LordJarhead 1721 Posted August 31, 2011 Hey, just wanted to jump in and say thanks Robalo. I like it, but its hard as hell I think (Not set it up in the userconfig so far) and its impossible for me to play a SOM with some AI mates. Getting killed frequently ^^ But I have to say, that, instead of being killed every 5 minutes, its much more fun to play with it that with another AI Addons (don't want to name one, but one of them begins with Z) and so I just wanted to say thanks! Jarhead Share this post Link to post Share on other sites
mrcash2009 0 Posted September 1, 2011 its much more fun to play with it that with another AI Addons (don't want to name one, but one of them begins with Z) "Zanex" AI Mod? This one is good for panic in firefights. Share this post Link to post Share on other sites
gnarly_rider 0 Posted September 1, 2011 (edited) Hi Robalo, We've just added this mod to our collection, but have noticed a conflict that now prevents us using any of the ACE specific grenades, such as : -M84 -M86 -M34 -AN-M14 - Chemlights we can see and equip these, but cannot throw them (They never appear when you use the F key to cycle through your weapon systems) We are using various modss, but have narrowed the issue down to the following mods: @ACE/@ACEX, @ASR_AI and @AAW_OA (Australians at War) Removing either @ASR_AI or @AAW_OA from the modline gets the ACE grenades functional again. I have no knowledge of the backend of these things, but the one obvious thing is that @AAW_OA includes a specific grenade class: AAW_F1_Grenade I'm assuming that adjusting the asr_ai_settings.hpp will not help (I've already tried), so is there something within the primary code that needs to support @AAW's grenade class (assuming this is the issue, and I'm not just way out track???? ;P Edited September 1, 2011 by gnarly_rider Share this post Link to post Share on other sites
sickboy 13 Posted September 1, 2011 Known issue with AAW. Try this modload order, which might fix it: @aaw_oa;@cba;@ace;@acex;@acex_ru;@acex_usnavy;@asr_ai Share this post Link to post Share on other sites
gnarly_rider 0 Posted September 1, 2011 Known issue with AAW.Try this modload order, which might fix it: @aaw_oa;@cba;@ace;@acex;@acex_ru;@acex_usnavy;@asr_ai Cheers, Sickboy, no dice with that load order unfortunately. :( Share this post Link to post Share on other sites
LordJarhead 1721 Posted September 1, 2011 (edited) http://www.xanax1mg.net/images/Buy_Xanax_1mg.jpg"Zanex" AI Mod? This one is good for panic in firefights. Nope, not "Zanex" :D But I let you try it two more times! Another tip: Second letter is an E! he he Jarhead Edited September 1, 2011 by Foxhound Do not quote images Share this post Link to post Share on other sites
Guest Posted September 1, 2011 I used to use Zeus AI, it was a fantastic mod. But it seems the Author has had to move in with real life now, so I am going to move on to ASR AI. Thanks Zeus for the good times! Hopefully ASR AI will bring a good future to my Armaverse! :D Share this post Link to post Share on other sites
Robalo 465 Posted September 4, 2011 Another thing I have been playing with is the "radio alert" feature. Is that still experimental? I've set the alert radius to more than 500m but I haven't been able to get the other group of AI's alerted. Henrique, About this, were you running ACRE at that time ? I've just discovered and fixed an issue with my hasRadio function that was incorrectly returning false with the ACRE mod enabled. Share this post Link to post Share on other sites
rd2030 10 Posted September 9, 2011 (edited) Recommended server or single-player difficulty settings for the default skills assigned by this addon:recruit: skillFriendly=1; skillEnemy=0.55; precisionFriendly=0.3; precisionEnemy=0.3; regular: skillFriendly=1; skillEnemy=0.7; precisionFriendly=0.5; precisionEnemy=0.5; veteran: skillFriendly=1; skillEnemy=0.9; precisionFriendly=0.6; precisionEnemy=0.6; expert: skillFriendly=1; skillEnemy=1; precisionFriendly=0.8; precisionEnemy=0.8; Hello Robalo, How or where exactly do i set these parameters? And in the asr_ai_settings.hpp, there are the following lines: ["aimingAccuracy",[1.00,0.00],"aimingShake",[1.00,0.00],"aimingSpeed",[1.00,0.00],"spotDistance",[1.00,0.00],"spotTime",[1.00,0.00],"general",[1.00,0.00]],// 0 (perfect)["aimingAccuracy",[0.75,0.15],"aimingShake",[0.75,0.15],"aimingSpeed",[0.75,0.15],"spotDistance",[0.80,0.15],"spotTime",[0.80,0.15],"general",[0.80,0.15]],// 1 etc. Do i have to remove the //'s right before each number to make this AI mod have effect? I am trying to tone down the difficulty, because i dont last 20 seconds when i meet an enemy squad. Edited September 9, 2011 by rd2030 Share this post Link to post Share on other sites
dmarkwick 261 Posted September 9, 2011 How or where exactly do i set these parameters? You will find a file called "[username].ArmA2OAProfile" in your My Documents/ArmA2 folder. Open it with Notepad or your favoured text editor. And in the asr_ai_settings.hpp, there are the following lines:Do i have to remove the //'s right before each number to make this AI mod have effect? Correct :) Share this post Link to post Share on other sites
rd2030 10 Posted September 9, 2011 You will find a file called "[username].ArmA2OAProfile" in your My Documents/ArmA2 folder. Open it with Notepad or your favoured text editor.Correct :) Thank u :) Share this post Link to post Share on other sites
Robalo 465 Posted September 9, 2011 Do i have to remove the //'s right before each number to make this AI mod have effect? I am trying to tone down the difficulty, because i dont last 20 seconds when i meet an enemy squad. No. Only remove // at the start of a line to make it count. The last config has a block comment, for example: /* blah blah blah more blah */ To uncomment that, you have to remove the enclosing /* and */ I'll update soon and release with that last block uncommented so it will be easier to just straight edit the values. Share this post Link to post Share on other sites
domokun 515 Posted September 9, 2011 I'll update soon and release with that last block uncommented so it will be easier to just straight edit the values. Looking forward to it because it seems as if with each beta patch the AI is getting more deadly! Or maybe I'm just getting older and slower :o Share this post Link to post Share on other sites
virtualvikingx 19 Posted September 19, 2011 No. Only remove // at the start of a line to make it count.The last config has a block comment, for example: /* blah blah blah more blah */ To uncomment that, you have to remove the enclosing /* and */ I'll update soon and release with that last block uncommented so it will be easier to just straight edit the values. Does one have to do this for playing with the default values? As I understand it removing the // is when you want to turn something off? Correct? Share this post Link to post Share on other sites
Guess Who 10 Posted September 19, 2011 Does one have to do this for playing with the default values? As I understand it removing the // is when you want to turn something off? Correct? Well, yes and no. You don't have to remove anything to play with default values. The slashes (//) are comment markers; remove them to activate that specific function. Share this post Link to post Share on other sites
Robalo 465 Posted September 19, 2011 If you want to play with default values then you don't need to worry about the userconfig file at all. Share this post Link to post Share on other sites
virtualvikingx 19 Posted September 19, 2011 Thanks, GW and Rob! Share this post Link to post Share on other sites
Robalo 465 Posted September 21, 2011 Updated to 1.11 - Performance optimizations. Requires newer CBA from Six Updater or from: http://www.multiupload.com/OCVJTLI340 - Snipers and spotters see better. Snipers made more accurate. - Can now override the skill level for certain unit types by adding them to asr_ai_sys_aiskill_levels_units in userconfig. - Fixed a bug with radios not detected properly when using ACRE which resulted in AI groups not sharing target info. CBA update is required, I repeat it because it's very important. Also, it is heavily recommended to update your userconfig file (asr_ai_settings.hpp) and only if needed, adjust based on it. Share this post Link to post Share on other sites
domokun 515 Posted September 21, 2011 Thanks very much for the update (can't wait to fine-tune the AI's accuracy) but I've encountered the following error message since updating from 1.10 to 1.11: Addon 'asr_ai_sys_aiskill' requires addon 'ace_c_ai_skill' I looked in your package and couldn't find the pbo ace_c_ai_skill so I'm guessing that it's a pbo from ACE, right? If so, does that mean that only ACE users can run your asr_ai_sys_aiskill pbo? If so that's a bit of a shame and, IMHO, a step backwards compared to previous versions. Share this post Link to post Share on other sites
Robalo 465 Posted September 21, 2011 (edited) Thanks very much for the update (can't wait to fine-tune the AI's accuracy) but I've encountered the following error message since updating from 1.10 to 1.11:Addon 'asr_ai_sys_aiskill' requires addon 'ace_c_ai_skill' I looked in your package and couldn't find the pbo ace_c_ai_skill so I'm guessing that it's a pbo from ACE, right? If so, does that mean that only ACE users can run your asr_ai_sys_aiskill pbo? If so that's a bit of a shame and, IMHO, a step backwards compared to previous versions. The induced ACE dependency is not intentional, I'll fix that quickly. Thanks for reporting. EDIT: fixed, please re-download. Edited September 21, 2011 by Robalo Share this post Link to post Share on other sites
Guest Posted September 21, 2011 Updated version frontpaged on the Armaholic homepage. ASR AI Skills v1.11Community Base Addons Share this post Link to post Share on other sites
domokun 515 Posted September 21, 2011 (edited) Thx for fixing it so quickly but now I encounter another error : No entry 'bin\config.bin/CfgDifficulties/Recruit.recoilCoef' And it seems to related to ASR AI EDIT: this now seems to have fixed itself. weird Edited September 21, 2011 by domokun Share this post Link to post Share on other sites
Robalo 465 Posted September 21, 2011 (edited) Thx for fixing it so quickly but now I encounter another error :No entry 'bin\config.bin/CfgDifficulties/Recruit.recoilCoef' And it seems to related to ASR AI Can you please verify that, think I saw someone reporting the same error in the beta testing threads. Tested here with vanilla + CBA + ASR_AI, with and without beta, no such problem so it's not ASR_AI. Edited September 21, 2011 by Robalo Share this post Link to post Share on other sites
dysta 10 Posted September 21, 2011 Very nice, so far I don't have any error with this mod. The sniper skill is really... I must say, extraordinary fearsome! I've tested it with AI M107 sniper against a patrol of AI hostile (I am one of them as player). The sniper did achieved the initial kill over 1000 meters, I just screams of why I get a sudden game over. However, the spotting skill is still need a bit of improvement, I know the AI shouldn't observe something too far, but they still got a nice binocular or rangefinder to track the target. Maybe you could make them use binos often? Share this post Link to post Share on other sites
Robalo 465 Posted September 21, 2011 Foxhound: Thanks! Dysta: I've already extended the spotting skills to a limit I'm afraid to go over. The awareness fixes should make up for the limited passive spotting. Do you think forcing the AI to use binocs more often when idle will help ? Sounds like a nice idea. Share this post Link to post Share on other sites