seba1976 98 Posted January 1, 2012 folgore_airborne said: I have been trying this mod with the latest beta build, I am getting completely dumb team mates (they stay in the open under fire, they don't shoot, in few words they got slain like sheep) while I get enemies that look like elites...the last of the Chedakis can match up with the best of Seal Team Six: they engage from the distance, keep up suppressive fire, some of them fire and others advance. What the hell? Been playing on Veteran difficulty, I thought to lower AI skill in the userconfig file, but won't this get me even more idiot mates? Have you tried without this mod? 'Cos I don't see how this simple mod could produce such effect. The betas on the other hand... Share this post Link to post Share on other sites
folgore_airborne 1 Posted January 1, 2012 My bad, it seems like these super enemies are caused more by the most recent beta rather than this mod, I will try further. Share this post Link to post Share on other sites
Tankbuster 1747 Posted January 2, 2012 Guys, Quick question. We're running CBA and ASR on the server only and since we've done this, we've noticed something odd. BAF Lynxs can't get a lock if the pilot is alone, you have to have a gunner designating. Pretty sure this isn't 1.60 related as it was working until we put CBA and ASR on the server - but it;s odd that a serverside only mod should affect player clients in this way? Share this post Link to post Share on other sites
Robalo 465 Posted January 2, 2012 Tankbuster said: Guys,Quick question. We're running CBA and ASR on the server only and since we've done this, we've noticed something odd. BAF Lynxs can't get a lock if the pilot is alone, you have to have a gunner designating. Pretty sure this isn't 1.60 related as it was working until we put CBA and ASR on the server - but it;s odd that a serverside only mod should affect player clients in this way? Can't think of anything in ASR AI related to your issue except maybe disabling auto-guide AT in difficulty for all levels (it's disabled only for veteran and expert by default). You can try removing asr_ai_c_aiskill.pbo and see if that changes anything. Share this post Link to post Share on other sites
kroky 1 Posted January 2, 2012 @Robalo Is the house searching feature meant only for AI led groups? I had once (only once) the situation where I got the commands (in red colour) in my command menu and could issue commands to my men (some of them, without exactly knowing who) to check inside buildings and clear area. And this command appeared only when looking at the ground...weird. PS. I have a little personal request. Since GL4 is outdated and I don't use it anymore I miss some key features from there. Could you please add 2 functions into ASR AI (or maybe ASR Appendix?) 1. Join (recruit) feature - to be able to recruit AI-s to players group (As some kind of recompensation for the single AI's joining the other groups) 2. Force move feature - to command stuck AI mates back to formation Share this post Link to post Share on other sites
mrcash2009 0 Posted January 2, 2012 (edited) Hi Robalo, I noticed that this mod has extended into extra features than its original reasons (just rearm) and I also notice you touched on some things I like about GL4 (of which I have removed most things since I use yours more). Having said that GL4 isn't really being worked on any more and in the readme for GL4 it lists a few extra nice things that maybe would be nice in yours (switch-able on off of course) in bold are things I thought might suit without going too far. Quote Enemy A.I. React to / Detect explosion of vehiclesEnemy A.I. House Search - Enemy A.I. I.Q. Features: Enemy A.I. Drop Smoke at day time Enemy A.I. Fire Flares at night Enemy A.I. Detect Dead Bodys (dies ASR do this I couldn't see that it did?) Any thoughts on this, or is it worth leaving alone?Also I managed to have the last beta version of GL4 (v.1.1.91) that was never released to public and it also has the addition feature of AI detecting smoke popped (as in they go to danger when smoke deployed near them - I requested this when GL4 was being updated because it seemed stupid that you could pop some smoke and enemy walk walk on like normal, same with grenades further from them) and also when hearing grenades. Do you think any of this would benefit in yours? I only ask becuase GL4 wont be updated and yours is, and you have mirrored some things GL4 did anyway. Maybe some of this might be covered with 1.60 updates in places im not sure. Edited January 2, 2012 by mrcash2009 Share this post Link to post Share on other sites
Robalo 465 Posted January 2, 2012 Kroky said: @RobaloIs the house searching feature meant only for AI led groups? Yes. Kroky said: I had once (only once) the situation where I got the commands (in red colour) in my command menu and could issue commands to my men (some of them, without exactly knowing who) to check inside buildings and clear area. And this command appeared only when looking at the ground...weird. From the mission or another mod, no such thing in my mod. Kroky said: PS. I have a little personal request. Since GL4 is outdated and I don't use it anymore I miss some key features from there. Could you please add 2 functions into ASR AI (or maybe ASR Appendix?) 1. Join (recruit) feature - to be able to recruit AI-s to players group (As some kind of recompensation for the single AI's joining the other groups) 2. Force move feature - to command stuck AI mates back to formation Since I'm not a big fan of AI managing, there's little motivation to add these. I'm more interested in teaching the AI new tricks they can do on their own. The recruiting feature should be implemented in the missions IMO anyway, otherwise it would be a cheat. Also I've never had stuck AI unless there was a BIS bug, AFAIK all these bugs were fixed since 1.60 patch (AI no longer getting stuck when crouched with sidearm or with binoculars) so the force move feature seems useless. ---------- Post added at 01:20 ---------- Previous post was at 01:11 ---------- mrcash2009 said: Any thoughts on this, or is it worth leaving alone? Quote Enemy A.I. Detect Dead Bodys (dies ASR do this I couldn't see that it did?) This should be implemented in the engine already, as part of the danger FSM, since Arma2, isn't it ? mrcash2009 said: Any thoughts on this, or is it worth leaving alone? Quote Enemy A.I. React to / Detect explosion of vehiclesEnemy A.I. Fire Flares at night I would like to add these features sometime if BIS will not. Most important AI reacting to explosions in general. Which I also think was meant to be supported by the engine but perhaps it's unfinished, not sure. Share this post Link to post Share on other sites
mrcash2009 0 Posted January 2, 2012 Quote This should be implemented in the engine already, as part of the danger FSM, since Arma2, isn't it ?Dont know mate, I though if anyone you might know, I dont think ive seen it stated anywhere other than seeing implementation with GL4, but anyone correct me if im wrong. Quote I would like to add these features sometime if BIS will not. Most important AI reacting to explosions in general. Which I also think was meant to be supported by the engine but perhaps it's unfinished, not sure. Well if its not in which I cant see that it is engine wise, I would really like to see it, kind of runs parallel with other neat features you already have added. Share this post Link to post Share on other sites
gatordev 219 Posted January 2, 2012 Robalo said: The userconfig has all the global variable assignments. You can change them there or in init.sqf or, most of them, even during the mission. There are also some variables that you can set per unit, just search the changelog for setVariable.The changelog is in the readme or in first post. The userconfig defaults are also at the end of the first post under the spoiler. Thanks for the reply. I think the issue was I was just too far behind on versions. No longer an issue with 1.60 now. Share this post Link to post Share on other sites
Tonci87 163 Posted January 2, 2012 AI fireing up flares at night (if possible more towards the enemy) and reacting to explosions would be really nice additions. Share this post Link to post Share on other sites
mrcash2009 0 Posted January 2, 2012 Although it would have to be set to a certain cut off point, for example only with flares, or even if flares are fired from enemy units without them maybe leader only. I remember that with GL4 it could be a bit of spam fest with flares and basicly lit up constantly so stealth at night got a bit annoying when it was a flare session and might as well be day time :) Hmm or maybe that was Zguba flares .... not sure. Share this post Link to post Share on other sites
Tankbuster 1747 Posted January 3, 2012 Robalo, mate. What parts of CBA does ASR use? Will I get away with just XEH, or does it need the full package? Thanks, :) Share this post Link to post Share on other sites
Robalo 465 Posted January 3, 2012 Tankbuster said: Robalo, mate.What parts of CBA does ASR use? Will I get away with just XEH, or does it need the full package? Thanks, :) It uses CBA heavily, macros, functions etc. so you need it all. Share this post Link to post Share on other sites
folgore_airborne 1 Posted January 4, 2012 Do I need to personally set values for each class of enemy in the userconfig file? Or it will automatically make them with different abilities as it is? Because I am experiencing again the problem of stupid Chedaki or Napa fighting better than Marines. Share this post Link to post Share on other sites
seba1976 98 Posted January 5, 2012 I have one question regarding your mod, Robalo: does it change the ability for choppers to engage infantry? And regardless of the answer, and since you know ACE very much too, does ACE has any influence in that area? Share this post Link to post Share on other sites
Robalo 465 Posted January 5, 2012 folgore_airborne said: Do I need to personally set values for each class of enemy in the userconfig file? Or it will automatically make them with different abilities as it is? Because I am experiencing again the problem of stupid Chedaki or Napa fighting better than Marines. Should not happen with the defaults. The mod is made to just work without having to do any userconfig tweaking. But without full details we can only guess what may be wrong. http://forums.bistudio.com/showpost.php?p=2082430&postcount=575 seba1976 said: I have one question regarding your mod, Robalo: does it change the ability for choppers to engage infantry? And regardless of the answer, and since you know ACE very much too, does ACE has any influence in that area? I am pretty sure it does, a bit, only because AI pilots should be faster at spotting targets than Vanilla. I'm not changing anything about aircraft weapons or how the AI choose them. ACE should have more influence there, because it changes pretty much everything about aircraft AI and it's weapons. Share this post Link to post Share on other sites
velebrz 1 Posted January 7, 2012 greetings ! Ive installed this mod, over the Zeus AI, most of the guys there seemed to jump shit to here. I have a few questions about my experience in the last two days -squad mates tend to be very slow, lenient. I have to wait on them all the time, and constantly issue return to formation, or advance orders; I am no army commander IRL, so dont know how this works in reality, but it kinda breaks the rhythm of movement. To wait the guys every 50 m, because they are 100 m behind me. - is there a way to check out 100% that the mod is in effect, besides it being loaded on the main screen when game loads ? best regards vele Share this post Link to post Share on other sites
Robalo 465 Posted January 7, 2012 @velebrz Hi, This mod does not change how fast the AI are following. If you're sprinting ahead, or driving fast, you will always leave them behind. One thing that could create an issue with this, perhaps your AI is getting supplies from crates, vehicles etc. something that you can disable if you want in various ways. Otherwise, don't expect and AI mod to change or fix everything for you. Some things are just as they are in vanilla. Of course, only talking about ASR AI here. One way to verify ASR AI is running is to get one AI to drop his weapons and watch him get them back on his own. Share this post Link to post Share on other sites
Tonci87 163 Posted January 7, 2012 velebrz said: greetings !Ive installed this mod, over the Zeus AI, most of the guys there seemed to jump shit to here. I have a few questions about my experience in the last two days -squad mates tend to be very slow, lenient. I have to wait on them all the time, and constantly issue return to formation, or advance orders; I am no army commander IRL, so dont know how this works in reality, but it kinda breaks the rhythm of movement. To wait the guys every 50 m, because they are 100 m behind me. - is there a way to check out 100% that the mod is in effect, besides it being loaded on the main screen when game loads ? best regards vele Don't use Zeus AI Share this post Link to post Share on other sites
metalcraze 290 Posted January 7, 2012 What Tonci87 says. By now Zeus AI is extremely outdated (last update a year ago) and doesn't take into account tons of AI fixes and improvements present in 1.60 Share this post Link to post Share on other sites
velebrz 1 Posted January 7, 2012 hi !! thanks for so much feedback guys, much obliged. I will test this asap, Robalo. Thanks for the heads up and for the record, I havent installed ASR on top of Zeus, that would be a mess. I think I even read it from you metalcraze (please dont get mad though if I mixed up :)) to use only the findcover.pbo and its respective bisign key from Zeus, and put others into disabled. I will try it without zeus altogether, and see where it takes me Share this post Link to post Share on other sites
metalcraze 290 Posted January 7, 2012 I think I removed findcover since then. Don't quite remember why now - I think due to another fix in one of 1.60 betas that made AIs shoot immediately upon seeing an enemy too close and only then rush for cover - while with findcover pbo they first ran for cover and the fired back (which is silly when the enemy is 10m away) or something like that. Share this post Link to post Share on other sites
maturin 12 Posted January 8, 2012 Findcover makes the AI change position when they hear firing, overriding every scripted command you can give them. Naturally, this results in making them leave the hand-picked cover you assigned them to make an exposed dash to another one. Share this post Link to post Share on other sites
jedra 11 Posted January 9, 2012 Hi Robalo, There's a big discussion in this thread regarding the changes to 'precisionEnemy' in 1.6. From what I can tell, this has now been combined with skillEnemy so that the value for this also represents the value for precisionEnemy. Result is a few disgruntled server admins - which given that a lot of people set a high skill, but medium to low precision then this is understandable. Anyway, I just wanted to confirm with you, that if I use ASR_AI on the server and set up the asr_ai_sys_aiskill_levels_units and asr_ai_sys_aiskill_sets in the userconfig server side, that this completely bypasses anything set in skillFriendly, precisionFriendly, skillEnemy and precisionEnemy in the server profile anyway? So, as long as I do this I can ignore this new feature in 1.6. Share this post Link to post Share on other sites
Robalo 465 Posted January 9, 2012 Jedra said: Anyway, I just wanted to confirm with you, that if I use ASR_AI on the server and set up the asr_ai_sys_aiskill_levels_units and asr_ai_sys_aiskill_sets in the userconfig server side, that this completely bypasses anything set in skillFriendly, precisionFriendly, skillEnemy and precisionEnemy in the server profile anyway? So, as long as I do this I can ignore this new feature in 1.6. Negative. See post #20 of this thread. I'd say the profile settings act as a 'master' knob. ASR_AI by default overrides most of the skill level set using the slider in the editor or with setskill for dynamically created units. If you add all skill types in the userconfig then you override all of them and editor slider becomes completely irrelevant. Share this post Link to post Share on other sites