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The feature is in, but there was a bug (introduced with last update) with how they're checked for having waypoints which caused a couple things not to work fully - rearming and group consolidation. Should be fixed with next update.

I don't expect the newest betas with the "no code out of the pbos" restriction to be compatible with this. But it's solved for next update as well. Speaking of, it's a bit frustrating that I'm sitting on it for quite some time and it has all nice these improvements but I just can't find the time to do the last bits of testing and documenting to release it. Hopefully will do it till the end of this week-end, but it won't have any GUI features (will add them next time).

Good to hear that there's a simple explanation of it. Even more satisfying to hear that you've been beavering away again. I can't wait to try your new version. I understand your frustration when it comes to releasing news but I'd suggest regular small increments rather than occasional "big bang" announcements. Let me know if you need any help with the documentation.

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I'd suggest regular small increments rather than occasional "big bang" announcements.

agreed, especially considering how frequent and important the public beta builds are.

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Don't expect any new features, it's only bug fixes, tweaks, userconfig reorganization. It may not look like much, but there was a lot of work, esp. for making that new userconfig file format without code (beta compatibility).

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Don't expect any new features, it's only bug fixes, tweaks, userconfig reorganization. It may not look like much, but there was a lot of work, esp. for making that new userconfig file format without code (beta compatibility).

I assume it will work on latest stable too, right?

---------- Post added at 19:30 ---------- Previous post was at 19:24 ----------

agreed, especially considering how frequent and important the public beta builds are.

I'm not so sure about that. The betas from BIS are important for the people engaged in bug hunting and the likes. I'd say running the betas, with an addon like this, kind of defies the purpose of beta testing. Sometimes it's pretty crazy experimental stuff, and it'd be counterproductive to make every addon to work with the latest beta.

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Are there recommended AI difficulty settings like there are for Zeus AI?

Yes, please see post #20, updated for mod version 1.14. Pretty much returning to default settings.

Let me know if you need any help with the documentation.

Thank you very much, any help with it would be great. The described features could use some better wording and structuring and it's missing the info about the config components. Pretty sure a lot of people don't get much out of my README, or don't even read it at all, seeing how they combine this with other mods and then go ask for features that are already in here but they cut out :D

Updated:

1.14 | 26 FEB 2012

Reorganized the userconfig format to no longer contain code, making sure it works with future patches which might restrict that.

The global variable names are still mostly the same and can be used in mission scripts:

asr_ai_sys_aiskill_{feature,civ,radionet,radiorange,nightspotting,gunshothearing,buildingSearching,buildingSearchingAlwaysUp}

asr_ai_sys_aiskill_{throwsmoke,join_loners,join_loners_sameFaction,serverdvd,setskills,setskills_debug}

asr_ai_sys_airearming_{feature,run,radius,civ,sidearm,binocs,launchers,grenades,smokes}

Aditionally, you can override the settings in a mission by including the asr_ai config class in description.ext

Tweaked the default skills to work better with v1.60 vanilla difficulty/precision settings

Bugfixed conditions that were preventing rearming and group consolidation from happening.

Lone units will join groups of the same side now by default, but can still be restricted to faction as before.

Pilots are better accurate by default but less after they bail out.

Gun shot detection helper limited to dismounted units.

Updated configs for latest CWR2 demo compatibility.

Removed CfgDifficulties configs.

Changed CfgAISkill config to close-to-vanilla values ({0, 0.1, 1, 1} for each skill type).

Fixed FAL selector for non-ACE users.

Addons signed with a new asr_ai.bikey.

Removed version checking.

Edited by Robalo

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Thanks for the update Robalo!

/KC

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Great to see this released Robalo. It has been great to see this evolve and stabilize nicely over the past few months.

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Great Stuff - see you had to jump through hoops to re-create the userconfig! That's going to cause a lot of pain elsewhere for others as well I imagine. Thanks for taking the time to fix and release this.

EDIT----->

Also, I like this;

setskills_debug = 1; // Log skill assignments to RPT

Should make things easier when working out what skills any addon units get assigned - thanks for that as previously I had to run a script in an empty mission to do this.

Edited by Jedra

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Agree, the logging feature along with Jedras ESS will make things easier to find the sweet spot for AI!

After reading the readme I'm a bit confused tho so therefor a question. Readme say the following...

- AI spotting distance automatically reduced at night (and restored at day). Default is half distance at night, can be changed in userconfig

and the default setting in the new 1.14 asr_ai_settings.hpp is..

nightspotting = 0.2;           // Spotting range night reduction coeficient

Since BIS fixed the AI's night vision capabilities in a recent beta I would like to disable this feature but wonder if I should set it to 0.4 or 1 to do that (I assume it should be set to 1 if it's an multiplicator to the BIS default value) or can it be disabled by setting it to 0 as with the gunshot hearing range coefficient?

/KC

Edited by KeyCat

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Agree, the logging feature along with Jedras ESS will make things easier to find the sweet spot for AI!

After reading the readme I'm a bit confused tho so therefor a question. Readme say the following...

- AI spotting distance automatically reduced at night (and restored at day). Default is half distance at night, can be changed in userconfig

and the default setting in the new 1.14 asr_ai_settings.hpp is..

nightspotting = 0.2;           // Spotting range night reduction coeficient

Since BIS fixed the AI's night vision capabilities in a recent beta I would like to disable this feature but wonder if I should set it to 0.4 or 1 to do that (I assume it should be set to 1 if it's an multiplicator to the BIS default value) or can it be disabled by setting it to 0 as with the gunshot hearing range coefficient?

/KC

I changed the default to 0.2 (but forgot to update docu, sorry) to compensate for the relatively increased sensitivity compared to vanilla and after experiences from playing night missions. If you want to disable this, set it to 1. I don't have a "skip if 0" check for this one, so don't set it to 0 or you'll end up with 0 spotting skill :)

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Anyone know if this is compatible with i44?

It seems to work fine. I added the I44 stuff to the userconfig for weapons, like so...

  // List of secondary weapons that any unit may take. Other launchers not in this list will only be picked by specialists
 launchers[] = {
  "M136","RPG18","cwr2_AT4","cwr2_LAW","cwr2_RPG75",
  "ACE_M136_CSRS","ACE_M72A2","ACE_M72","ACE_RPG22","ACE_RPG27","ACE_RPOM","ACE_RSHG1","ACE_RMG",
  "I44_Rocket_60mm_M6A1_M1A1Bazooka", "I44_Grenade_PIATMk3", "I44_Rocket_149mm_PzF_100", "I44_Rocket_88mm_RPzBGr4322_RPzB54"
 };
 // List of frag grenades that units will look for
 grenades[] = {
  "HandGrenade","HandGrenade_West","HandGrenade_East","BAF_L109A1_HE","ACE_DM51","ACE_DM51A1",
  "I44_HandGrenade_No82", "I44_HandGrenade_StiHgr24x7", "I44_HandGrenade_Mk2", "I44_HandGrenade_No36M", "I44_HandGrenade_StiHgr24",
  "I44_throwable_M37", "I44_throwable_GbLadung10kg", "I44_throwable_M2", "I44_throwable_GbLadung3kg"
 };
 // List of smoke grenades that units will look for
 smokes[] = {
  "SmokeShell","SmokeShellRed","SmokeShellGreen","SmokeShellYellow","SmokeShellPurple","SmokeShellBlue","SmokeShellOrange",
  "ACE_M34","ACE_RDG2","ACE_RDGM","ACE_DM25","ACE_DM31","ACE_DM32","ACE_DM33","ACE_DM34","ACE_DM36","ACE_M15",
  "I44_SmokeGrenade_ANM8", "I44_SmokeGrenade_NbHgr39", "I44_SmokeGrenade_M18Red", "I44_SmokeGrenade_M18Green", "I44_SmokeGrenade_M18Violet", "I44_SmokeGrenade_M18Yellow"
 };

I'm going to check the skill allocations later, but it will only not work if the I44 team used some strange class dependencies when setting up their units.

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Just getting back into ARMA 2 / OA - Have been away for about 6 months - Really want to learn how to use this mod / addon - But I"m confused as to how to use it (tweak it for my units).

I understand how to install an addon Mod - but from there with this I'm confused - I mainly play SP - If I install this and create missions is it automatically running or do I need to place a file/s into my mission folder each and every time?

How do I know what are the skill settings for my (Blue) AI teammates? I mainly use Tier-1 units (where does their skill ratings fall under within ASR AI skill ratings? Is it under the class level_1 { // sf 1 ??

Thanks for any help on a walk through on how to get started....

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Just getting back into ARMA 2 / OA - Have been away for about 6 months - Really want to learn how to use this mod / addon - But I"m confused as to how to use it (tweak it for my units).

I understand how to install an addon Mod - but from there with this I'm confused - I mainly play SP - If I install this and create missions is it automatically running or do I need to place a file/s into my mission folder each and every time?

How do I know what are the skill settings for my (Blue) AI teammates? I mainly use Tier-1 units (where does their skill ratings fall under within ASR AI skill ratings? Is it under the class level_1 { // sf 1 ??

Thanks for any help on a walk through on how to get started....

Just install and run with it. Tweaking is there for advanced users, not something you need to do.

Tier 1 units inherit from Delta Force so they're top units by default (level 1).

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I stopped playing arma 2 for a while and just got back into it and looking for a good AI enhancement

I was debating between zeus and ASR but after trying out zeus for about 3 hours I think Im going to use ASR. Zeus gave me to many problems. Especially when it came to ammo and cover aswell as it wasn't updated in a long time.

I just have 2 quick questions if you don't mind.

1) Is it compatible with slx wounds. I really don't mind if I have to remove any other pbo, wounds is the only thing I like about slx. Just wondering if the injuries and healing work with them both combined.

2) Tweaking units would be used to change the skill level of a unit? So lets say I want independent fighters to be the lowest one how would I go about doing that.

Thank you very much in advance

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I understand how to install my @ASR_AI folder (into my main C:ARMA2) -

But where do I exactly place my USERCONFIG folder - Which has the asr_ai_settings (HPP File). Does this go within my created mission file? (for each created mission) or does it go in its own @mod file?

Thanks

Also if I edit my userconfig file (asr_ai_settings file). How do I save it? As a text file? Can I do this in notepad?

Edited by meade95

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place the userconfig folder in the main arma 2 directory, no additional parameters will be needed to select it.

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You need a folder named Userconfig inside your Arma 2 Main Folder.

You can edit the hpp file with a simple text editor and save it.

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