DiFool 0 Posted May 27, 2012 Thx a lot! But it's still not working properly together with Robert Hammer's weapons. Would really like to use your great addon but ... Share this post Link to post Share on other sites
Robalo 465 Posted May 27, 2012 Thx a lot! But it's still not working properly together with Robert Hammer's weapons. Would really like to use your great addon but ... I just tested all RH's packs with this mod on top of vanilla + CBA and found a single error, RH's M4 missing the burst mode. Here's the fix, just for you :) http://filedump.org/files/x6e6u1338122350.html Let me know if that fixes the issue. Just replace the 2 files with the ones from the archive. Safe to use in MP where allowed, it's signed. Share this post Link to post Share on other sites
oldbear 390 Posted May 27, 2012 New on front page at Armed Assault.info Link to mirror : ASR AI addons [OA/CO] (v 1.14.1): http://www.armedassault.info/download.php?cat=addons&id=1557 Share this post Link to post Share on other sites
ck-claw 1 Posted May 27, 2012 Nice one Robalo ,just waiting on SB to update six :cool: Share this post Link to post Share on other sites
DiFool 0 Posted May 27, 2012 I just tested all RH's packs with this mod on top of vanilla + CBA and found a single error, RH's M4 missing the burst mode. Here's the fix, just for you :)http://filedump.org/files/x6e6u1338122350.html Let me know if that fixes the issue. Just replace the 2 files with the ones from the archive. Safe to use in MP where allowed, it's signed. Robalo, you're my hero! :) Thank you so much!!! Share this post Link to post Share on other sites
Muecke 114 Posted May 28, 2012 Tested yesterday with some ppl in MP. Great mod and very cool AI behaviour. I guess this will be now a standard on our server. But i have one suggestion to you Robalo. The most worse AI thingy is how the act with AT launchers. Even if a vehicle is spotted in far distance and they got enough time to take a good pos. They will do something stupid like switch to gun & launcher all the time or stand up if a vehicle is 10m infront of them to get shot down. If they would attack vehicles would be fair enough. Share this post Link to post Share on other sites
metalcraze 290 Posted May 28, 2012 That's the problem with vanilla AI I've noticed actually. AI is good at destroying vehicles with AT launchers if it isn't given an order to engage that vehicle. It will see a vehicle in range of the launcher, it will take it out and blow the vehicle up. Now if AI is ordered to engage the vehicle (which is what AI commanders do) it will run around like a retard even if it has a clear shot. This is something that can only be fixed by BIS I guess. Share this post Link to post Share on other sites
Robalo 465 Posted May 28, 2012 My only tweaks so far regarding AI and launchers is to prevent them from firing HEAT rounds at infantry. I will check the configs and see if they can be adjusted for better. Share this post Link to post Share on other sites
kabong 1 Posted May 29, 2012 Nice one Robalo ,just waiting on SB to update six :cool: Same here. I play on a Lingor server where the admin won't update until it appears on six. C'mon Sick Boy, it's been days since this was released. Share this post Link to post Share on other sites
J-Guid 10 Posted May 29, 2012 KaBoNG, check SU again, inside allready! :) We updated Share this post Link to post Share on other sites
jake_krieger 10 Posted May 29, 2012 Is this AI mod compatible with Zeus AI ? If not , is it better than the ZEUS AI mod ? What are the main differences and which Combination of Mods makes the AI , best ? Share this post Link to post Share on other sites
domokun 515 Posted May 29, 2012 I'm not sure that ASR AI is compatible with Zeus AI, unless you configure Zeus (edit the Zeus file in Arma2's userconfig folder) Once thing is sure, Zeus AI hasn't been updated for almost 2 years whereas ASR AI gets updated almost every month. I think that it's fair to say that the general consensus points towards ASR AI. Share this post Link to post Share on other sites
mrcash2009 0 Posted May 29, 2012 Use search thread for "Zeus" I found this: http://forums.bistudio.com/showthread.php?107526-ASR-AI-Skills&p=2085385&highlight=zeus#post2085385 Share this post Link to post Share on other sites
Robalo 465 Posted May 29, 2012 Funny thing, earlier I replied to a YT comment: Is tis compatible with Zeus AI ?chabi3000 6 hours ago It is probably compatible, but I recommend running this alone. You can run them both, experiment and see, but the result will be neither what ZeusAI or ASRAI wanted to achieve. robalomanu in reply to chabi3000 2 hours ago Share this post Link to post Share on other sites
old_painless 182 Posted May 29, 2012 Hi Robalo, I have started using ASR AI after having used COSLX and wondering if you are planning to look into First Aid? I noticed that with COSLX, healing/first aid is very high priority - you are almost never left to bleed out and you may even get first aid from units in other teams. With ASR AI first aid is done somewhat reluctantly. It improves when combined with DAPs first aid module, but is not up to the level of COSLX. I am well aware that there may be very good reasons for not approaching a wounded unit if he is out in the open, but just curious if you see any room for improvement in this area with ASR AI, or if you see it as out-of-scope? Thanks, OP Share this post Link to post Share on other sites
Robalo 465 Posted May 29, 2012 Hi Robalo, I have started using ASR AI after having used COSLX and wondering if you are planning to look into First Aid? I noticed that with COSLX, healing/first aid is very high priority - you are almost never left to bleed out and you may even get first aid from units in other teams. With ASR AI first aid is done somewhat reluctantly. It improves when combined with DAPs first aid module, but is not up to the level of COSLX.I am well aware that there may be very good reasons for not approaching a wounded unit if he is out in the open, but just curious if you see any room for improvement in this area with ASR AI, or if you see it as out-of-scope? Thanks, OP Hi, First Aid is out of scope. There are already many systems like BIS, ACE, SLX, DAP etc. and people usually prefer one over the others. I'll leave this up to them. Plus I'm happy enough with the ACE wounding system :) Regards, Rob Share this post Link to post Share on other sites
old_painless 182 Posted May 29, 2012 OK, cheers for the reply. Thanks for maintaining ASR, quite a lot of AI mods have been abandoned. As a SP player, I appreciate it a lot :) Share this post Link to post Share on other sites
griffz 1 Posted May 29, 2012 machingunner are quite useless with this mod. they usually shot stand. Share this post Link to post Share on other sites
Robalo 465 Posted May 30, 2012 machingunner are quite useless with this mod. they usually shot stand. Are they better about it with vanilla, or any other mod ? Share this post Link to post Share on other sites
ryan80 10 Posted May 30, 2012 I noticed that the ASR AI version in sixupdater is not the latest, it is still 1.14 and not 1.14.1. Robalo can you do anything about it? Share this post Link to post Share on other sites
humvee28 10 Posted May 30, 2012 I noticed that the ASR AI version in sixupdater is not the latest, it is still 1.14 and not 1.14.1.Robalo can you do anything about it? You can inform Sickboy over the SU Feedback Platform about Version News. ;) Share this post Link to post Share on other sites
griffz 1 Posted May 30, 2012 in my example scene yes. the overall damage was higher with vanille AI. Share this post Link to post Share on other sites
Robalo 465 Posted May 30, 2012 in my example scene yes. the overall damage was higher with vanille AI. Thanks. I have an idea about how to fix the excessive recoil for the AI shooting MGs, but to make them go prone more often before shooting them, wish I knew how. I'd be interested to look at your example scenario. Share this post Link to post Share on other sites
smacker909 3 Posted May 30, 2012 (edited) Hello, Is there an easy way to prevent only some soldiers from rearming? Mainly, just in my intro.. the guys just need to stand there.. not re arm.. ;) Also, If using this ASR_AI with UPSMON, is it best to use NOAI option for UPSMON or can they work together for AI enhancements. Edited May 30, 2012 by smacker909 Share this post Link to post Share on other sites
Robalo 465 Posted May 31, 2012 Hello, Is there an easy way to prevent only some soldiers from rearming? Mainly, just in my intro.. the guys just need to stand there.. not re arm.. ;) Sure, per unit: 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). Or you can simply delay the rearming feature all together until after the intro: - init the mission with asr_ai_sys_airearming_run = 0; - at the end of your intro, asr_ai_sys_airearming_run = 1; Also, If using this ASR_AI with UPSMON, is it best to use NOAI option for UPSMON or can they work together for AI enhancements. They should work just fine together, for best results disable just redundant features in UPSMON or ASR_AI, instead of the whole AI enhancement. Share this post Link to post Share on other sites