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At times, I find your mod (as great as it is!) to be overpowering. What I mean is that in Campaigns, the mission maker wants me to take out Base 1 then move on to Base 2, for example.

I am finding that the bad guys in Base 2 will run over to help out Base 1 and the player is bombarded with multiparty enemies.

This is not the first instance. Has happened in many other missions.

Albiet, this may or may not be realistic, but in the mission makers view, they may not want that to happen.

I'm playing W0lle's newest Campaign, Delta 2, and the enemies from Base 2 are doing just that, running to help out Base 1.

I remember this with the other older MOD, GL4.

Do you have something in your config that I can adjust for this?

And for the sake of simplicity, could you post your Config numbers on the first page of your thread to make it easier to find?

Thanks!!

EDIT: My bad. I see you've moved your config settings to the first page. Been awhile since I visited this thread.

I have two ASR folders in my userconfig folder

asr: config_airearming.hpp and config_aiskill.hpp

ASR_AI: asr_ai_settings.hpp

Is this correct?

Edited by Kommiekat

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Have you read the config? That is easily adjustable, in two different ways, IIRC.

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So, um, what are your adjusted settings? Maybe I'll try yours for testing.

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So, um, what are your adjusted settings? Maybe I'll try yours for testing.

Try it with disabled AIRadioNet. Don't remember the real parameter name but you'll find it easily in the userconfig. It's heavily commented.

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I'm a new player of this game, and I'm going to be concentrating on single player missions and campaigns.

I installed this module and it made the AI to aggressive/hard for me; I can't complete a stock mission which

I had previously completed several times before.

1)

Can you explain again the relationship between the game's own AI setting in my config file and your module.

Eg. RECRUIT

skillFriendly=1;

skillEnemy=0.55;

precisionFriendly=1;

precisionEnemy=0.3;

I thought your module overrides the game's own setting, but then you suggest specific settings to use in

post twenty. So I'm confused as to why it matters what the game's setting is?

2)

Is there an easy way to tone down the shooting skill and accuracy of all AI across the board

(especially armored cars), whilst keeping most of the intelligent behaviour and features?

I looked in the config file, and it seemed like I would have to edit all seven levels?

Is that what I'm supposed to do, or is there an easier way?

Thanks.

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^^^

Damn good questions up there. Been wondering myself the same thing.

AIRadioNet.....any idea where I can find this? Anybody?

Edited by Kommiekat

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You search (control F) for AIRadioNet in the txt userconfig file.

And if you want smart AI that shoot poorly, give them high skill and low precision.

/*

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 {

version = 3; // will increment this when structure changes

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 = 50; // Rearming search radius - how far will AI go to grab stuff

civ = 0; // Civilians will try to arm themselves

sidearm = 1; // Units will take handguns

binocs = 1; // Units will take binoculars

ACEmeds[] = {4,1}; // Units will get this many morphine and epi (ACE mod); format: {amountIfMedic,amountIfNotMedic}

// List of secondary weapons that any unit may take. Other launchers not in this list will only be picked by specialists

launchers[] = {

"M136","RPG18","cwr2_AT4","cwr2_LAW","cwr2_RPG75",

"ACE_M136_CSRS","ACE_M72A2","ACE_M72","ACE_RPG22","ACE_RPG27","ACE_RPOM","ACE_RSHG1","ACE_RMG"

};

// List of frag grenades that units will look for

grenades[] = {

"HandGrenade","HandGrenade_West","HandGrenade_East","BAF_L109A1_HE","ACE_DM51","ACE_DM51A1"

};

// List of smoke grenades that units will look for

smokes[] = {

"SmokeShell","SmokeShellRed","SmokeShellGreen","SmokeShellYellow","SmokeShellPurple","SmokeShellBlue","SmokeShellOrange",

"ACE_M34","ACE_RDG2","ACE_RDGM","ACE_DM25","ACE_DM31","ACE_DM32","ACE_DM33","ACE_DM34","ACE_DM36","ACE_M15"

};

};

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 = 600; // Maximum range for radios

radionet_debug = 0; // Log info sharing to RPT

nightspotting = 0.3; // Spotting range night reduction coeficient

gunshothearing = 0.75; // Gunshot hearing range coefficient (applied to shooter's weapon sound range; 0 will disable the feature)

gunshothearing_debug = 0; // Gunshot hearing debug: shows a hint with max range the AI will detect the shots fired by player (values: 0,1)

buildingSearching = 0.8; // Chance the AI group will search nearby buildings when in combat mode (0 to 1 values, 0 will disable the feature)

buildingSearchingAlwaysUp = 1; // Prefer UP stance (value: 1) when doing the house search or let AI choose automatically (value: 0)

throwsmoke = 0.8; // 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 = 0; // 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.)

setskills_debug = 0; // Log skill assignments to RPT

recoilMod = 1; // Lower recoil when using MGs; also increased recoil for wounded AI (1-enabled, 0-disabled)

stayLow = 1; // Units using MG, AR or sniper should fight from prone position (1-enabled, 0-disabled)

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)

/*

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 { // perfect (only used for testing)

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[] = { // add class names to this to override their default (or inherited) skill set

};

};

class level_1 { // sf 1

aimingAccuracy[] = {0.35, 0.10}; // skilltype = {<min value>, <random value added to min>};

aimingShake[] = {0.35, 0.10};

aimingSpeed[] = {0.60, 0.20};

spotDistance[] = {0.65, 0.30};

spotTime[] = {0.40, 0.20};

endurance[] = {0.80, 0.20};

courage[] = {0.80, 0.20};

reloadSpeed[] = {0.80, 0.20};

commanding[] = {0.80, 0.20};

general[] = {0.80, 0.20};

units[] = {

"sf_18d","sf_18c","sf_18z","sf_18b","sf_18e","sf_18a"

};

};

class level_2 { // sf 2

aimingAccuracy[] = {0.30, 0.10};

aimingShake[] = {0.30, 0.10};

aimingSpeed[] = {0.55, 0.20};

spotDistance[] = {0.60, 0.30};

spotTime[] = {0.35, 0.20};

endurance[] = {0.70, 0.20};

courage[] = {0.70, 0.20};

reloadSpeed[] = {0.70, 0.20};

commanding[] = {0.70, 0.20};

general[] = {0.70, 0.20};

units[] = {

"ibr_mutant","ibr_venator_assaulter","ibr_venator_assaulter2","ibr_venator_assaulter3"

};

};

class level_3 { // regular 1

aimingAccuracy[] = {0.25, 0.10};

aimingShake[] = {0.25, 0.10};

aimingSpeed[] = {0.50, 0.20};

spotDistance[] = {0.55, 0.30};

spotTime[] = {0.30, 0.20};

endurance[] = {0.60, 0.20};

courage[] = {0.60, 0.20};

reloadSpeed[] = {0.60, 0.20};

commanding[] = {0.60, 0.20};

general[] = {0.60, 0.20};

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"

};

};

class level_4 { // regular 2

aimingAccuracy[] = {0.20, 0.10};

aimingShake[] = {0.20, 0.10};

aimingSpeed[] = {0.45, 0.20};

spotDistance[] = {0.50, 0.30};

spotTime[] = {0.25, 0.20};

endurance[] = {0.50, 0.20};

courage[] = {0.50, 0.20};

reloadSpeed[] = {0.50, 0.20};

commanding[] = {0.50, 0.20};

general[] = {0.50, 0.20};

units[] = {

"ibr_bodyguard"

};

};

class level_5 { // militia or trained insurgents, former regulars

aimingAccuracy[] = {0.15, 0.10};

aimingShake[] = {0.15, 0.10};

aimingSpeed[] = {0.40, 0.20};

spotDistance[] = {0.45, 0.30};

spotTime[] = {0.20, 0.20};

endurance[] = {0.40, 0.20};

courage[] = {0.40, 0.20};

reloadSpeed[] = {0.40, 0.20};

commanding[] = {0.40, 0.20};

general[] = {0.40, 0.20};

units[] = {

"ibr_arl_officer","ibr_arl_sniper","ibr_arl_sab","ibr_arl_roberto","ibr_arl_marksman"

};

};

class level_6 { // civilians with some military training

aimingAccuracy[] = {0.10, 0.10};

aimingShake[] = {0.10, 0.10};

aimingSpeed[] = {0.35, 0.20};

spotDistance[] = {0.40, 0.30};

spotTime[] = {0.15, 0.20};

endurance[] = {0.30, 0.20};

courage[] = {0.30, 0.20};

reloadSpeed[] = {0.30, 0.20};

commanding[] = {0.30, 0.20};

general[] = {0.30, 0.20};

units[] = {

"ibr_rebel11","ibr_rebel22","ibr_rebel33","ibr_rebel44","ibr_rebel55","ibr_rebel66","ibr_rebel77","ibr_rebel83","ibr_rebel95","ibr_rebel102",

"ibr_rebel111","ibr_rebel125","ibr_rebel132","ibr_rebel145","ibr_rebel151","ibr_rebel162","ibr_rebel173","ibr_rebel184","ibr_rebel195",

"ibr_rebel206","ibr_rebel217",

"ibr_arl_rif","ibr_arl_rif2","ibr_arl_mg","ibr_arl_ar","ibr_arl_at","ibr_arl_aa","ibr_arl_crew","ibr_arl_medic",

"ibr_drg_man1","ibr_drg_man2","ibr_drg_man3","ibr_drg_man4","ibr_drg_man5","ibr_drg_man6","ibr_drg_man7"

};

};

class level_7 { // civilians without military training

aimingAccuracy[] = {0.10, 0.10};

aimingShake[] = {0.10, 0.10};

aimingSpeed[] = {0.30, 0.20};

spotDistance[] = {0.35, 0.30};

spotTime[] = {0.10, 0.20};

endurance[] = {0.20, 0.20};

courage[] = {0.20, 0.20};

reloadSpeed[] = {0.20, 0.20};

commanding[] = {0.20, 0.20};

general[] = {0.20, 0.20};

units[] = {

"ibr_arl_stoner1","ibr_arl_stoner2","ibr_arl_stoner3","ibr_arl_stoner4","ibr_arl_stoner5","ibr_arl_stoner6","ibr_arl_stoner7"

};

};

class level_8 { // pilot 1

aimingAccuracy[] = {0.25, 0.10};

aimingShake[] = {0.25, 0.10};

aimingSpeed[] = {0.60, 0.20};

spotDistance[] = {0.65, 0.30};

spotTime[] = {0.40, 0.20};

endurance[] = {0.60, 0.20};

courage[] = {0.60, 0.20};

reloadSpeed[] = {0.60, 0.20};

commanding[] = {0.60, 0.20};

general[] = {0.60, 0.20};

units[] = {

"ibr_arl_eric"

};

};

class level_9 { // pilot 2

aimingAccuracy[] = {0.20, 0.10};

aimingShake[] = {0.20, 0.10};

aimingSpeed[] = {0.55, 0.20};

spotDistance[] = {0.60, 0.30};

spotTime[] = {0.35, 0.20};

endurance[] = {0.50, 0.20};

courage[] = {0.50, 0.20};

reloadSpeed[] = {0.50, 0.20};

commanding[] = {0.50, 0.20};

general[] = {0.50, 0.20};

units[] = {

"ibr_arl_pilot","ibr_drg_pilot"

};

};

class level_10 { // sniper

aimingAccuracy[] = {0.80, 0.10};

aimingShake[] = {0.90, 0.10};

aimingSpeed[] = {0.65, 0.20};

spotDistance[] = {0.70, 0.30};

spotTime[] = {0.75, 0.20};

endurance[] = {0.70, 0.20};

courage[] = {0.70, 0.20};

reloadSpeed[] = {0.70, 0.20};

commanding[] = {0.70, 0.20};

general[] = {0.70, 0.20};

units[] = {

};

};

};//sets

};//sys_aiskill

};

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At times, I find your mod (as great as it is!) to be overpowering. What I mean is that in Campaigns, the mission maker wants me to take out Base 1 then move on to Base 2, for example.

I am finding that the bad guys in Base 2 will run over to help out Base 1 and the player is bombarded with multiparty enemies.

This is not the first instance. Has happened in many other missions.

Albiet, this may or may not be realistic, but in the mission makers view, they may not want that to happen.

I'm playing W0lle's newest Campaign, Delta 2, and the enemies from Base 2 are doing just that, running to help out Base 1.

I remember this with the other older MOD, GL4.

ASR_AI does not move AI around like GL4 or DAC. Could be mission design, could be some AI script suite included in the mission like UPSMON or some other mod.

This mod enhances AI awareness but does not tell the AI what to do (some folks see this as a good thing, others say the mod lacks the tactical enhancement because of this).

If a mission is designed around the idea that the AI is dumb and non-reactive, then yes, this mod might break it. But if I'd make a mission where some AI need to defend a base, I'd probably set up some waypoints, regardless of having it played with or without mods.

In the new version I've scripted some basic AI reactions, moving them and telling them to do things, but they're only applied to groups without waypoints and will be of course optional as most features.

ASR_AI: asr_ai_settings.hpp

Is this correct?

This one.

---------- Post added at 20:38 ---------- Previous post was at 19:51 ----------

Quick test run of "Laser show". Nothing too spectacular, it just works. Default settings, Veteran diff.

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Time for a next beta I think so we can at least be on the same page as you are.

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Time for a next beta I think so we can at least be on the same page as you are.

Right. Uploaded beta2:

Requires v1.62

Shortened max MG engagement range (800m instead of 1k, for mission compatibility)

Soldiers less audible

Faster aiming overall

Rearming compatible with the latest ACE medical module changes

AI no longer grabbing LD

Combat mode no longer forced for player-led groups.

Pre-danger mode restored when it's clear.

Auto-enabling weapon lights in combat for AI groups

New basic scripted reaction to danger: support (2 waypoints: 1 - support a near group that is taking casualties then 2 - SAD). This will be disabled by default in the final release, but enabled now to testing. Again, reactions are only for groups which have no waypoints or have completed all of them.

Gimps left behind try to crawl to the nearest medic.

Attempt to stop machinegunners until they finish their bursts (so far it seems improved but not completely fixed).

Only AR, MG or SF soldiers get the reduced recoil bonus (was all units).

AI no longer allowed to take command of joined groups (limiting potential issues).

Lots of other minor code tweaks.

Note: userconfig version bumped again.

Here's another quick test, Hike in the hills:

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Nice changelog. Will be testing.

^^ What he said. Thanks, Robalo.

One question - auto-enabling lights in combat mode, will that be selectable in the config? There can be missions where that would be a disadvantage (e.g., a stealthed group with SD weapons taking out a guard would be crazy to turn on lights or even target lasers).

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^^ What he said. Thanks, Robalo.

One question - auto-enabling lights in combat mode, will that be selectable in the config? There can be missions where that would be a disadvantage (e.g., a stealthed group with SD weapons taking out a guard would be crazy to turn on lights or even target lasers).

They don't do it in stealth mode, of if a player is group leader. Also, units in stealth won't ever be switched to combat mode. I will provide options for it if needed. Need to see if they automatically switch them off when the behavior changes back to aware or something else than combat.

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Hey Robalo,

I had a look through the read me on ASR AI 1.15.1 and it says "Arma 2: Operation Arrowhead or Combined Operations updated to version 1.60 or newer."

Currently looking at updating our clan server and just want to double check that it shouldn't have any trouble with Patch 1.62.

Thanks.

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LOL @ that wounded halfway between the wall at 1:58 :)

I wonder is that an animation issue or materials issue and if they have plans to fix that for Arma 3. Speaking of which, damn Robalo, I wish they had recruited you to be on the AI team for Arma 3 as you really are dedicated and publish some pretty kick a$$ stuff. Be amazing to see what you could do from behind the curtain.

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The only possible conflict I know of is with the DAC unit caching and the ASR_AI "lone guy reinforces another group" features. I've taken measures to disable it for the next version (already included in 1.16 beta1) but to be on the safe side, set this in your mission's init somewhere:
asr_ai_sys_aiskill_join_loners = 0;

A good idea to turn it off with DAC. I think the highest potential conflict might actually be with DAC's own 'loner-joining' script. I messed around with the config settings some time ago, but could not find a way to switch it off.

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Hey Robalo,

I had a look through the read me on ASR AI 1.15.1 and it says "Arma 2: Operation Arrowhead or Combined Operations updated to version 1.60 or newer."

Currently looking at updating our clan server and just want to double check that it shouldn't have any trouble with Patch 1.62.

Thanks.

Sure, no problem with 1.62. It's been tested and developed with 1.61 betas anyway.

---------- Post added at 09:30 ---------- Previous post was at 09:28 ----------

A good idea to turn it off with DAC. I think the highest potential conflict might actually be with DAC's own 'loner-joining' script. I messed around with the config settings some time ago, but could not find a way to switch it off.

I had no idea DAC had such thing. Anyway, DAC will be detected and these conflicting features will be automagically disabled (already in 1.16 betas).

Thanks.

---------- Post added at 09:36 ---------- Previous post was at 09:30 ----------

LOL @ that wounded halfway between the wall at 1:58 :)

I wonder is that an animation issue or materials issue and if they have plans to fix that for Arma 3.

Heh, now that I watched again, should've grabbed the guy from inside :)

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I had no idea DAC had such thing. Anyway, DAC will be detected and these conflicting features will be automagically disabled (already in 1.16 betas).

Thanks.

Yep, it's controlled by _setJoin in the behaviour config. The default is 2 units, at which level the group will join another and the original could be respawned. Setting it to 0 doesn't seem to stop units joining other groups.

Some preliminary results with the beta 2: alone or with TPWC AIS & TPW LOS, I'm getting creamed. Example: playing Flashpoint on Podagorsk, I heard a BMP approaching & hid behind a big rock. There was a BAF group about 250 m away, on a heading that will intersect the BMP. I heard a rocket hit the BMP, engine cutting out, screams, & saw smoke so I peeped over the rock, hitting the RMB to bring up the optics. Before I could even see through the reflex sight I'm dead. A Chedaki MG unit spotted, aimed & shot me in considerably less than 1 second. OK, I'm a crap player, but that seems quite unrealistic especially as the survivors were under enfilading rifle & MG fire from BAF units behind and to the right of them

It's puzzling as the class level settings seem generally the same as in the beta1 (though the aiming speed settings for some class levels were significantly higher than in v1.15x. Either there are other changes in the core of asr_ai or/and in 1.62 that are making the AI lethally quick to react. Now going to test v1.16 with the aiming speed settings from 1.15 & see what transpires. Will also run a few tests with v1.15_test 5 to see if there's been some engine change that might have altered things.

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Orcinus, the aiming speed increase should not even be noticeable between 1.16 b1 and b2. The only change was in cfgAISkill from:

aimingSpeed[] = {0, 0.5, 1, 1};

to

aimingSpeed[] = {0, 0.6, 1, 1};

which would only make the worst possible aiming speed a bit shorter.

I did it because of the many requests to improve AI in CQB and often seeing the low-skilled AI aim in slow-motion.

In my experience you still have an edge, but yes, sometimes because the AI can see through trees and bushes a lot better than humans you run into those WTF moments.

I am not using TPW_LOS, perhaps that's what changes things so drastically for you.

I can only recommend compensating with lower aiming speeds in userconfig.

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You search (control F) for AIRadioNet in the txt userconfig file.

And if you want smart AI that shoot poorly, give them high skill and low precision.

OK, I found it: radionet = 0;

Line #43. I changed the setting from 1 to 0 as my paste shows.

Will test things out and see what happens.

Been playing "Delta 2", "Ghost Recon Thunder Island" and Sick1's "SealTeam 6" missions and had hordes of enemies from all over in my zone.

Thanks for your help! Will report results later.

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Can ASR AI be combined with TPWC AI suppression system without causing any problems?

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Best AI mod IMO. Hope you keep supporting it.

Mine is just a n00b comment but I can seem to make ASR work properly. It's loaded and all, no errors, but still my AI run out of ammo and do nothing about it. They never rearm by themselves, even if there is a friendly loaded vehicle next to them. If I command they to rearm, they do so. If I do not, they just spend the whole remainder of the mission without ammo (and bitching about that).

I don't know what to do, I play quite a bit of SP and would love this to work :(

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@^Th0mas^ - yes. See posts earlier in this thread as well as in the TPWC AIS thread.

@luizsilvera: check the asr_ai user config settings. If you don't use that to select AI rearming from the start, use the 0-8- (whatever) control to get the reaming on/off action menu displayed in-game.

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Yeah, rearming is set to "1" in the config file, which I can only understand means "on". Yet no joy, nor an option in game to turn it on or off via menu. So it's def. not working. It is, however, listed among the loaded mods...

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