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Hi,

I'm pretty sure that's not caused by this mod, more likely due to a big discrepancy between the mods server and players are running.

Especially involving weapon mods.

Are you using signature checking on your server ?

Seems worth opening a ticket, to investigate further.

Robalo is correct in what he is saying.

You're server mods might be out of date in comparision with what one or serveral of your users will be running (It happened on one of our servers and it was down to one of our game servers being out of date (our ace, cba etc wasn't updated - we forgot to do it ;) )

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Disregard.

I forgot to update the asr_ai_settings.hpp in the userconfig\ASR_AI directory. All works fine now.

Edited by Jocko-Flocko

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Robalo is correct in what he is saying.

You're server mods might be out of date in comparision with what one or serveral of your users will be running (It happened on one of our servers and it was down to one of our game servers being out of date (our ace, cba etc wasn't updated - we forgot to do it ;) )

Ok, thank you for reply.

I will check this.

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The white smoke covers more area, which is useful for shielding wounded units.

Colored smoke is only for signalling and they, like any rational player, use it for concealment only when they are out of white.

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Total understand and agree, but my players know only AI have white smoke so they all take different colour smoke , if they see white smoke they Put rounds into any white smoke as they know it is from AI , hence I wanted to change things for a mission i.e surprise them to keep them on their toes.

So is there any way?

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Sure, just randomize the color smoke that the AI carry. They are perfectly willing to throw the colored stuff, so just put it in their inventories.

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Total understand and agree, but my players know only AI have white smoke so they all take different colour smoke , if they see white smoke they Put rounds into any white smoke as they know it is from AI , hence I wanted to change things for a mission i.e surprise them to keep them on their toes.

So is there any way?

Your players are very wrong. The AI will throw whatever they have on them. There are in fact many units which don't even have white smoke by default. Same applies to rearming, they don't care, and grab whatever they can find. Then they throw it away :)

Edited by Robalo

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So here we go, made a nice little test and recorded it.

AI still likes to stand up in firefights, but the overall impression is better

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Little problem here,

Our server has been running Warfare Benny + ASR AI 1.14.1 + CBA's and has been running perfect with that setup.

I put on the latest version of ASR AI 1.15 and now it has messed up the spawn areas of the Benny missions.

The AI start at the correct location, but soon as they die.

They respawn in the wrong place, different parts of the map.

Any ideas on how to get around the problem ?

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This would go very nicely with Coulum (et al) suppression script.

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The white smoke covers more area, which is useful for shielding wounded units.

Colored smoke is only for signalling and they, like any rational player, use it for concealment only when they are out of white.

No way, really? I thought all colors put out the same smoke output.

I was wondering why sometimes I would throw down a red/green smoke nade and it did fuck-all for cover, lol. Never figured the smoke nades had different output.

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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.

I also have issues with the latest ASR_AI,

These are the following mods loaded: @CBA, @CBA_A2, @CBA_OA, @ACE, @ASR_AI, @ACRE, @JayArma2Lib_new, beta

Everything is the latest updated with SIX updater.

Placing a playable unit on a completely empty takistan (no scripts) results in that I cannot broadcast over ACRE and the interaction keys for ACE does not work, I dont know if there are any other side effects but this is the ones I've spotted.

Here is my arma2oa.rpt after running the mission:

http://pastebin.com/57T6YYaG

edit:

I might mention that everything works as intended when ASR_AI is not loaded.

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I also have issues with the latest ASR_AI,

These are the following mods loaded: @CBA, @CBA_A2, @CBA_OA, @ACE, @ASR_AI, @ACRE, @JayArma2Lib_new, beta

Everything is the latest updated with SIX updater.

Placing a playable unit on a completely empty takistan (no scripts) results in that I cannot broadcast over ACRE and the interaction keys for ACE does not work, I dont know if there are any other side effects but this is the ones I've spotted.

Here is my arma2oa.rpt after running the mission:

http://pastebin.com/57T6YYaG

edit:

I might mention that everything works as intended when ASR_AI is not loaded.

Please check this ticket: https://dev-heaven.net/issues/33476

Anyone having issues after installing this, make sure to update the settings in the userconfig first based on the one provided in the archive.

Or with Six Updater, right-click on the mod in preset -> Updater actions -> Process Userconfigs.

Noted for next time, need to add outdated userconfig version warnings or improve this somehow.

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You have the power of the userconfig at your hands.

Also, take 'em more seriously :) But joking aside, I'm sure other people will come and say they're still not accurate enough.

I was playing with a single bad guy AI down range from me and suppressed and unsuppressed weapons as a test. I was using the 1.14.1 recommended accuracy/skill settings and when he finally heard me and could locate me, he usually had a hit within the first two rounds with his AK at 200m (regular A2 militia guy), even at night. I've since bumped down the accuracy and skill a .1 increment in the game settings (NOT the userconfig) and will see what happens tonight when I play with it, but it looks like the AI is a little too precise with the "old" settings. I noticed there wasn't a recommendation in the readme anymore, and I'm guessing your post above is why.

Also, it seems like they detect suppressed rounds in a ~5m circle around the AI, which is perfectly reasonable to me. And once they do locate you, they're very quick to aim.

So far, this seems like an improvement (other than my personal taste for their accuracy) and you definitely need to take the AI more seriously. Thanks for yet another great update.

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I was playing with a single bad guy AI down range from me and suppressed and unsuppressed weapons as a test. I was using the 1.14.1 recommended accuracy/skill settings and when he finally heard me and could locate me, he usually had a hit within the first two rounds with his AK at 200m (regular A2 militia guy), even at night. I've since bumped down the accuracy and skill a .1 increment in the game settings (NOT the userconfig) and will see what happens tonight when I play with it, but it looks like the AI is a little too precise with the "old" settings. I noticed there wasn't a recommendation in the readme anymore, and I'm guessing your post above is why.

Also, it seems like they detect suppressed rounds in a ~5m circle around the AI, which is perfectly reasonable to me. And once they do locate you, they're very quick to aim.

So far, this seems like an improvement (other than my personal taste for their accuracy) and you definitely need to take the AI more seriously. Thanks for yet another great update.

Recommended difficulty settings are in post #20 and still valid. If anything, this version makes AI slightly less accurate (with the new userconfig defaults) and a little worse at spotting, but I guess the lower stance and quicker aim makes up for that.

In fact you gave me an idea, maybe lower other skills at night, based on equipment they have, not just the spotting.

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^^^^

Just so I got it straight, and hope it helps others with the same question, those values in Post #20 are for the Documents/Arma2Profile/yournamehere/ yourname.Arma2OAProfile and not your Configs the userconfig folder, correct?

I should NOT TOUCH your configs, yes?

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^^^^

Just so I got it straight, and hope it helps others with the same question, those values in Post #20 are for the Documents/Arma2Profile/yournamehere/ yourname.Arma2OAProfile and not your Configs the userconfig folder, correct?

correct

I should NOT TOUCH your configs, yes?

on the contrary, do edit as you like (as long as you don't break the format)

I try to provide good defaults so you don't need to touch them, but that's just from my perspective.

Edited by Robalo

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I though 1.60 broke the separate Skill and Precision values, making the latter dependent on the former. I knew ASR rectified the situation somehow, but still am not quite sure how.

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Hi Robalo:)

I love you ASR AI Addon, that is my favourite AI Mod. But I have a little problem.

The AI want to get Weapons and magzines that is a good feature.

But sometime I want to stop the KI (guards with M9) who want to get better weapons from the weapon tent.

How I can do that ? If i write "this disableAI"move"; the AI stop, but doesent shot my realy.

The "dostop" doesn't work.

I hope you can help me.

PS. sorry for my bad english.

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Hi Robalo:)

I love you ASR AI Addon, that is my favourite AI Mod. But I have a little problem.

The AI want to get Weapons and magzines that is a good feature.

But sometime I want to stop the KI (guards with M9) who want to get better weapons from the weapon tent.

How I can do that ? If i write "this disableAI"move"; the AI stop, but doesent shot my realy.

The "dostop" doesn't work.

I hope you can help me.

PS. sorry for my bad english.

Hi,

To prevent rearming for some units, put this code in their init line:

this setVariable ["asr_ai_sys_airearming_pause", 1];

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I though 1.60 broke the separate Skill and Precision values, making the latter dependent on the former. I knew ASR rectified the situation somehow, but still am not quite sure how.

It didn't break a thing. It made precision dependent on skill. Yeah it's not as flexible now but it's not a bug.

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It didn't break a thing. It made precision dependent on skill. Yeah it's not as flexible now but it's not a bug.

I know it's not a bug. It was just a terrible decision that temporarily broke the co-op game. Because AI with skill less than .8 isn't worth playing against (spotting and reaction time of half-blind arthritic cattle), but the corresponding accuracy is far, far too good for irregulars or insurgents.

Edit: Robalo, you mentioned reducing AI skill at night. On that subject, I believe that the AI uses binoculars to see units in the dark that should be invisible. Could you prevent units from benefiting from binoculars at night?

Edited by maturin

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