Jump to content

Recommended Posts

If it has a PSO the AI will try to engage as marksmen, taking their time and shooting single precise shots. Otherwise, they will just spray with automatic bursts with non-magnified sights.

Really? Wow. I didn't know that was coded, and apparently didn't notice it either. So the AI actually has a different behavior based on whether they have optics or not?

Share this post


Link to post
Share on other sites
Really? Wow. I didn't know that was coded, and apparently didn't notice it either. So the AI actually has a different behavior based on whether they have optics or not?

Yep, it's all in the weapon configs, in this case it's the _c_airof.pbo. Just place a Chedaki group and give them some 500m targets and watch them shoot. The TL has a PSO.

Share this post


Link to post
Share on other sites
I'm using ASR_AI along with TPW_SUPPRESSION - for some reason, the suppression addon doesn't work (bulbs stay green and don't change, units unresponsive to fire). Is the problem with ASR or with TPW? Anyone manage to get both working together alright?

I have, amongst many others. Check the versions that you are running. See http://forums.bistudio.com/showthread.php?107526-ASR-AI-Skills&p=2184262&viewfull=1#post2184262 & http://forums.bistudio.com/showthread.php?107526-ASR-AI-Skills&p=2185281&viewfull=1#post2185281

Do be sure to replace the respective .hpp files in the user config directories when you update either .asr_ai or TPW AIS. You also need one of the most recent betas, or the 1.61 RC patch. Beta 94945 will give you all the 1.61 RC features if you do not want to patch your 1.60.

Share this post


Link to post
Share on other sites
Here it is: http://www.speedyshare.com/H2GqV/download/Test1.rar. It's very basic, but you'll see what happens as soon as they spot each other. The Guerilla get almost always slaughtered on the hill, in my case.

Thanks, here's how it went down for me:

Some glitches there and there but overall it worked well I think. NAPA were at disadvantage IMO because of their slightly poorer weapons and the open ground attack.

Edited by Robalo

Share this post


Link to post
Share on other sites
Thanks, here's how it went down for me:

...

Some glitches there and there but overall it worked well I think. NAPA were at disadvantage IMO because of their slightly poorer weapons and the open ground attack.

That's basically how it went for me as well, you're right about the disadvantage on open ground, but I thought they would go for the small stone walls and shoot behind cover. Just like in your video, it shows them lying on open ground and firing. Maybe I am asking too much out of the ArmA 2 engine? Well, eventually they do reach the stone walls, but they're hardly taking any advantage of it.

I'm positive that if those squads went for the stone walls the outcome would be a lot better for the NAPA, them being behind cover and on a higher level than the enemy, but again, perhaps I'm too optimistic about what the AI should be able to do. Then again, the current AI with your ASR_AI and other mods/tweaks is still miles ahead of what it was like back when the game originally came out.

Edited by Georilla

Share this post


Link to post
Share on other sites

It's the same old formation vs cover dilemma. The formation tells them to stand on some arbitrary point in 2D space, regardless of cover. They have to take that into account when choosing cover, and if they always choose safety over formation, they won't be able to move as a unit.

Edit: And I'm sure this info is sitting around somewhere, but is there an init code for assigning a skill case (0-10) for a unit in the editor?

Edited by maturin

Share this post


Link to post
Share on other sites
Thanks, here's how it went down for me:

Some glitches there and there but overall it worked well I think. NAPA were at disadvantage IMO because of their slightly poorer weapons and the open ground attack.

Nice Video, is that JSRS 5.0?

Share this post


Link to post
Share on other sites
Edit: And I'm sure this info is sitting around somewhere, but is there an init code for assigning a skill case (0-10) for a unit in the editor?

Not implemented, all skills are set by unit class, so you could override that, but probably not what you're asking.

---------- Post added at 02:52 ---------- Previous post was at 02:49 ----------

Nice Video, is that JSRS 5.0?

Nope.

Share this post


Link to post
Share on other sites
Not implemented, all skills are set by unit class, so you could override that, but probably not what you're asking.

Jedra's ESS script allows the player to adjust the skills of individual groups after asr_ai has done its magic (but doesn't affect later-spawned groups). Currently it is run manually, but maybe Jedra would agree to a modification where it automatically kicks in to adjust the skills of editor-named groups shortly after the mission starts (with or without the player having the option of further adjustments, at the mission-maker's discretion)?

Share this post


Link to post
Share on other sites

Hey Robalo, Thanks for such a great mod.

To adjust the accuracy of the soldiers with the config, I just add classnames to the User Config, like the BAF class names here to the accuracy portion of the user config, like the default,

 "bink_usmc_tl","bink_usmc_sl",....

I can then push the class names up to level 1 or 2 to increase accuracy for those class names, correct?

Since I've done this before with earlier versions of ASR_AI with success, and the config seems to have changed a bit, I'm curious if those class names found in the thread are indeed the ones I need for the user config? I am playing Sanders missions from the CWr2 mod in SP, and I am getting my ass kicked by the AI. I would like to increase the accuracy of the BAF fire team.

Thanks for any direction.

Share this post


Link to post
Share on other sites

That's correct neven. BAF units are mostly level 3 by default (same as US Army, USMC, RU Army and other regulars)

Share this post


Link to post
Share on other sites

That's great to know.

So unless otherwise named at a different level, say level 1 (perfect), then "regulars" remain at level 3? So to add classes to level 1, I would move the defaults up there, and/or, add new classes in level 1.

Like this:

	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[] = { 

"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","ibr_venator_leader"

Is there a way to add all the BAF classes, like a group class, instead of having to add individual soldier classes? I only see usmc listed in the Userconfig by default. And since I may not know the exact soldier class for each fire team in the mission without unPBO'ing it, it would be great to add a faction if possible.

Thanks for such a quick reply.

Share this post


Link to post
Share on other sites

In userconfig you only see skill level overrides for classes from some mods that I could not set properly with standard configs like here.

Filling the userconfig with a lot of classnames is actually not recommended because it could cause tiny slowdowns when assigning skills.

I did not implement a way to add them by faction name, since there are different levels within a faction (USMC regulars, Force Recon specials, snipers, spotters, pilots etc.)

I will consider adding this option as some kind of fall back level.

Right now if you have to add each classname, if you need to :)

Share this post


Link to post
Share on other sites

That makes complete sense to me.

I've added them before, and I saw a dramatic increase in accuracy from my fire team. This was for a mission that I was working on and I could see the exact class names. I can't even recall if their was a performance hit or not, but I only added classes that were in the mission –not a whole faction. I could definitely see game performance being an issue for the reason you mentioned if one were to add to many class names.

I'll unPBO this mission and have a look and test this out again with the exact classnames. I'll report any issues if I have'em.

Thanks for the consideration in your future release.

Share this post


Link to post
Share on other sites

Is there anyway to prevent the AI from wondering off and doing whatever they want during combat? I was using this mod earlier and even if I told them to regroup or move somewhere, they would runoff about 10 seconds later. Other than that, this mod is absolutely excellent :)

Share this post


Link to post
Share on other sites
Not implemented, all skills are set by unit class, so you could override that, but probably not what you're asking.

The config has a perfect zero-level skill "for testing." How do I place a unit with that skill for testing, then?

Share this post


Link to post
Share on other sites
The config has a perfect zero-level skill "for testing." How do I place a unit with that skill for testing, then?

All units of that type - put classname in the level 0 units config

Just one unit: put this in it's init:

this setVariable ["asr_ai_sys_aiskill_configured", true];

and set max skill with the slider, or add this setskill 1 to it's init.

---------- Post added at 03:30 ---------- Previous post was at 03:21 ----------

Is there anyway to prevent the AI from wondering off and doing whatever they want during combat? I was using this mod earlier and even if I told them to regroup or move somewhere, they would runoff about 10 seconds later. Other than that, this mod is absolutely excellent :)

What were they doing exactly ? In combat mode, they tend to break formation and look for cover on their own, it's just how the game works and I can't do much about it. I usually give them the stay back command to prevent them from going ahead of me. Unless we're talking about something else here. But the mod isn't supposed to program your AI to do anything in combat. Only exception is having an empty primary weapon, or none at all, they will go get one if found nearby.

Share this post


Link to post
Share on other sites

What were they doing exactly ? In combat mode, they tend to break formation and look for cover on their own, it's just how the game works and I can't do much about it. I usually give them the stay back command to prevent them from going ahead of me. Unless we're talking about something else here. But the mod isn't supposed to program your AI to do anything in combat. Only exception is having an empty primary weapon, or none at all, they will go get one if found nearby.

If I had them in a specific formation (staggered column or whatever) they'd stay in that postion until combat broke out. After about 5 seconds they would start moving around into buildings and running off into the forest. It's not a huge problem, only a nuisance. I'll experiment around with different orders and see if that fixes it.

Share this post


Link to post
Share on other sites
If I had them in a specific formation (staggered column or whatever) they'd stay in that postion until combat broke out. After about 5 seconds they would start moving around into buildings and running off into the forest. It's not a huge problem, only a nuisance. I'll experiment around with different orders and see if that fixes it.

I don't think it's possible to force them into formation when they're in combat mode. Try without any mods, it should be the same.

Pushed another version to dev-heaven, marked "beta" because it hasn't been tested very much. I will probably release it as 1.16 soon. Here's a list of changes since 1.15.1:

Rearming

- fixed missing rearming options in the comms menu for the player.

- fixed errors in sys_aiskill when rearming was disabled.

- MP checks: rearming runs only on units where the mod is installed.

- fixed unit getting missing primary weapon or ammo in combat mode.

Skills

- MP checks: all units get the skills set by the server, including those belonging to players not running the mod.

- fixed night spotting skills not applied properly for spawned units.

- added a global variable "asr_ai_sys_aiskill_initialized" which changes from false to true after the first

iteration (can use it to test if all units got their custom skills set at the start of the mission).

- added default skills for I44 mod units.

Gunshot hearing

- range can vary for a weapon based on type of ammo.

- default range extended.

- detects JSRS sound mod and auto-adjusts for proper sound range as well.

- feature disabled for subsonic ammo fired with suppressors and for GLs.

- feature now applied for vehicle shooters (was foot soldiers only).

Others

- added a basic, customized danger.fsm which takes care of group to group info sharing and some reactions for AI without waypoints.

- AI react to incoming fire and enemy detection: switch to combat mode, try to move to near cover, may use empty static and vehicle weapons or simply attack.

- the surrendering module from BIS is auto-activated (has userconfig option).

- single unit joining group may take command if having higher rating than current leader.

- compatibility fixes for TPWC AI suppression system, Warfare games (BIS and Benny editions), DAC and MSO gtk caching module.

- houses are only searched once. Some positions may be randomly skipped also.

- aiming speed increased in default userconfig setting for all units.

- added faction skill coefficient in userconfig; note: version bumped, update it!

- many code fixes and performance tweaks.

Edited by Robalo

Share this post


Link to post
Share on other sites

Cheers, Robalo - seems to work nicely in a couple of quick tests using Flashpoint v1.21.

One issue - I had assembled a small squad, & jumped into a disabled tank to deal with an oncoming BMP (we had no AT weapons), when abruptly I heard "I am the new actual" as a unit joined my (now his) team. Immediately I was ordered out of the tank (I loathe that bug!) & got blown away.

The player has rank of private in thomsonb's missions, & fairly low rank (e.g., Sergeant) as a squad leader in many other SP missions/campaigns.

It may have been a glitch, but if not having command taken away could break a lot of SP missions. Might there be an option in the config to exclude the player's team from having the command role hi-jacked?

Thanks for your continuing efforts on this 'must-have' mod :D

Share this post


Link to post
Share on other sites

Thanks, sounds like a bug, because AI are not supposed to join groups with players, will verify.

Share this post


Link to post
Share on other sites
Thanks, sounds like a bug, because AI are not supposed to join groups with players, will verify.

Ah, that's good. I'll retest using other missions, it might have been due to something added into the latest FP releases.

Share this post


Link to post
Share on other sites

Checked, and you can see in the source, I have excluded the player-led groups from the ones which loners will join. So I don't really know what happened there. You sure it was not a mission join and lead thing ? Or when unconscious you may lose command temporarily.

As you can see if you look at the source there's also a check for leaders being on foot.

Edited by Robalo

Share this post


Link to post
Share on other sites

Hi Robalo, looking forward to trying the new Beta. Could you explain something re the new coefficient variables? - I'm reading it that the faction skills coefficients are applied to the individual skills within a skills class, is that correct?

JJ

Share this post


Link to post
Share on other sites
Hi Robalo, looking forward to trying the new Beta. Could you explain something re the new coefficient variables? - I'm reading it that the faction skills coefficients are applied to the individual skills within a skills class, is that correct?

JJ

Hi, that's right. It's another way to quickly alter all units from a faction while keeping them distinct by type. Say you're playing as USMC against Russians, they have the same skill levels, but if you want your side to be better or the other to be weaker, you can quickly tweak the faction coefficient. Say you want USMC units to get better skills by 15%, set:

		class factions {

		class USMC { // US Marine Corps
			coef = 1.15;
		};
...

I think it's a better solution to what neven asked for a few posts back.

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now

×