folgore_airborne 1 Posted February 23, 2012 are you using the latest beta? I am, and rearming seems not to work properly as it should...machinegunners not taking ammo from backpacks, not taking new weapons from the ground when they run out of ammo...the only two things they seem they can't live without, are grenades and smoke shells. Sometimes they leave full magazines for taking them. Share this post Link to post Share on other sites
domokun 515 Posted February 23, 2012 No I'm not using the latest beta (89647) but a beta from 2 releases back (89223). I'm well aware that the latest beta interrupts many mods, that's why I've stayed away from it... Share this post Link to post Share on other sites
Robalo 465 Posted February 23, 2012 Is it possible to add more type of skillsets for "crew" units eg commander, gunner, loader, driver? There are no such distinct unit classes in the game. Only one crewman type. For the new version, I have pilots set to higher accuracy by default, but decrease it automatically (as with courage) when they get out of their plane or heli. I did it to be safe, just in case individual accuracy plays a role in how they are with vehicle weapons (which I haven't verified, just often seeing too many insurgent types becoming super elite when hoping in as gunners in UAZ's. But could not ignore reports about the A10 pilots being too inaccurate either). Might be worth more just classifying the crewmen to the same skillset. ---------- Post added at 18:25 ---------- Previous post was at 18:15 ---------- Last night an AI team member emptied his machine and could not resupply from other team members because no-one else in the squad was carrying MG boxes. Moments later a fellow team member was killed. I was hoping that the machine gunner would simply take his dead comrade's weapon and ammo. He didn't. I even tried ordering him to but for some reason it didn't show up in the list of commands (other weapons from dead opponents did appear). In the end I switched to him and grabbed the dead comrade's rifle. It got me thinking, was this a bug? Or is it a new feature? i.e. if your weapon empties AND you have no more ammo AND your squad carries no compatible ammo, then grab a new weapon from the nearest dead body 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). Share this post Link to post Share on other sites
KeyCat 131 Posted February 23, 2012 It's fine KC, reused configs I made for ACE and it does not matter how the modes are tagged. OK, thanks for clarifying. Looking forward to upcoming version when done! /KC Share this post Link to post Share on other sites
domokun 515 Posted February 24, 2012 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. Share this post Link to post Share on other sites
folgore_airborne 1 Posted February 24, 2012 I'd suggest regular small increments rather than occasional "big bang" announcements. agreed, especially considering how frequent and important the public beta builds are. Share this post Link to post Share on other sites
metalcraze 290 Posted February 24, 2012 Was there any success with improving AI reaction to artillery? Share this post Link to post Share on other sites
Robalo 465 Posted February 24, 2012 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). Share this post Link to post Share on other sites
seba1976 98 Posted February 24, 2012 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. Share this post Link to post Share on other sites
galzohar 31 Posted February 25, 2012 I thought AI were 100% blind to lasers/flashlights, regardless of NV? Share this post Link to post Share on other sites
concurssi 11 Posted February 25, 2012 Are there recommended AI difficulty settings like there are for Zeus AI? Share this post Link to post Share on other sites
Robalo 465 Posted February 26, 2012 (edited) 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 February 26, 2012 by Robalo Share this post Link to post Share on other sites
KeyCat 131 Posted February 26, 2012 Thanks for the update Robalo! /KC Share this post Link to post Share on other sites
buehgler_as 0 Posted February 26, 2012 Great to see this released Robalo. It has been great to see this evolve and stabilize nicely over the past few months. Share this post Link to post Share on other sites
SuicideCommando 333 Posted February 26, 2012 Yeah, thanks for the update Robalo. Share this post Link to post Share on other sites
Guest Posted February 26, 2012 Updated version frontpaged on the Armaholic homepage. ASR AI Skills v1.14Community Base Addons Share this post Link to post Share on other sites
munger 25 Posted February 26, 2012 Thanks Robalo - downloading now! Share this post Link to post Share on other sites
jedra 11 Posted February 27, 2012 (edited) 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 February 27, 2012 by Jedra Share this post Link to post Share on other sites
KeyCat 131 Posted February 27, 2012 (edited) 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 February 27, 2012 by KeyCat Share this post Link to post Share on other sites
Robalo 465 Posted February 27, 2012 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 :) Share this post Link to post Share on other sites
domokun 515 Posted February 27, 2012 Anyone know if this is compatible with i44? Share this post Link to post Share on other sites
jedra 11 Posted February 27, 2012 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. Share this post Link to post Share on other sites
meade95 0 Posted February 27, 2012 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.... Share this post Link to post Share on other sites
Robalo 465 Posted February 27, 2012 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). Share this post Link to post Share on other sites