need flail tanks to combat this new advanced ai
That is a really cool video. Nice to see how to mod and how it works with the engien. Thanky Sir Rimmy.
That intro music was a banger Rimmy. Great mod too!
Rimmy's minelayers will probably take after their creator, and throw their AT mines into the air for AA purposes!
This is pretty damn great work rimmy.
I ain't a programer, but on the issue of AI deciding what kind of minefield to lay, maybe you could try and set whatever threshold determines anti-tank vs anti-infantry vs mixed-mines to a high enough ratio and baseline number that it won't get confused between the three?
Like, to throw out random numbers because again, I ain't a programer, but just spitballin';
-Anti-Tank feilds require the AI to have spotted 3 large vehicles and the ratio of squad to vehicle has to be at least 2-1 or higher.
-Anti-personel feilds require at least 4 squads spotted with a squad to vehicle ratio of 4-1 or lower.
-Mixed feilds are the default for everything else, where if A is false and B is false, C is true, with C being mixed feilds.
Numbers arn't hard, but would this conceptually work, or is having the AI differentiate between vehicles and infantry too difficult?
The basic idea here is that even if the enemy have *a* tank, if they only have the one, the AI won't focus the minefields on the one tank, but if it's a full invasion force, they won't go exclusively anti-personal with so many vehicles around.
I can already hear rimmy yelling at people for walking into minefields.
oh my, your very talented owo
sure this mod will work great in the upcoming series, cant wait to see it xD
"Speedrunning a purple heart" got me
I'm absolutely stealing that lol
I don't even play arma and I loved hearing about your AI logic
I'm really a fan of the more technical videos like these
That edited Arma theme in the beginning fucking SLAPS!
I'm very excited to see this used in an op!
New AI advancements are always exciting.
Hell ya I just done for the day perfect way to start my weekend
Yeah, but do they have dynamic comedic timing too?
hard coded into the engine
i dont play even play arma 3. but i really really enjoy your arma videos and the technical videos especially. its super interesting and id say you are quite good at explaining it. well done! gib more please?
Amazing work! Can't wait for the new series :D
yo you made this?! damn nice rimmy good on ya for setting a goal of making a mod and doing it
Eyy, that's my favourite remix of Laws of War!
They are becoming stronger by the mod
Thank you for an interesting poke around project over my weekend, will be experimenting with your source for "FUN". :D
This is actually fucking awesome that AI can be programmed to do this
Wake up babe, new rimmy multiverse mod lore
Drongo: “Making the ai useful since launch”
I was gonna ask if the AI intelligently decided to use AT mines or AP mines based on if troop movements are on foot or by vehicle and you answered my question in 30 seconds of that thought. Bad ass. Will be using. I appreciate your work man. Makes my silly little army simulator better
Autor again thanks for mod! The mod looks interesting, yet I was not able to achieve accurate mining for the required areas of the map. I really hope that you can add your own minelayer waypoints for precise minelaying of certain areas of the map. If you cannot create settings inside a waypoint by the type of mining, please try to create several types of such waypoints, for example "Anti-Personnel minelaying", "Anti-Tank minelaying", "Road-minelaying", "Explosive Charge 40 sec", "Explosive Charge 80 sec", etc)
I love the opening of this video, even if my only conection to arma are youtube videos
Famous last words: "the AI can't lay mines"
ground starts speaking Australian
"Extra extra! Australian man makes the computer smart!"
Oh god the AI are evolving.
Skynet arc will be weasome
That honestly sounds awesome.
"And lo, the player was bombed" made me cackle
God that intro remix is fantastic
would be great to see more in-depth mission making video series with more focus on the scripting and server performance
Intro is so good I'm watching this for a 5th time
18:49 Ahh yes, I also hate it when your A.I. decides to stop playing Arma and instead play a Japanese puzzle game…
arma 3 is one of those games that just get better with mods.
OK, that intro was awsome
that's really impressive
5:45 so the welsh women walking in circles around a hill gambit doesn't work?
Another great video
Ok. I am excited for the next games with your lovable bunch of crayon eaters running into the same five minefields because they keep forgetting the AI laid them there.
if you want certain ai to step on the mines, you can use disableAI on their mine detection system
Curious to see how Civvie AI reacts to mines. Will they just barrel through completely oblivious or will there be a thing for combatants to go "oi minefield ahead fuck off mate"
AFAIK, AI _can_ and _will lay mines_ in the base game. It just really depends. Ive had instances where I was experimenting with the scenario editor/creator and caught an AI faction soldier laying a mine.
This is also the case with the S.O.G dlc which enemy AI will definitely lay mines and other pressure based explosives.
The first thing that came to mind with that intro is ryan from bioshock and the reason he build rapture
Yes! Let us teach AI to lay mines.
18:50 Mass Sedoku? Perhaps you mean Seppaku? :D
this is really cool, 10/10
As for the intercept and interdict objectives, does it look for roads or just a straight line?
Straight line between the positions, but they have the same Road Chance as all objectives. So if there is a road in the circle targeted and the Road Chance passes, then the minefield will be placed on the road.
I do want to build a better tracking system that tracks the actual movement route of a group, but the issue with doing that for all groups is the intense increase in performance use. So I'll have to test to see how much that new system works vs how much it destroys computers.
@@RimmyDownunder a tad of a nitpick question, but what if the area that a normal interdict objective would spawn appears on a Mountain, lake or a cliff, would they put the mines around the area, encircling the mountain/cliff/Lake, or focus on one specific entry/access point like the north/south part of the obstacle?
Oh god i cant wait for those "Ai wrecked players by absolutely ass fucking them with mines" montage videos
The answer isn't poke it, the answer is run! heh
Rimmy "They will commit mass sedduku"
Me "the math game?"
Nice Bioshock style opening (I think).
Kinda disappointed we didnt get to see the fields in action to see how effective it is
love that intro