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Hey, just wanted to jump in and say thanks Robalo. I like it, but its hard as hell I think (Not set it up in the userconfig so far) and its impossible for me to play a SOM with some AI mates. Getting killed frequently ^^

But I have to say, that, instead of being killed every 5 minutes, its much more fun to play with it that with another AI Addons (don't want to name one, but one of them begins with Z) and so I just wanted to say thanks!

Jarhead

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its much more fun to play with it that with another AI Addons (don't want to name one, but one of them begins with Z)

Buy_Xanax_1mg.jpg

"Zanex" AI Mod? This one is good for panic in firefights.

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Hi Robalo,

We've just added this mod to our collection, but have noticed a conflict that now prevents us using any of the ACE specific grenades, such as :

-M84

-M86

-M34

-AN-M14

- Chemlights

we can see and equip these, but cannot throw them (They never appear when you use the F key to cycle through your weapon systems)

We are using various modss, but have narrowed the issue down to the following mods:

@ACE/@ACEX, @ASR_AI and @AAW_OA (Australians at War)

Removing either @ASR_AI or @AAW_OA from the modline gets the ACE grenades functional again.

I have no knowledge of the backend of these things, but the one obvious thing is that @AAW_OA includes a specific grenade class:

AAW_F1_Grenade

I'm assuming that adjusting the asr_ai_settings.hpp will not help (I've already tried), so is there something within the primary code that needs to support @AAW's grenade class (assuming this is the issue, and I'm not just way out track???? ;P

Edited by gnarly_rider

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Known issue with AAW.

Try this modload order, which might fix it:

@aaw_oa;@cba;@ace;@acex;@acex_ru;@acex_usnavy;@asr_ai

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Known issue with AAW.

Try this modload order, which might fix it:

@aaw_oa;@cba;@ace;@acex;@acex_ru;@acex_usnavy;@asr_ai

Cheers, Sickboy, no dice with that load order unfortunately. :(

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Guest

I used to use Zeus AI, it was a fantastic mod. But it seems the Author has had to move in with real life now, so I am going to move on to ASR AI.

Thanks Zeus for the good times!

Hopefully ASR AI will bring a good future to my Armaverse! :D

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Another thing I have been playing with is the "radio alert" feature. Is that still experimental? I've set the alert radius to more than 500m but I haven't been able to get the other group of AI's alerted.

Henrique,

About this, were you running ACRE at that time ? I've just discovered and fixed an issue with my hasRadio function that was incorrectly returning false with the ACRE mod enabled.

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Recommended server or single-player difficulty settings for the default skills assigned by this addon:

recruit:

        skillFriendly=1;
       skillEnemy=0.55;
       precisionFriendly=0.3;
       precisionEnemy=0.3;

regular:

        skillFriendly=1;
       skillEnemy=0.7;
       precisionFriendly=0.5;
       precisionEnemy=0.5;

veteran:

        skillFriendly=1;
       skillEnemy=0.9;
       precisionFriendly=0.6;
       precisionEnemy=0.6;

expert:

        skillFriendly=1;
       skillEnemy=1;
       precisionFriendly=0.8;
       precisionEnemy=0.8;

Hello Robalo,

How or where exactly do i set these parameters?

And in the asr_ai_settings.hpp, there are the following lines:

["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],"general",[1.00,0.00]],// 0 (perfect)

["aimingAccuracy",[0.75,0.15],"aimingShake",[0.75,0.15],"aimingSpeed",[0.75,0.15],"spotDistance",[0.80,0.15],"spotTime",[0.80,0.15],"general",[0.80,0.15]],// 1

etc.

Do i have to remove the //'s right before each number to make this AI mod have effect?

I am trying to tone down the difficulty, because i dont last 20 seconds when i meet an enemy squad.

Edited by rd2030

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How or where exactly do i set these parameters?

You will find a file called "[username].ArmA2OAProfile" in your My Documents/ArmA2 folder. Open it with Notepad or your favoured text editor.

And in the asr_ai_settings.hpp, there are the following lines:

Do i have to remove the //'s right before each number to make this AI mod have effect?

Correct :)

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You will find a file called "[username].ArmA2OAProfile" in your My Documents/ArmA2 folder. Open it with Notepad or your favoured text editor.

Correct :)

Thank u :)

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Do i have to remove the //'s right before each number to make this AI mod have effect?

I am trying to tone down the difficulty, because i dont last 20 seconds when i meet an enemy squad.

No. Only remove // at the start of a line to make it count.

The last config has a block comment, for example:

/*

blah blah

blah

more blah

*/

To uncomment that, you have to remove the enclosing /* and */

I'll update soon and release with that last block uncommented so it will be easier to just straight edit the values.

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I'll update soon and release with that last block uncommented so it will be easier to just straight edit the values.

Looking forward to it because it seems as if with each beta patch the AI is getting more deadly! Or maybe I'm just getting older and slower :o

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No. Only remove // at the start of a line to make it count.

The last config has a block comment, for example:

/*

blah blah

blah

more blah

*/

To uncomment that, you have to remove the enclosing /* and */

I'll update soon and release with that last block uncommented so it will be easier to just straight edit the values.

Does one have to do this for playing with the default values? As I understand it removing the // is when you want to turn something off? Correct?

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Does one have to do this for playing with the default values? As I understand it removing the // is when you want to turn something off? Correct?

Well, yes and no. You don't have to remove anything to play with default values. The slashes (//) are comment markers; remove them to activate that specific function.

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If you want to play with default values then you don't need to worry about the userconfig file at all.

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Updated to 1.11

- Performance optimizations. Requires newer CBA from Six Updater or from: http://www.multiupload.com/OCVJTLI340

- Snipers and spotters see better. Snipers made more accurate.

- Can now override the skill level for certain unit types by adding them to asr_ai_sys_aiskill_levels_units in userconfig.

- Fixed a bug with radios not detected properly when using ACRE which resulted in AI groups not sharing target info.

CBA update is required, I repeat it because it's very important.

Also, it is heavily recommended to update your userconfig file (asr_ai_settings.hpp) and only if needed, adjust based on it.

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Thanks very much for the update (can't wait to fine-tune the AI's accuracy) but I've encountered the following error message since updating from 1.10 to 1.11:

Addon 'asr_ai_sys_aiskill' requires addon 'ace_c_ai_skill'

I looked in your package and couldn't find the pbo ace_c_ai_skill so I'm guessing that it's a pbo from ACE, right?

If so, does that mean that only ACE users can run your asr_ai_sys_aiskill pbo?

If so that's a bit of a shame and, IMHO, a step backwards compared to previous versions.

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Thanks very much for the update (can't wait to fine-tune the AI's accuracy) but I've encountered the following error message since updating from 1.10 to 1.11:

Addon 'asr_ai_sys_aiskill' requires addon 'ace_c_ai_skill'

I looked in your package and couldn't find the pbo ace_c_ai_skill so I'm guessing that it's a pbo from ACE, right?

If so, does that mean that only ACE users can run your asr_ai_sys_aiskill pbo?

If so that's a bit of a shame and, IMHO, a step backwards compared to previous versions.

The induced ACE dependency is not intentional, I'll fix that quickly. Thanks for reporting.

EDIT: fixed, please re-download.

Edited by Robalo

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Thx for fixing it so quickly but now I encounter another error :

No entry 'bin\config.bin/CfgDifficulties/Recruit.recoilCoef'

And it seems to related to ASR AI

EDIT: this now seems to have fixed itself. weird

Edited by domokun

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Thx for fixing it so quickly but now I encounter another error :

No entry 'bin\config.bin/CfgDifficulties/Recruit.recoilCoef'

And it seems to related to ASR AI

Can you please verify that, think I saw someone reporting the same error in the beta testing threads.

Tested here with vanilla + CBA + ASR_AI, with and without beta, no such problem so it's not ASR_AI.

Edited by Robalo

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Very nice, so far I don't have any error with this mod. The sniper skill is really... I must say, extraordinary fearsome!

I've tested it with AI M107 sniper against a patrol of AI hostile (I am one of them as player). The sniper did achieved the initial kill over 1000 meters, I just screams of why I get a sudden game over.

However, the spotting skill is still need a bit of improvement, I know the AI shouldn't observe something too far, but they still got a nice binocular or rangefinder to track the target. Maybe you could make them use binos often?

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Foxhound: Thanks!

Dysta: I've already extended the spotting skills to a limit I'm afraid to go over. The awareness fixes should make up for the limited passive spotting. Do you think forcing the AI to use binocs more often when idle will help ? Sounds like a nice idea.

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