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Robalo, i noticed your website is down the last couple days. I was checking for an update for ASR_AI3, and well, couldnt connect. Your not leaving the community as well are you??? Say it Aint So!!

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Robalo, i noticed your website is down the last couple days. I was checking for an update for ASR_AI3, and well, couldnt connect. Your not leaving the community as well are you??? Say it Aint So!!

It's back up :)

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I can´t do any Update anymore via PWS and the Repo pws://asr-su.bzbit.com/a3a/asr_devel.yml

I have CBA_A3, ASR_AI3 (V22) and ASR_Appendix (V29) installed. PWS want to update CBA_A3 and ASR_Appendix.

When i´m connecting for an Update, PWS will update CBA_A3 to nearly 100%, and then the Download will stop and it tells "failed" for the last three .pbo´s from CBA_A3.

After that i can´t reach the Server anymore due to remote Errors.

I have worked with the Troubleshoot Guide of PWS, but i doesn´t solved the Problem.

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Getting some errors in my server console with the latest 1.63 beta patch :D

0:01:33 Error in expression <ountMags;

if (_p < _needmax select 5 && _freeslots select 4 > 0) then {_nc set [>

0:01:33 Error position: <_freeslots select 4 > 0) then {_nc set [>

0:01:33 Error Undefined variable in expression: _freeslots

0:01:33 File x\asr_ai\addons\sys_airearming\fnc_inventoryCheck.sqf, line 161

Its spamming 24/7 :p

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Hi Robalo,

I checked ASR_AI3, it seems that for the smoke grenades, Ai need special weapon to throw smoke grenades. It doesn't seem to handle hand smoke grenades. Am I right?

I checked AI loadout, they got smokes but perhaps not the type needed for ASR_AI3 to work.

Do anybody knows which weapon is needed for this feature to work for Arma3?

Cannot hand grenades be implemented?

Thanks in advance

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Hi Robalo,

I checked ASR_AI3, it seems that for the smoke grenades, Ai need special weapon to throw smoke grenades. It doesn't seem to handle hand smoke grenades. Am I right?

I checked AI loadout, they got smokes but perhaps not the type needed for ASR_AI3 to work.

Do anybody knows which weapon is needed for this feature to work for Arma3?

Cannot hand grenades be implemented?

Thanks in advance

There's no special weapon or smoke type needed, only the default "Throw" which all units have. The AI in the current version of the mod for A3 only uses smoke to conceal their advance to cover in some situations.

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I saw once when I destroyed their vehicle.

They went out and throwed 2 smokes.

Yesterday's eve and tonight : we had really good feeling with your mod + tpwcas.

So keep the effort : you rock !!!

Thank you for this great mod.

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Hi guys, one quick question ( 184 pages read is hard ), asr_ai works with HC? I've tried but no luck. maybe a config? Thanks :)

edit found answer some post ago, no. :)

Edited by ramius86

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Hi guys, one quick question ( 184 pages read is hard ), asr_ai works with HC? I've tried but no luck. maybe a config? Thanks :)

edit found answer some post ago, no. :)

Not sure where you found that answer but yes it works. To the mod the HC is just another client. The mod was designed to be running all scripts server-side and I don't see any reason to change that.

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Ah sorry, i've misubderstood your answer some post ago, ill give another try.

Ps not sure where to post this but with latest ( 23/11 ) build for A3 ( stable ) all ai are firing near themself aiming at the ground

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Don't know why but on a latest Domination : as soon as we use an HC

With ASRAI and tpwcas, the AI are like freezed ... not reacting much to bullets...

Strange !!!

The behaviour seems ok without an HC.

Any clue?

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Question, want to test ASRAI on my gameserver, as for some reason now zeus isn't working anymore.

Do I need @ASR_A3 and @ASR_AI running client and server, or just on the server?

and the recommended settings seen on post #20 are they still applicable?

this is for Arma3.

edit...

Im getting this error message and my server wont show in the mp list now:

Warning Message: Addon 'asr_ai_main' requires addon 'CBA_MAIN'

heres my command line for the server:

mod=@CBA_A3;@ASR_AI;@ASR_A3

I dont get it I have cba there, is ASRAI only for Arma2CO or am I missing something here?

Edited by Günter Severloh

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edit: this is for Arma 3

I just downloaded the ASR development repository from PwS, but I'm having problems getting it to work. The server loads up just fine with ASR_AI3 and I have the settings .hpp file set up. do I still need ASR_A3 or something? it just stopped working. I set the AI aiming accuracy down to 0.00 and the AI seems to be set back to vanilla. The mod is definitely running.

as a separate question, I modified the some of settings and I want to know if this looks right. can you verify this for me? even when I set their accuracy to 0.05 they still seem to hit with deadly accuracy, but before I updated at least they were doing other things like throwing smoke grenades. here are the settings:

class level_1 { // sf 1
			aiming[]   = {0.00, 0.00}; // skilltype = {<min value>, <random value added to min>};
			spotting[] = {0.30, 0.00};
			general[]  = {0.80, 0.20};
			units[] = { "OPF_F","BLU_F","IND_G_F","IND_F"
			};

I set their aiming to 0.00 for testing purposes.

Thanks

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Hello Robalo,

I have a possible issue with the ArmA2 version (1.16.1).

It seems that over the course of the game, civilians tend to gather on a few spots on the map and form crowds there (in the last mission they gathered at two fuel stations, before I also saw this near flagpoles).

It seems to happen with ASR_AI only, but maybe the bug is in my mission anyway. Hard to tell.

ai rearming is off, ai skill is off for civilians, join loners is off too, reactions array is 0,0,0.

At first I thought it's the Alice module, but that also happens when it's off.

Does that ring a bell?

Anyway, thanks for your continued hard work on this great addon :)

Cheers,

D.

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A question and I should know better by now robalo after watching you modding this all these years :). If I am going to make a mp coop mission do I add asr_ai to the mission folder, ie, to init. File? Will this then activate asr_ai to everyone i server? Or does the ded server have to run it? Thanx.

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edit: this is for Arma 3

I just downloaded the ASR development repository from PwS, but I'm having problems getting it to work. The server loads up just fine with ASR_AI3 and I have the settings .hpp file set up. do I still need ASR_A3 or something? it just stopped working. I set the AI aiming accuracy down to 0.00 and the AI seems to be set back to vanilla. The mod is definitely running.

as a separate question, I modified the some of settings and I want to know if this looks right. can you verify this for me? even when I set their accuracy to 0.05 they still seem to hit with deadly accuracy, but before I updated at least they were doing other things like throwing smoke grenades. here are the settings:

class level_1 { // sf 1
			aiming[]   = {0.00, 0.00}; // skilltype = {<min value>, <random value added to min>};
			spotting[] = {0.30, 0.00};
			general[]  = {0.80, 0.20};
			units[] = { "OPF_F","BLU_F","IND_G_F","IND_F"
			};

I set their aiming to 0.00 for testing purposes.

Thanks

looks like you've set factions in the units section rather than Units.

See what we run for reference - we play on Veteran plus these settings and bcombat v 0.14

/*
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 = 40;        // Rearming search radius - how far will AI go to grab stuff
	civ = 0;            // Civilians will try to arm themselves
	binocs = 1;         // Units will take binoculars

	//NOT USED// List of secondary weapons that any unit may take. Other launchers not in this list will only be picked by specialists
	launchers[] = {
		"launch_NLAW_F","launch_RPG32_F","launch_B_Titan_F","launch_I_Titan_F","launch_O_Titan_F","launch_Titan_F","launch_B_Titan_short_F","launch_I_Titan_short_F","launch_O_Titan_short_F","launch_Titan_short_F"
	};
	// List of frag grenades that units will look for
	grenades[] = {
		"HandGrenade","MiniGrenade"
	};
	// List of smoke grenades that units will look for
	smokes[] = {
		"SmokeShell","SmokeShellYellow","SmokeShellRed","SmokeShellGreen","SmokeShellPurple","SmokeShellBlue","SmokeShellOrange"
	};
};

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 = 1000;             // Maximum range for AI radios
	nightspotting = 0.5;           // Spotting range night reduction coefficient for AI
	gunshothearing = 1;            // Gunshot hearing range coefficient (applied to shooter's weapon sound range; 0 will disable the feature)
	buildingSearching = 0.8;       // Chance the AI group will search nearby buildings when in combat mode (0 to 1 values, 0 will disable the feature)
	throwsmoke = 0.2;              // AI throws smoke when hit (set 0 to disable or a number up to 1 to enable, higher number means better chance to do it)
	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 = 1;   // Single units will only join groups of the same faction, if join_loners = 1 above (1-faction, 0-side)
	serverdvd = 1;                 // Dynamic dedicated server viewdistance adjustment
	setskills = 1;                 // Configure AI skills based on their unit type (faction, training etc.)
	split_legged = 300;            // Units unable to walk for this time will separate from their group to prevent slowing it down (time in seconds, set 0 to disable)
	reactions[] = {1,1,1};         // Infantry groups will randomly react with basic, scripted, random actions, to detecting the enemy or being shot at; format: {enableAttack,enableDefend,enableSupport}

	radionet_debug = 0;            // Log info sharing to RPT (1-enabled, 0-disabled)
	setskills_debug = 0;           // Log skill assignments to RPT (1-enabled, 0-disabled)
	gunshothearing_debug = 0;      // Gunshot hearing debug: shows a hint with max range the AI will detect the shots fired by player (1-enabled, 0-disabled)

	/*
	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 { // super-AI (only used for testing)
			aiming[]   = {1.00, 0.00};
			spotting[] = {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
			aiming[]   = {0.70, 0.20}; // skilltype = {<min value>, <random value added to min>};
			spotting[] = {0.70, 0.20};
			general[]  = {0.80, 0.20};
			units[] = {
			};
		};
		class level_2 { // sf 2
			aiming[]   = {0.38, 0.20};
			spotting[] = {0.50, 0.20};
			general[]  = {0.60, 0.20};
			units[] = {
				"O_recon_F","O_recon_M_F","O_recon_LAT_F","O_recon_medic_F","O_recon_exp_F","O_recon_JTAC_F","O_recon_TL_F","O_mas_afr_rusadv1_F","O_mas_afr_rusadv2_F","O_mas_afr_rusadv3_F"
			};
		};
		class level_3 { // regular 1
			aiming[]   = {0.40, 0.20};
			spotting[] = {0.50, 0.20};
			general[]  = {0.55, 0.20};
			units[] = {
				"I_Soldier_M_F","I_Spotter_F","O_soldier_M_F","O_spotter_F"
			};
		};
		class level_4 { // regular 2
			aiming[]   = {0.30, 0.20};
			spotting[] = {0.40, 0.20};
			general[]  = {0.55, 0.20};
			units[] = {
				"I_Soldier_F","I_soldier_exp_F","I_Soldier_GL_F","I_soldier_repair_F","I_Soldier_LAT_F","I_Soldier_AR_F","I_Soldier_lite_F","I_Soldier_A_F","I_Soldier_SL_F","I_Soldier_TL_F","I_Soldier_AT_F","I_Soldier_AA_F","I_medic_F","I_engineer_F","I_crew_F","I_officer_F","I_diver_F","I_diver_exp_F","I_diver_TL_F","I_Soldier_AAR_F","I_Soldier_AAT_F","I_Soldier_AAA_F","O_Soldier_F","O_Soldier_lite_F","O_Soldier_GL_F","O_Soldier_AR_F","O_Soldier_SL_F","O_Soldier_TL_F","O_Soldier_LAT_F","O_medic_F","O_soldier_repair_F","O_soldier_exp_F","O_diver_F","O_diver_TL_F","O_diver_exp_F","O_Soldier_A_F","O_Soldier_AT_F","O_Soldier_AA_F","O_engineer_F","O_crew_F","O_officer_F","O_Soldier_AAR_F","O_Soldier_AAT_F","O_Soldier_AAA_F","I_mas_afr_recon_F","I_mas_afr_recon_AR_F","I_mas_afr_recon_LAT_F","I_mas_afr_recon_LAA_F","I_mas_afr_recon_exp_F","I_mas_afr_recon_medic_F","I_mas_afr_recon_TL_F","I_mas_afr_recon_M_F","I_mas_afr_recon_JTAC_F"

			};
		};
		class level_5 { // militia or trained insurgents, former regulars
			aiming[]   = {0.22, 0.20};
			spotting[] = {0.40, 0.20};
			general[]  = {0.50, 0.20};
			units[] = {
"I_mas_afr_Soldier_F","I_mas_afr_Soldier_GL_F","I_mas_afr_soldier_AR_F","I_mas_afr_soldier_MG_F","I_mas_afr_Soldier_lite_F","I_mas_afr_Soldier_off_F","I_mas_afr_Soldier_off_Fn","I_mas_afr_Soldier_SL_F","I_mas_afr_Soldier_TL_F","I_mas_afr_soldier_M_F","I_mas_afr_soldier_LAT_F","I_mas_afr_soldier_LAA_F","I_mas_afr_medic_F","I_mas_afr_soldier_repair_F","I_mas_afr_soldier_exp_F","O_mas_afr_Soldier_F","O_mas_afr_Soldier_GL_F","O_mas_afr_soldier_AR_F","O_mas_afr_soldier_MG_F","O_mas_afr_Soldier_lite_F","O_mas_afr_Soldier_off_F","O_mas_afr_Soldier_SL_F","O_mas_afr_Soldier_TL_Fn","O_mas_afr_soldier_M_F","O_mas_afr_soldier_LAT_F","O_mas_afr_soldier_LAA_F","O_mas_afr_medic_F","O_mas_afr_soldier_repair_F","O_mas_afr_soldier_exp_F","O_mas_afr_recon_F","O_mas_afr_recon_LAT_F","O_mas_afr_recon_LAA_F","O_mas_afr_recon_exp_F","O_mas_afr_recon_medic_F","O_mas_afr_recon_TL_F","O_mas_afr_recon_AR_F","O_mas_afr_recon_M_F","O_mas_afr_recon_JTAC_F","O_mas_afr_Rebel1_F","O_mas_afr_Rebel2_F","O_mas_afr_Rebel3_F","O_mas_afr_Rebel4_F","O_mas_afr_Rebel5_F","O_mas_afr_Rebel6_F","O_mas_afr_Rebel6a_F","O_mas_afr_Rebel7_F","O_mas_afr_Rebel8_F","O_mas_afr_Rebel8a_F"
			};
		};
		class level_6 { // civilians with some military training
			aiming[]   = {0.20, 0.20};
			spotting[] = {0.20, 0.20};
			general[]  = {0.50, 0.20};
			units[] = {
			};
		};
		class level_7 { // civilians without military training
			aiming[]   = {0.10, 0.20};
			spotting[] = {0.25, 0.20};
			general[]  = {0.40, 0.20};
			units[] = {
			};
		};
		class level_8 { // pilot 1
			aiming[]   = {0.60, 0.20};
			spotting[] = {0.60, 0.20};
			general[]  = {0.60, 0.20};
			units[] = {
			};
		};
		class level_9 { // pilot 2
			aiming[]   = {0.25, 0.20};
			spotting[] = {0.40, 0.20};
			general[]  = {0.50, 0.20};
			units[] = {
				"I_helipilot_F","I_helicrew_F","O_helipilot_F"
			};
		};
		class level_10 { // sniper
			aiming[]   = {0.50, 0.20};
			spotting[] = {0.60, 0.20};
			general[]  = {0.60, 0.20};
			units[] = {
				"I_Sniper_F","O_sniper_F"
			};
		};
	};//sets

	// apply skill coefficient by faction to the skills the units would get based on their skill levels and settings above
	// if a faction is missing the coefficient is assumed to be 1
	class factions {

		class BLU_F { // BLUFOR A3A
			coef = 1.0;
		};
		class OPF_F { // OPFOR A3A
			coef = 0.9;
		};
		class IND_F { // A3 Guerrilla
			coef = 0.9;
		};
		class IND_G_F { // Greek Army ?
			coef = 0.95;
		};
		class mas_afr_rebl_o { // Massi african Conflict units
			coef = 0.9;
		};
		class OPF_mas_afr_F_o { // African Rebel Forces
			coef = 0.9;
		};
		class Infantry_mas_afr_o { // Rebel Liberation Army
			coef = 0.9;
		};
		class Recon_mas_afr_o { // Rebel Foreign Fighters
			coef = 0.9;
		};
		class OPF_mas_afr_InfAdvisors_o { // Spetsnaz Advisors Team
			coef = 0.9;
		};
		class USMC { // US Marine Corps
			coef = 1.0;
		};
		class CDF { // Chernarussian Defence Forces
			coef = 0.9;
		};
		class RU { // Russia
			coef = 1.0;
		};
		class INS { // Chedaki Insurgents
			coef = 1.0;
		};
		class GUE { // NAPA Guerilla
			coef = 1.0;
		};
		class BIS_TK { // Takistani Army
			coef = 0.9;
		};
		class BIS_TK_INS { // Takistani Insurgents
			coef = 1.0;
		};
		class BIS_US { // US Army
			coef = 1.0;
		};
		class BIS_CZ { // Czech
			coef = 1.0;
		};
		class BIS_GER { // Germany
			coef = 1.0;
		};
		class BIS_TK_GUE { // Takistani Guerilla
			coef = 1.0;
		};
		class BIS_UN { // UNO
			coef = 1.0;
		};
		class PMC_BAF { // Private military
			coef = 1.0;
		};
		class BIS_BAF { // UK
			coef = 1.0;
		};

	};//factions

};//sys_aiskill

version = 9; // will increment this when structure changes

 /// CHANGES ///

/// v9 ///
/// - removed recoilmod and staylow options (features were removed from the mod)
/// v8 ///
/// - simplified skill set definitions by grouping skills into 3 categories: aiming, spotting and general

};

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Hi there,

can some give me a link to the latest version for arma3?

I try to download it over Six but with no luck.

The file on devheaven seems outdated.

Thank you.

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Hi there,

can some give me a link to the latest version for arma3?

I try to download it over Six but with no luck.

The file on devheaven seems outdated.

Thank you.

I would also like to see that someone post's a link for the download of the latest version for arma 3. Please don't tell me to use PWS.

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Go to the 1st page of this topic

Click on "Download from Dev-Heaven"

There you are... The ASR-AI file for Arma3 is at the end of the list, it's the latest one available.

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