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If they get removed from your group, then maybe having some way to casevac them off the field of battle :) or do we just want to kill them off?

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If they get removed from your group, then maybe having some way to casevac them off the field of battle :) or do we just want to kill them off?

Good point. Because given the incredible solidarity between soldiers and the enormous sacrifices they make, it seems rather unjust and jolly unrealistic to just leave them there, bleeding to death.

Then again, that was Dunkirk right? :(

Dragging/Carrying an injured comrade to safety, securing the area, calling support and keeping him alive until casevac arrives would add a whole new aspect to a mission... ?

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The wounded soldier being kicked out of the group isn't how it should be done.

I think Robalo is starting to make the same mistakes as Protegimus did with Zeus - as in taking control away from the player / mission maker. Even if it's an option in user config - it should be off by default and I'd rather see it as a script command in init.sqf to be set on mission by mission basis.

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AI team management by player is a bit out of scope, not going to happen here. Same with the CASEVAC. If you don't like the AI to leave their injured behind, you can set a high number in userconfig for this option, meaning more time until it happens or turn it off completely. I just feel that AI reaching their waypoints across the map is more important, especially when involving large distances and players waiting for things to happen in their mission. Think attack waves, reinforcements etc. moving 5 Km to AO at crawling speed ...

---------- Post added at 17:55 ---------- Previous post was at 17:48 ----------

The wounded soldier being kicked out of the group isn't how it should be done.

I think Robalo is starting to make the same mistakes as Protegimus did with Zeus - as in taking control away from the player / mission maker. Even if it's an option in user config - it should be off by default and I'd rather see it as a script command in init.sqf to be set on mission by mission basis.

I don't see the problem since you can make it off by default and enable it per mission if you want. It's really not a big deal, one of the small things that would rarely happen and go unnoticed, but for the benefit of the mission. We're talking about AI-only groups and units that can't walk for 5 minutes (by default), just to be clear.

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The wounded soldier being kicked out of the group isn't how it should be done.

I think Robalo is starting to make the same mistakes as Protegimus did with Zeus - as in taking control away from the player / mission maker. Even if it's an option in user config - it should be off by default and I'd rather see it as a script command in init.sqf to be set on mission by mission basis.

Rob doesnt make mistakes! ( feel the luv Rob). Guess its time for you to start a Addon yourself.

Been testing this abit, love it. Wounded are missing at range, MGs are good now.

Wish you could fix the SMK get stuck in sniper stance...hmmm wonder if there is away to remove that animation just for AI?

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Metalcraze = unwarranted "alarmism" once more :p:)

If its optional then how can it possibly be wrong? Its how its implemented and why, all seems perfectly fine to me based on its justification and implementation option. Why even have it on by mission basis if its not good overall anyway, kick in the off switch and hey presto, all is well again.

Edited by mrcash2009

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The wounded soldier being kicked out of the group isn't how it should be done.

I think Robalo is starting to make the same mistakes as Protegimus did with Zeus - as in taking control away from the player / mission maker. Even if it's an option in user config - it should be off by default and I'd rather see it as a script command in init.sqf to be set on mission by mission basis.

***

As long as its optional I see no reason for concern. It would be nice to be able to set it on/off in a mission for certain groups as well though.

***

Good point. Because given the incredible solidarity between soldiers and the enormous sacrifices they make, it seems rather unjust and jolly unrealistic to just leave them there, bleeding to death.

***

Casevac would be awesome but since when is leaving ai soldiers behind all the sudden such a shock. Dead ai/players are left behind all the time without evacuation which is totally unrealistic and “unjust†and nobody says boo….

***

I wonder… what is the behavior of that disbanded soldier going to be? Will he continue to move to his group’s original waypoint, try and hide, or just sit there and hold his ground?

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Is this for arm wounds only, or a general damage figure (I'm happy either way, just curious)?

Also, is anything regarding the new eye LOS introduced by BIS and worked on by SaOk likely to be in the next update?

It's a simple overall damage check.

For the second question, no, but I'll think about possible uses for the new commands in the future.

---------- Post added at 21:02 ---------- Previous post was at 21:00 ----------

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I wonder… what is the behavior of that disbanded soldier going to be? Will he continue to move to his group’s original waypoint, try and hide, or just sit there and hold his ground?

It will decide on it's own, will most likely flee due to low morale.

---------- Post added at 21:07 ---------- Previous post was at 21:02 ----------

Same question here. Also, does the modified recoils require the beta with the new setunirecoil command or is it done in a defferent way?

The feature only works with betas that have the new commands, yes.

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Simple question about the effect of this mod in singleplayer missions:

I would guess that the enhancements to AI behavior from this mod (and the full suite of your mods in CoWarMod) would apply to both friendly teammates and enemy AI. However, do these enhancements somehow give an advantage to enemy AI?

I'm finding that I'm getting my ass capped a lot and my AI teammates don't seem to be quite as effective as they were before and no changes to difficulty settings. Granted this is just with a few startups with this mod running.

Edited by Anthropoid

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It will decide on it's own, will most likely flee due to low morale.

Okay I see. Neat.

The feature only works with betas that have the new commands, yes.

Okay awesome. Thanks alot.

Simple question about the effect of this mod in singleplayer missions.

I would guess that the enhancements to AI behavior from this mod (and the full suite of your mods in CoWarMod) would apply to both friendly and enemy teammates. However, do these enhancements somehow give an advantage to enemy AI?

I'm finding that I'm getting my ass capped a lot and my guys don't seem to be quite as effective, though this is just with a few startups with this mod running.

It would depend on what type of soldiers you have and the enemy has. The mod makes it so soldiers have appropriate skills. Ie. a spetsnaz will be better than a marine, a marine better than a taki militia, and a taki better than a civilian.

It doesn't make one side automatically better than the other however.

Edited by -Coulum-

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First of all i`d like to say great thanks to Robalo for creating this wonderful mod.

But while using it i`ve got a problem with ai aiming effectiveness, especially in CQB, which is very good represented in this video:

I dont know why, but when playing with ASR, ai aiming speed become even slower in comparison to the vanila Arma, and as it is shown in the video enemy ai sometimes even try to run away from me rather than to start shooting.

I tried to put all aiming speed variables in cfg to 1.00, but still the result was poorer than in native version.

So i wanted to ask - is there a way to play your mod and use all its advantages but somehoe prevent getting stupid ai behevior in short distances?

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First of all i`d like to say great thanks to Robalo for creating this wonderful mod.

But while using it i`ve got a problem with ai aiming effectiveness, especially in CQB, which is very good represented in this video:

I dont know why, but when playing with ASR, ai aiming speed become even slower in comparison to the vanila Arma, and as it is shown in the video enemy ai sometimes even try to run away from me rather than to start shooting.

I tried to put all aiming speed variables in cfg to 1.00, but still the result was poorer than in native version.

So i wanted to ask - is there a way to play your mod and use all its advantages but somehoe prevent getting stupid ai behevior in short distances?

Thanks for reminding me. The problem addon is asr_ai_c_aiskill.pbo. Try testing without it to confirm. It will be fixed with next update (sometime this week-end).

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Not going to happen to player led group? Getting rid of the wounded AI is what I wanted so the rest of my team mates don't slow down for him. (Sounded cruel I know) :D

You could just give him the STOP command or give him a waypoint.

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Thanks for reminding me. The problem addon is asr_ai_c_aiskill.pbo. Try testing without it to confirm. It will be fixed with next update (sometime this week-end).

Yes, without that file the problem really nearly dissapeared:D A bit of "scanning-aiming" still exists (in much smaller scale), but i guess its because of Arma`s engine in general and not caused by your mod:)

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New version up.

1.15 | 17 JUN 2012

AI uses a lower stance in combat - crouch more, shoot from prone with MG, AR, sniper rifles or other weapons with bipods (ACE) (userconfig: stayLow = 1).

Steadier AI machinegunners - less recoil based on firing position (userconfig: recoilMod = 1).

Recoil is increased for wounded AI units (userconfig: recoilMod = 1).

Added option to debug the gunshot hearing aid feature on screen (userconfig: gunshothearing_debug = 0).

Merged asr_ai_c_aigrenadierfix pbo with asr_ai_c_airof

Units unable to walk/run (wounded legs) are removed from their group unless they are healed in some time (userconfig: split_legged = 300).

They will also be excluded from group consolidation.

Optimised smoke throwing.

Lower stance for higher building positions, also snipers stay in them more.

Excluded a few buildings from the AI house patrol feature.

Added option for how many morphine and epi units will try to maintain (ACE mod, wounding module; userconfig: ACEmeds[] = {4,1}; meaning: {amountIfMedic,amountIfNotMedic}).

Fixed the slow AI aiming in the asr_ai_c_aiskill config addon.

Foot soldiers are 20% less detectable (all units can hide better).

Small adjustments of the default userconfig settings.

Enjoy !

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YYYYYYYYYYYEEEEEEEEEEEEEEEEEEEEEEEEEEEESSSSSSSSSSSSSSSSSSSSSSSSS!!!!!!!!!!!!!!!!!!!!!!!!!!

Thank you so much Robalo! Really appreciate your hard work.

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Ooooh! That's a wonderful list of new features & improvements :D

Really, really appreciate your creativity & skills.

:respekt:

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Yes! I would like to test today, but better not with work incoming in 6 hours I better get some sleep...keep up the good work!

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Seems this update broke ACE. I'm running ASR, ASR AI, ACE, ACEX(RU +USNavy), and CBA(A2 +OA) on beta patch 93825, launched with Six Updater. Repo by placing any unit in the editor and try to use any ACE feature.

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Foot soldiers are 20% less detectable (all units can hide better).

Does this mean closer range firefights? Do units actually hide better or is it just harder for the ai to spot other footsoldiers? Bah what am I asking for, I can just go test it out myself.

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Seems this update broke ACE. I'm running ASR, ASR AI, ACE, ACEX(RU +USNavy), and CBA(A2 +OA) on beta patch 93825, launched with Six Updater. Repo by placing any unit in the editor and try to use any ACE feature.

Tried the above exactly and could not reproduce. Please open a ticket with your .RPT and your <Arma dir>\userconfig\ASR_AI\asr_ai_settings.hpp files attached.

---------- Post added at 07:02 ---------- Previous post was at 06:41 ----------

Does this mean closer range firefights? Do units actually hide better or is it just harder for the ai to spot other footsoldiers? Bah what am I asking for, I can just go test it out myself.

My "20% less detectable" statement might be inaccurate. I just multiplied all camouflage values from previous version by 0.8.

Edited by Robalo

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