duckmeister 10 Posted April 16, 2012 (edited) Getting this error when I run the game with this addon, I made a few changes in my userconfig file. File x\asr_ai\addons\sys_aiskill\fnc_GetUnitSkill.sqf, line 9 Error in expression <"); }; _skill = asr_ai_sys_aiskill_sets select _sc; ; _i = 0; { if ((typeOf _t> Error position: <select _sc; ; _i = 0; { if ((typeOf _t> Error Zero divisor Here's my userconfig: /* ASR AI settings this file must be found in <game folder>\userconfig\asr_ai\ for most settings, 0 = disabled, 1 = enabled All config entries are turned into global variables following a standard naming scheme. For example: asr_ai_sys_airearming_feature = getNumber (configFile >> "asr_ai" >> "sys_airearming" >> "feature") Mission makers can control these features by setting these global variables in init.sqf or by setting a similar class in description.ext */ class asr_ai { class sys_airearming { feature = 1; // All the other settings of this class matter only if we have 1 here run = 1; // Enable rearming at mission start radius = 50; // Rearming search radius - how far will AI go to grab stuff civ = 0; // Civilians will try to arm themselves sidearm = 1; // Units will take handguns binocs = 0; // Units will take binoculars // 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" }; // List of frag grenades that units will look for grenades[] = { "HandGrenade","HandGrenade_West","HandGrenade_East","BAF_L109A1_HE","ACE_DM51","ACE_DM51A1" }; // 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" }; }; class sys_aiskill { feature = 1; // All the other settings of this class matter only if we have 1 here civ = 0; // Enable advanced skills for civilians radionet = 1; // AI groups share known enemy locations over radio radiorange = 500; // Maximum range for radios nightspotting = 0.2; // Spotting range night reduction coeficient gunshothearing = 1; // Gunshot hearing range coefficient (applied to shooter's weapon sound range; 0 will disable the feature) // If using the JSRS sound mod, set it to 2-3 because of the scripted long range sounds, the limit is 500m for all weapons in the config buildingSearching = 0.8; // Chance the AI group will search nearby buildings when in combat mode (0 to 1 values, 0 will disable the feature) buildingSearchingAlwaysUp = 1; // Force UP stance (value: 1, default) when doing the house search or let AI choose automatically (value: 0) throwsmoke = 1; // AI throws smoke when hit join_loners = 1; // Groups left with only one unit merge with nearest group of the same side or faction (1-enabled, 0-disabled) join_loners_sameFaction = 0; // Single units will only join groups of the same faction, if join_loners = 1 above (1-faction, 0-side) serverdvd = 0; // Dynamic dedicated server viewdistance adjustment setskills = 1; // Configure AI skills based on their unit type (faction, training etc.) setskills_debug = 0; // Log skill assignments to RPT }; /* Units are classified into skill sets between 1 and 10 By default, a lower level number means a better skilled unit Levels 8-10 are special: - 8-9 are for pilots, very good by default, but some of their skills are now automatically reduced when they leave the aircraft (accuracy, courage) - 10 is for trained snipers */ class sets { // only classes of arrays under this class level_0 { // perfect (only used for testing) 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}; endurance[] = {1.00, 0.00}; courage[] = {1.00, 0.00}; reloadSpeed[] = {1.00, 0.00}; commanding[] = {1.00, 0.00}; general[] = {1.00, 0.00}; units[] = { // add class names to this to override their default (or inherited) skill set }; }; class level_1 { // sf 1 aimingAccuracy[] = {0.40, 0.20}; // skilltype = {<min value>, <random value added to min>}; aimingShake[] = {0.40, 0.20}; aimingSpeed[] = {0.55, 0.20}; spotDistance[] = {0.65, 0.30}; spotTime[] = {0.40, 0.20}; endurance[] = {0.80, 0.20}; courage[] = {0.80, 0.20}; reloadSpeed[] = {0.80, 0.20}; commanding[] = {0.80, 0.20}; general[] = {0.80, 0.20}; units[] = { "sf_18d","sf_18c","sf_18z","sf_18b","sf_18e","sf_18a", "mas_us_seals_gh_w_rec","mas_us_seals_gh_d_rec","mas_us_seals_gh_m_rec", "mas_us_seals_mul_tl","mas_us_seals_mul_gl","mas_us_seals_mul_med","mas_us_seals_mul_saw","mas_us_seals_mul_mg","mas_us_seals_mul_mg60","mas_us_seals_mul_dem","mas_us_seals_mul_brc","mas_us_seals_mul_at","mas_us_seals_mul_aa","mas_us_seals_mul_rec","mas_us_seals_mul_m4","mas_us_seals_mul_m4gl","mas_us_seals_mul_mp5", "mas_us_seals_mulb_tl","mas_us_seals_mulb_gl","mas_us_seals_mulb_med","mas_us_seals_mulb_saw","mas_us_seals_mulb_mg","mas_us_seals_mulb_mg60","mas_us_seals_mulb_dem","mas_us_seals_mulb_brc","mas_us_seals_mulb_at","mas_us_seals_mulb_aa","mas_us_seals_mulb_rec","mas_us_seals_mulb_m4","mas_us_seals_mulb_m4gl","mas_us_seals_mulb_mp5", "mas_us_seals_wod_tl","mas_us_seals_wod_gl","mas_us_seals_wod_med","mas_us_seals_wod_saw","mas_us_seals_wod_mg","mas_us_seals_wod_mg60","mas_us_seals_wod_dem","mas_us_seals_wod_brc","mas_us_seals_wod_at","mas_us_seals_wod_aa","mas_us_seals_wod_rec","mas_us_seals_wod_m4","mas_us_seals_wod_m4gl","mas_us_seals_wod_mp5", "mas_us_seals_des_tl","mas_us_seals_des_gl","mas_us_seals_des_med","mas_us_seals_des_saw","mas_us_seals_des_mg","mas_us_seals_des_mg60","mas_us_seals_des_dem","mas_us_seals_des_brc","mas_us_seals_des_at","mas_us_seals_des_aa","mas_us_seals_des_rec","mas_us_seals_des_m4","mas_us_seals_des_m4gl","mas_us_seals_des_mp5", "mas_us_seals_acu_tl","mas_us_seals_acu_gl","mas_us_seals_acu_med","mas_us_seals_acu_saw","mas_us_seals_acu_mg","mas_us_seals_acu_mg60","mas_us_seals_acu_dem","mas_us_seals_acu_brc","mas_us_seals_acu_at","mas_us_seals_acu_aa","mas_us_seals_acu_rec","mas_us_seals_acu_m4","mas_us_seals_acu_m4gl","mas_us_seals_acu_mp5", "mas_us_seals_bdu_tl","mas_us_seals_bdu_gl","mas_us_seals_bdu_med","mas_us_seals_bdu_saw","mas_us_seals_bdu_mg","mas_us_seals_bdu_mg60","mas_us_seals_bdu_dem","mas_us_seals_bdu_brc","mas_us_seals_bdu_at","mas_us_seals_bdu_aa","mas_us_seals_bdu_rec","mas_us_seals_bdu_m4","mas_us_seals_bdu_m4gl","mas_us_seals_bdu_mp5", "mas_us_seals_dcu_tl","mas_us_seals_dcu_gl","mas_us_seals_dcu_med","mas_us_seals_dcu_saw","mas_us_seals_dcu_mg","mas_us_seals_dcu_mg60","mas_us_seals_dcu_dem","mas_us_seals_dcu_brc","mas_us_seals_dcu_at","mas_us_seals_dcu_aa","mas_us_seals_dcu_rec","mas_us_seals_dcu_m4","mas_us_seals_dcu_m4gl","mas_us_seals_dcu_mp5", "mas_us_seals_pcu_tl","mas_us_seals_pcu_gl","mas_us_seals_pcu_med","mas_us_seals_pcu_saw","mas_us_seals_pcu_mg","mas_us_seals_pcu_mg60","mas_us_seals_pcu_dem","mas_us_seals_pcu_brc","mas_us_seals_pcu_at","mas_us_seals_pcu_aa","mas_us_seals_pcu_rec","mas_us_seals_pcu_m4","mas_us_seals_pcu_m4gl","mas_us_seals_pcu_mp5", "mas_us_seals_ace_gh_w_rec","mas_us_seals_ace_gh_d_rec","mas_us_seals_ace_gh_m_rec", "mas_us_seals_ace_mul_tl","mas_us_seals_ace_mul_gl","mas_us_seals_ace_mul_med","mas_us_seals_ace_mul_saw","mas_us_seals_ace_mul_mg","mas_us_seals_ace_mul_mg60","mas_us_seals_ace_mul_dem","mas_us_seals_ace_mul_brc","mas_us_seals_ace_mul_at","mas_us_seals_ace_mul_aa","mas_us_seals_ace_mul_rec","mas_us_seals_ace_mul_m4","mas_us_seals_ace_mul_m4gl","mas_us_seals_ace_mul_mp5", "mas_us_seals_ace_mulb_tl","mas_us_seals_ace_mulb_gl","mas_us_seals_ace_mulb_med","mas_us_seals_ace_mulb_saw","mas_us_seals_ace_mulb_mg","mas_us_seals_ace_mulb_mg60","mas_us_seals_ace_mulb_dem","mas_us_seals_ace_mulb_brc","mas_us_seals_ace_mulb_at","mas_us_seals_ace_mulb_aa","mas_us_seals_ace_mulb_rec","mas_us_seals_ace_mulb_m4","mas_us_seals_ace_mulb_m4gl","mas_us_seals_ace_mulb_mp5", "mas_us_seals_ace_wod_tl","mas_us_seals_ace_wod_gl","mas_us_seals_ace_wod_med","mas_us_seals_ace_wod_saw","mas_us_seals_ace_wod_mg","mas_us_seals_ace_wod_mg60","mas_us_seals_ace_wod_dem","mas_us_seals_ace_wod_brc","mas_us_seals_ace_wod_at","mas_us_seals_ace_wod_aa","mas_us_seals_ace_wod_rec","mas_us_seals_ace_wod_m4","mas_us_seals_ace_wod_m4gl","mas_us_seals_ace_wod_mp5", "mas_us_seals_ace_des_tl","mas_us_seals_ace_des_gl","mas_us_seals_ace_des_med","mas_us_seals_ace_des_saw","mas_us_seals_ace_des_mg","mas_us_seals_ace_des_mg60","mas_us_seals_ace_des_dem","mas_us_seals_ace_des_brc","mas_us_seals_ace_des_at","mas_us_seals_ace_des_aa","mas_us_seals_ace_des_rec","mas_us_seals_ace_des_m4","mas_us_seals_ace_des_m4gl","mas_us_seals_ace_des_mp5", "mas_us_seals_ace_acu_tl","mas_us_seals_ace_acu_gl","mas_us_seals_ace_acu_med","mas_us_seals_ace_acu_saw","mas_us_seals_ace_acu_mg","mas_us_seals_ace_acu_mg60","mas_us_seals_ace_acu_dem","mas_us_seals_ace_acu_brc","mas_us_seals_ace_acu_at","mas_us_seals_ace_acu_aa","mas_us_seals_ace_acu_rec","mas_us_seals_ace_acu_m4","mas_us_seals_ace_acu_m4gl","mas_us_seals_ace_acu_mp5", "mas_us_seals_ace_bdu_tl","mas_us_seals_ace_bdu_gl","mas_us_seals_ace_bdu_med","mas_us_seals_ace_bdu_saw","mas_us_seals_ace_bdu_mg","mas_us_seals_ace_bdu_mg60","mas_us_seals_ace_bdu_dem","mas_us_seals_ace_bdu_brc","mas_us_seals_ace_bdu_at","mas_us_seals_ace_bdu_aa","mas_us_seals_ace_bdu_rec","mas_us_seals_ace_bdu_m4","mas_us_seals_ace_bdu_m4gl","mas_us_seals_ace_bdu_mp5", "mas_us_seals_ace_dcu_tl","mas_us_seals_ace_dcu_gl","mas_us_seals_ace_dcu_med","mas_us_seals_ace_dcu_saw","mas_us_seals_ace_dcu_mg","mas_us_seals_ace_dcu_mg60","mas_us_seals_ace_dcu_dem","mas_us_seals_ace_dcu_brc","mas_us_seals_ace_dcu_at","mas_us_seals_ace_dcu_aa","mas_us_seals_ace_dcu_rec","mas_us_seals_ace_dcu_m4","mas_us_seals_ace_dcu_m4gl","mas_us_seals_ace_dcu_mp5", "mas_us_seals_ace_pcu_tl","mas_us_seals_ace_pcu_gl","mas_us_seals_ace_pcu_med","mas_us_seals_ace_pcu_saw","mas_us_seals_ace_pcu_mg","mas_us_seals_ace_pcu_mg60","mas_us_seals_ace_pcu_dem","mas_us_seals_ace_pcu_brc","mas_us_seals_ace_pcu_at","mas_us_seals_ace_pcu_aa","mas_us_seals_ace_pcu_rec","mas_us_seals_ace_pcu_m4","mas_us_seals_ace_pcu_m4gl","mas_us_seals_ace_pcu_mp5" }; }; class level_2 { // sf 2 aimingAccuracy[] = {0.35, 0.20}; aimingShake[] = {0.35, 0.20}; aimingSpeed[] = {0.50, 0.20}; spotDistance[] = {0.60, 0.30}; spotTime[] = {0.35, 0.20}; endurance[] = {0.70, 0.20}; courage[] = {0.70, 0.20}; reloadSpeed[] = {0.70, 0.20}; commanding[] = {0.70, 0.20}; general[] = {0.70, 0.20}; units[] = { "ibr_mutant" }; }; class level_3 { // regular 1 aimingAccuracy[] = {0.30, 0.20}; aimingShake[] = {0.30, 0.20}; aimingSpeed[] = {0.45, 0.20}; spotDistance[] = {0.55, 0.30}; spotTime[] = {0.30, 0.20}; endurance[] = {0.60, 0.20}; courage[] = {0.60, 0.20}; reloadSpeed[] = {0.60, 0.20}; commanding[] = {0.60, 0.20}; general[] = {0.60, 0.20}; units[] = { "bink_usmc_tl","bink_usmc_sl","bink_usmc_dmr","bink_usmc_scout","bink_usmc_scout_l","bink_usmc_tl_des","bink_usmc_sl_des","bink_usmc_dmr_des", "bink_usmc_scout_des","bink_usmc_scout_l_des", "rb_teamleader" }; }; class level_4 { // regular 2 aimingAccuracy[] = {0.25, 0.20}; aimingShake[] = {0.25, 0.20}; aimingSpeed[] = {0.40, 0.20}; spotDistance[] = {0.50, 0.30}; spotTime[] = {0.25, 0.20}; endurance[] = {0.50, 0.20}; courage[] = {0.50, 0.20}; reloadSpeed[] = {0.50, 0.20}; commanding[] = {0.50, 0.20}; general[] = {0.50, 0.20}; units[] = { "ibr_bodyguard" }; }; class level_5 { // militia or trained insurgents, former regulars aimingAccuracy[] = {0.20, 0.20}; aimingShake[] = {0.20, 0.20}; aimingSpeed[] = {0.35, 0.20}; spotDistance[] = {0.45, 0.30}; spotTime[] = {0.20, 0.20}; endurance[] = {0.40, 0.20}; courage[] = {0.40, 0.20}; reloadSpeed[] = {0.40, 0.20}; commanding[] = {0.40, 0.20}; general[] = {0.40, 0.20}; units[] = { "ibr_arl_officer","ibr_arl_sniper","ibr_arl_sab" }; }; class level_6 { // civilians with some military training aimingAccuracy[] = {0.15, 0.20}; aimingShake[] = {0.15, 0.20}; aimingSpeed[] = {0.30, 0.20}; spotDistance[] = {0.40, 0.30}; spotTime[] = {0.15, 0.20}; endurance[] = {0.30, 0.20}; courage[] = {0.30, 0.20}; reloadSpeed[] = {0.30, 0.20}; commanding[] = {0.30, 0.20}; general[] = {0.30, 0.20}; units[] = { "ibr_rebel11","ibr_rebel22","ibr_rebel33","ibr_rebel44","ibr_rebel55","ibr_rebel66","ibr_rebel77","ibr_rebel83","ibr_rebel95","ibr_rebel102", "ibr_rebel111","ibr_rebel125","ibr_rebel132","ibr_rebel145","ibr_rebel151","ibr_rebel162","ibr_rebel173","ibr_rebel184","ibr_rebel195", "ibr_rebel206","ibr_rebel217", "ibr_arl_rif","ibr_arl_rif2","ibr_arl_mg","ibr_arl_ar","ibr_arl_at","ibr_arl_aa","ibr_arl_crew","ibr_arl_medic", "ibr_drg_man1","ibr_drg_man2","ibr_drg_man3","ibr_drg_man4","ibr_drg_man5","ibr_drg_man6","ibr_drg_man7" }; }; class level_7 { // civilians without military training aimingAccuracy[] = {0.10, 0.20}; aimingShake[] = {0.10, 0.20}; aimingSpeed[] = {0.25, 0.20}; spotDistance[] = {0.35, 0.30}; spotTime[] = {0.10, 0.20}; endurance[] = {0.20, 0.20}; courage[] = {0.20, 0.20}; reloadSpeed[] = {0.20, 0.20}; commanding[] = {0.20, 0.20}; general[] = {0.20, 0.20}; units[] = { "ibr_arl_stoner1","ibr_arl_stoner2","ibr_arl_stoner3","ibr_arl_stoner4","ibr_arl_stoner5","ibr_arl_stoner6","ibr_arl_stoner7" }; }; class level_8 { // pilot 1 aimingAccuracy[] = {0.40, 0.20}; aimingShake[] = {0.40, 0.20}; aimingSpeed[] = {0.55, 0.20}; spotDistance[] = {0.65, 0.30}; spotTime[] = {0.40, 0.20}; endurance[] = {0.60, 0.20}; courage[] = {0.60, 0.20}; reloadSpeed[] = {0.60, 0.20}; commanding[] = {0.60, 0.20}; general[] = {0.60, 0.20}; units[] = { }; }; class level_9 { // pilot 2 aimingAccuracy[] = {0.35, 0.20}; aimingShake[] = {0.35, 0.20}; aimingSpeed[] = {0.50, 0.20}; spotDistance[] = {0.60, 0.30}; spotTime[] = {0.35, 0.20}; endurance[] = {0.50, 0.20}; courage[] = {0.50, 0.20}; reloadSpeed[] = {0.50, 0.20}; commanding[] = {0.50, 0.20}; general[] = {0.50, 0.20}; units[] = { "ibr_arl_pilot" }; }; class level_10 { // sniper aimingAccuracy[] = {0.75, 0.20}; aimingShake[] = {0.75, 0.20}; aimingSpeed[] = {0.60, 0.20}; spotDistance[] = {0.70, 0.30}; spotTime[] = {0.75, 0.20}; endurance[] = {0.70, 0.20}; courage[] = {0.70, 0.20}; reloadSpeed[] = {0.70, 0.20}; commanding[] = {0.70, 0.20}; general[] = {0.70, 0.20}; units[] = { "mas_us_seals_gh_w_mark","mas_us_seals_gh_d_mark","mas_us_seals_gh_m_mark","mas_us_seals_gh_w_snp","mas_us_seals_gh_d_snp","mas_us_seals_gh_m_snp", "mas_us_seals_mul_mark","mas_us_seals_mul_snp", "mas_us_seals_mulb_mark","mas_us_seals_mulb_snp", "mas_us_seals_wod_mark","mas_us_seals_wod_snp", "mas_us_seals_des_mark","mas_us_seals_des_snp", "mas_us_seals_acu_mark","mas_us_seals_acu_snp", "mas_us_seals_bdu_mark","mas_us_seals_bdu_snp", "mas_us_seals_dcu_mark","mas_us_seals_dcu_snp", "mas_us_seals_pcu_mark","mas_us_seals_pcu_snp", "mas_us_seals_ace_gh_w_mark","mas_us_seals_ace_gh_d_mark","mas_us_seals_ace_gh_m_mark","mas_us_seals_ace_gh_w_snp","mas_us_seals_ace_gh_d_snp","mas_us_seals_ace_gh_m_snp", "mas_us_seals_ace_mul_mark","mas_us_seals_ace_mul_snp", "mas_us_seals_ace_mulb_mark","mas_us_seals_ace_mulb_snp", "mas_us_seals_ace_wod_mark","mas_us_seals_ace_wod_snp", "mas_us_seals_ace_des_mark","mas_us_seals_ace_des_snp", "mas_us_seals_ace_acu_mark","mas_us_seals_ace_acu_snp", "mas_us_seals_ace_bdu_mark","mas_us_seals_ace_bdu_snp", "mas_us_seals_ace_dcu_mark","mas_us_seals_ace_dcu_snp", "mas_us_seals_ace_pcu_mark","mas_us_seals_ace_pcu_snp" }; };//sets };//sys_aiskill }; Never mind, figured it out. I didn't have proper semi-colon placement! Edited April 16, 2012 by Duckmeister Share this post Link to post Share on other sites
Robalo 465 Posted April 16, 2012 Hi Robalo, will you be using this new setUnitRecoilCoefficient command in your mod to stablize the MG gunner or snipers? Hi, I will probably make use of it at some point, but haven't thought about it yet. It's most useful for mission designers I think, and if I can get away with just configs for some features it would be best. ---------- Post added at 11:15 ---------- Previous post was at 11:14 ---------- Never mind, figured it out. I didn't have proper semi-colon placement! Glad you did :) Share this post Link to post Share on other sites
jocko-flocko 13 Posted May 1, 2012 This is a great AI mod, I've been enjoying it now for quite some time. I have a question, is there a way to disable the AI scripting on certain groups or units? For example, I need to stop the AI from moving from positions inside a house or from behind sand bags. Is there perhaps a exclude command, I didn't see it in the readme file or in any section of the "asr_ai_settings.hpp" Cheers Jocko Share this post Link to post Share on other sites
Robalo 465 Posted May 1, 2012 This is a great AI mod, I've been enjoying it now for quite some time. I have a question, is there a way to disable the AI scripting on certain groups or units? For example, I need to stop the AI from moving from positions inside a house or from behind sand bags. Is there perhaps a exclude command, I didn't see it in the readme file or in any section of the "asr_ai_settings.hpp"Cheers Jocko There are valuable bits of info in the changelog ;) Can skip skill assignment for some units by setting the exclude variable, eg: _unit setVariable ["asr_ai_sys_aiskill_exclude", true]; Units can be individually prevented from rearming by setting a variable like this:_unit setVariable ["asr_ai_sys_airearming_pause", 1]; (set back to 0 to resume rearming). Share this post Link to post Share on other sites
jocko-flocko 13 Posted May 1, 2012 AWESOME! To cool. I guess I should learn to read better instead of just glancing over Readme files huh? Maybe I still suffer from ADHD as I did when I was a kid, lol. Thanks for the info Robalo! :) Share this post Link to post Share on other sites
KaneSvK 1 Posted May 15, 2012 Hey! Thanks for the great mod, its definitely the best AI mod out there:). I tried running it with latest beta patch and AI seemed a lot worse than in 1.60, i based this conclusion on few replays of my small test mission. Beta had no significant AI changes listed, so i thought it should be alright. Pls anybody else have noticed a problem with running this AI mod with a beta patch? Im having hard time to getting back to 1.60, cause FXAA with sharp filter makes the game look so superior :rolleyes: . Thanks Share this post Link to post Share on other sites
metalcraze 290 Posted May 15, 2012 I didn't notice a single change in AI behaviour since 1.60 with ASR Also I hope Robalo is on that "reacting to artillery fire" update :> Share this post Link to post Share on other sites
KaneSvK 1 Posted May 15, 2012 Alright, thx for reply. Did u run it with beta patch, right? It's likely that the problem is on my end then. Basically what i noticed is that with beta patch AI was staying more out of cover and had diffrent shooting pattern, werent even shooting under barel guns and they were staying behind. (1 or 2 would be ignorant to regroup order in almost every mission, it was basically matter of time) Also insurgents were kicking ass of my AI marines :) which wouldnt happen before in clean 1.60:j: Share this post Link to post Share on other sites
domokun 515 Posted May 15, 2012 KaneSVK: your best bet is to use the latest beta (unless there are reports of instability) and use ASR AI mod I can also recommend the SLX CO mod which was just updated Personally I find that JSRS, BlastCore, WarFX, noBlur, ASR AI & SLX CO are a perfect combination Share this post Link to post Share on other sites
J-Guid 10 Posted May 15, 2012 Robalo, can you add a AI ability in group to make 'Supressing Fire' for targets, can be ordered by AI commander, group leader?! Share this post Link to post Share on other sites
metalcraze 290 Posted May 15, 2012 BTW this is a good idea. Robalo is it possible for you to create an invisible target at the cursor when ordering "suppressive fire!" to AI which AI should then engage unless ordered 'no target'? Share this post Link to post Share on other sites
KaneSvK 1 Posted May 15, 2012 KaneSVK: your best bet is to use the latest beta (unless there are reports of instability) and use ASR AI modI can also recommend the SLX CO mod which was just updated Personally I find that JSRS, BlastCore, WarFX, noBlur, ASR AI & SLX CO are a perfect combination Thanks for tips, im using ACE already though, so im not sure if its a good idea to add SLX Co. I might try it with SLX but without Ace and see what i like better:cool: Share this post Link to post Share on other sites
maturin 12 Posted May 15, 2012 BTW this is a good idea.Robalo is it possible for you to create an invisible target at the cursor when ordering "suppressive fire!" to AI which AI should then engage unless ordered 'no target'? That would be pretty cool. Might be a good idea to remove the BIS command altogether and replace it, to avoid weird inheritances. It would have to be an area target, however. Share this post Link to post Share on other sites
Robalo 465 Posted May 15, 2012 Hey!Thanks for the great mod, its definitely the best AI mod out there:). I tried running it with latest beta patch and AI seemed a lot worse than in 1.60, i based this conclusion on few replays of my small test mission. Beta had no significant AI changes listed, so i thought it should be alright. Pls anybody else have noticed a problem with running this AI mod with a beta patch? Im having hard time to getting back to 1.60, cause FXAA with sharp filter makes the game look so superior :rolleyes: . Thanks Hi, I always play with beta, both server and client side, and it works as expected. Not sure what happened there, I recommend trying with the default userconfig settings and recommended difficulty settings (linked in first post). Things changed with the mod between versions, perhaps you upgraded it and are still using an old config. Share this post Link to post Share on other sites
KaneSvK 1 Posted May 16, 2012 Hi,I always play with beta, both server and client side, and it works as expected. Not sure what happened there, I recommend trying with the default userconfig settings and recommended difficulty settings (linked in first post). Things changed with the mod between versions, perhaps you upgraded it and are still using an old config. And so i've tried it again today after cleaning the mod completely along with userconfig, re-downloaded and all is running great. I bet it had to be something with the userconfig. Thanks Share this post Link to post Share on other sites
DiFool 0 Posted May 16, 2012 Any chance for an update allowing to use your really handy addon together with RHs Weapon packs without having that fire mode mess as I reported earlier in this thread? I really don't want to miss any of your addons. Share this post Link to post Share on other sites
Warsaw 1 Posted May 21, 2012 In SixUpdater there is ASR and ASR AI. Do I download and use both, or just JSR AI. Share this post Link to post Share on other sites
Robalo 465 Posted May 21, 2012 In SixUpdater there is ASR and ASR AI. Do I download and use both, or just JSR AI. @ASR_AI = this @ASR is another mod: http://forums.bistudio.com/showthread.php?125329-ASR-Appendix Share this post Link to post Share on other sites
Robalo 465 Posted May 26, 2012 Updated to 1.14.1, maintenance release: - Improved AI rate of fire - extra burst modes for a few more weapons, with better compatibility with other mods - Improved support for latest Lingor units - Morale boost for lone units when they join other groups (cancels fleeing) - Units occupying buildings spend a bit more time inside them (meant more like fight from there, than a sweep) Share this post Link to post Share on other sites
J-Guid 10 Posted May 26, 2012 (edited) Robalo can you make a feature for AI: can engage building or covers with rocketlaunchers and grenades when enemy covered inside And posible add ability to use ACE mines and explosives features, its be perfectly great?! For example: AI on Domi can put mines or M86 in camps when it be captured, or if AI covered in building, have chase to put Claymore or other mines likes this! Thank you :) Edited May 26, 2012 by J-Guid Share this post Link to post Share on other sites
kremator 1065 Posted May 26, 2012 Excellent news Robalo .... thanks mate ! Share this post Link to post Share on other sites
Guest Posted May 26, 2012 New version frontpaged on the Armaholic homepage. ASR AI Skills v1.14.1Community Base Addons Share this post Link to post Share on other sites
rubberkite 19 Posted May 26, 2012 Updated to 1.14.1, maintenance release:- Improved AI rate of fire - extra burst modes for a few more weapons, with better compatibility with other mods - Improved support for latest Lingor units - Morale boost for lone units when they join other groups (cancels fleeing) - Units occupying buildings spend a bit more time inside them (meant more like fight from there, than a sweep) Thanks a lot for upgrade! Config for 1.14 need to be changed or I can use my old one (based on your 1.14) tweaked for warfare ? btw I will chech new config to see if something is different :) Share this post Link to post Share on other sites
xxbbcc 6 Posted May 27, 2012 Thanks for the update, Robalo. Your AI addon is one of the best I've played with. Share this post Link to post Share on other sites