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Robalo

ASR AI Rearming

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ASR AI Rearming beta v0.96

This addon enables AI units to equip themselves with weapons and ammo.

This is a remake of Victor Farbau's VFAI.Equipment addon which he released as public domain.

Rearming AI Features:

- Take what's needed from about anywhere possible: crates, vehicles, stuff dropped on the ground, dead soldiers and their backpacks.

- Also rearming from their own backpack or from another (alive) AI's pack in the group.

- Equip with primary weapons, launchers and sidearms, ammo, frag grenades, smoke grenades.

- Take rocket launchers if not carrying a rucksack (OA or ACE) or the primary weapon is a sniper rifle, machinegun or automatic rifle.

- Grab a little extra ammo when using specialist weapons (sniper, MG, AR) since they won't take a launcher.

- Will only take items when there's space for them in the inventory unless the items are important (launcher ammo or medic kits).

- Will try and grab all useful items found in a place on a single run.

- Do not rearm if any of these conditions is met: option globally disabled / unit is: busy doing something / in a vehicle / captive / hiding / in combat / unconscious

- Units rearm even while in combat if they have no weapons to fight with (unless they're commanded to stay put).

- Configurable options can also be set at the beginning or during the mission by changing the global variables (turn rearming on/off or allow civilians to rearm etc.)

- Some options can also be set in game using the comms menu (0-8).

ACE mod features (auto-enabled when ACE mod is active)

- Also grab extra frags and smokeshells found in ACE.

- Rearming from own ACE backpacks or other AI's packs in the group.

If the ACE Wounding module is active:

- Take bandages. Medics will also take Epi and Morphine.

- Rearm from unconscious units.

This addon can be installed on clients, servers or both. It will configure only the AI local to the machine where it is installed.

DOWNLOAD

=========

Download Link Mirrors (may take some time to update): Armaholic Armed Assault Info

REQUIRED ADDONS

==============

The CBA mod is required.

CHANGELOG

=========

0.96 | 19 OCT 2010

Mags were not properly counted for some weapons (specifically for rifles with GL, when used with ACE or with ASR Grenadier fix addons).

0.95 | 11 OCT 2010

Fixed a couple of bugs that prevented rearming in some situations.

AI can now rearm from own ACE pack or another alive AI's ACE pack in the group.

Visiting field hospitals for supplies too.

0.94 | 10 OCT 2010

Medics do not pick up launchers anymore.

Heavy launchers will only be picked up by respective specialists or units that start with them.

AI can now take magazines from own backpack or another (alive) AI's pack in same group.

0.93 | 07 OCT 2010

Performance tweaks - the full inventory check is done less often, 30-60 seconds for AI with a player in their group, 2-3 minutes otherwise.

Quick checks are done more often, each 10-20 seconds, if for example a unit needs a primary weapon.

Prevent units from moving to grab stuff out of the water.

Communications submenu that can be used to toggle rearming on/off. More options to be added there in the future.

0.92 | 04 OCT 2010

Ammo that goes into primary or secondary slots is handled separately. This means AI with a rifle GL will also grab GL ammo when found.

When looking for a weapon because the current one is empty, don't pick up same weapon

0.91 | 03 OCT 2010

Extra muzzle magazines are now also counted for primary weapons - means the AI might grab GL rounds as well.

0.90 | 02 OCT 2010

First release

THANKS

======

Victor Farbau for creating the original VFAI.Equipment addon and permission to modify his work, his gesture was the kickstart for this addon.

AlphaSquad team members for testing and sharing years of gaming fun.

BIS forum members that tested and provided constructive feedback.

BIS for making the best games.

Edited by Robalo_AS
v0.96

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Mmmmm... snaggled it just as I'm going off to bed :)

But, thanks for the update, I will try it tomorrow.

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Thanks for the release. Is this just for A2 though? I'm having trouble getting it to work in Combined Ops so far. It could be me though so I'll do some more experimenting. :)

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Thanks for the release. Is this just for A2 though? I'm having trouble getting it to work in Combined Ops so far. It could be me though so I'll do some more experimenting. :)

Please describe the problem more.

First thing that comes to mind, make sure you run it with CBA.

CO is what I'm using all the time. OA standalone should also work.

Requires at least patch 1.54 for the new scripting commands so Arma2 alone is not supported.

Edited by Robalo_AS

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I was thinking about this the other day.

So if i preset a AI to be a SOF. He will

still take ROCKET launcher. If a AI has

12mags and reloads he starts running

around looking for the 12th...

What i would like is a system were the AI

I EQUIP only takes what he was given. And

a set nr before even looking for it..

Like if hes got 12 mags and when hes down

to 2 or 3 he starts looking for more..

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;1765029']If a AI has

12mags and reloads he starts running

around looking for the 12th...

It this an observation or an assumption ?

With this addon' date=' the AI only tries to maintain 3 mags, 5 if not using a launcher.

;1765029']What i would like is a system were the AI

I EQUIP only takes what he was given. And

a set nr before even looking for it..

Like if hes got 12 mags and when hes down

to 2 or 3 he starts looking for more..

So the AI should refuse to grab a weapon when it's out of ammo because it's not it's specialty ? Nope, sorry. The purpose of this addon is to make the AI rearm more like human players do. I am looking at ways to add more conditions for taking launchers. For now I'd rather have them pick them up than not.

Trying to add as many features as possible but there are performance concerns.

Edited by Robalo_AS

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Does this clash with anything from SLX or Zeus AI Combat skills?

not with zeus, but not tested with SLX :D

------------

i have suggestion for final release

1. Medic should not take any weapon than his primary and sidearm. I mean medic take heavy weapon like RPG, AT4.

2. AI just take weapon only for his class. I mean Machine Gunner just take PK, M240 etc. Rifleman can take anything, like heavy weapon, but he cant take like machine gun, sniper rifle, etc.

I dont know its bug or not. for example, AI take RPG, but sometime he forget his ammo, so the result, AI search or come back to dead body who have RPG ammo. I will keep over and over again till he got enough ammo.

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@sagitarius: I think your suggestions are excellent except that specialists (snipers, heavy gunners, etc) should ideally grab appropriate weapons (rifles, machine guns, etc) but if they can't then they should take whatever weapons they find (assault rifles, pistols, etc). What do you think?

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I agree with domokun, only problem with having the units look for their specialty kits first would mean sorting the content of all weapon caches around them which would be a heavy hit on performance.

That's why they don't care. It doesn't happen so often for a unit to spend all it's ammo so having it take whatever weapon is available when out it's not such a big issue. They will try to restock on ammo before dropping current empty weapon for another one.

Some things made for next update:

- Medics will not take launchers

- Units will not take heavy launchers unless they're AT specialists in which case they will also be allowed to grab their specialty weapon. That means grabbing weapons like Javelins or Stingers will be restricted for the units that are not usually starting with them. Also, if a mission designer decides to make a Javelin unit out of a rifleman by assigning it a custom loadout, that unit will be able to grab a Javelin too.

Edited by Robalo_AS

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I had a first run of a couple of missions with ver 0.93 and it seems to work much better in terms of performance.

I like the fact that they pick up weapons from all locations, not only from dead bodies.

Also I like that the turn on/off feature is in the 0-8 menu and not in the action menu, to keep it as short as possible.

I support the ideas of medics not taking heavy weapons.

Does the AI recognize when it's too dangerous to resupply? I mean do they understand, that they have first to eliminate hostiles before rearming?

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Does the AI recognize when it's too dangerous to resupply? I mean do they understand, that they have first to eliminate hostiles before rearming?

The rule is when they're in combat mode they do not rearm. But the transition from SAFE or AWARE to COMBAT state does not always happen very quickly. It could depend on available CPU resources, I'm not sure but usually when the game runs on low FPS the AI seems much dumber.

If you're a SP guy you can always switch your team manually to COMBAT to prevent rearming and then to ALERT to re-enable AI scrounging.

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this works great in SP. It nice to be able to have them(your AI) rearm on command.

As usual ,great work Rob!

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It seems AI are not willing to rearm from a enemy bodies if the AI already has a rifle on his hand but no ammo.

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It seems AI are not willing to rearm from a enemy bodies if the AI already has a rifle on his hand but no ammo.

They will actually, this is implemented. But first they try to find some ammo for their weapon.

Added another feature for the next update: AI rearming from other AI's backpacks in their group, also rearming from their own backpack (OA backpack).

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Hey Robalo_AS,

thanks for the permission for your Grenadier Fix ,Disable Cursor Text.

May I include your Throwable Satchel, and the ASR AI Rearming in A2WarMod as well?

question for you, being a remake of Vf's version, you have added and updated the features

of the existing mod he made, like basically taking his and then upgrading it?

So if I add the ASR AI Rearming to my game, even while I have Vfs original I prob should remove his version correct?

Edited by Gnter Severloh

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Hey Robalo_AS,

thanks for the permission for your Grenadier Fix ,Disable Cursor Text.

May I include your Throwable Satchel, and the ASR AI Rearming in A2WarMod as well?

Sure you can include them, just keep in mind this is a beta.

question for you, being a remake of Vf's version, you have added and updated the features

of the existing mod he made, like basically taking his and then upgrading it?

So if I add the ASR AI Rearming to my game, even while I have Vfs original I prob should remove his version correct?

You are correct, you should remove VFAI.Equipment is using this.

Although there isn't much left of Victor's code, being a total rewrite, his version was the starting point and I kept all the original features.

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Added another feature for the next update: AI rearming from other AI's backpacks in their group, also rearming from their own backpack (OA backpack).

This sounds great.

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Ok, great, thanks Rob.

Dont know how i missed your satchel and the other one but have them included now,

thanks very much for your work.

I was wondering and a question something maybe not sure you could or would be interested in doing.

VF's VF LadderMod which is a great feature, I talked with him a bit a while back on the mod , and was

thinking if it is possible to expand on that ladder by enabling it to act like a plank, I mentioned the idea

to him but not sure if he was interested or know if it would work, would you be interested in something

like that, you would I'm sure have to ask Vf's permission to do so.

I dont want to seem like I'm going over his head about it, but maybe you could make a different version

where you could have a plank type feature that would work with his ladder , where if you were on top

a house aftr useing a ladder to get up, you could create a ladder and then put it down as horizontal and then walk across.

Dont mean to be off topic here, but what are your thoughts on this idea?

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Günter Severloh,

You're welcome.

I'm not using the ladder mod so I don't feel much like working on such thing, sorry. Plus spawning objects out of thin air just doesn't fit my taste.

UPDATE

Version 0.94 available in first post.

Medics do not pick up launchers anymore.

Heavy launchers will only be picked up by respective specialists or units that start with them.

AI can now take magazines from own backpack or another (alive) AI's pack in same group.

Edited by Robalo_AS

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They will actually, this is implemented. But first they try to find some ammo for their weapon.

Added another feature for the next update: AI rearming from other AI's backpacks in their group, also rearming from their own backpack (OA backpack).

Now THAT sounds interesting...

And as a follow up..ACE...

Is that something you are considdering?

Now, im just asking poiltly here..:bounce3:

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