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eggbeast

precisionEnemy in 1.60

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I have spent 2 hours searching for this but no joy, so posting here

does anyone know is precisionEnemy affected (or ruled out) in the new 1.60 patch? I read through all of thechangelog and tracked all the relevant topics but no explanation is available that I can find...

we run the server with the following config

the regular setting is setting the ai to this

skillEnemy=0.98500001;

precisionEnemy=0.20499997;

meaning that they are very good at fighting but spray a lot and we have good long firefights

however since 1.60 they are like aimbots, standing up with PKM and killing three of us with headshots in 3 rounds on first glimpse.

Has the patch blurred the effects of skillenemy and precisionenemy or even made precisionenemy redundant?

config

class Difficulties

{

class Recruit

{

class Flags

{

3rdPersonView=1;

armor=0;

autoAim=0;

autoGuideAT=0;

autoSpot=0;

cameraShake=1;

clockIndicator=1;

deathMessages=1;

enemyTag=0;

friendlyTag=1;

hud=1;

hudGroupInfo=1;

hudPerm=1;

hudWp=1;

hudWpPerm=1;

map=0;

netStats=1;

tracers=0;

ultraAI=0;

unlimitedSaves=1;

vonID=1;

weaponCursor=0;

};

skillFriendly=1;

precisionFriendly=1;

skillEnemy=1;

precisionEnemy=0.10000001;

};

class Regular

{

class Flags

{

3rdPersonView=1;

armor=0;

autoAim=0;

autoGuideAT=0;

autoSpot=0;

cameraShake=1;

clockIndicator=1;

deathMessages=1;

enemyTag=0;

friendlyTag=1;

hud=1;

hudGroupInfo=1;

hudPerm=1;

hudWp=1;

hudWpPerm=1;

map=0;

netStats=1;

tracers=0;

ultraAI=0;

unlimitedSaves=1;

vonId=1;

weaponCursor=0;

};

skillFriendly=1;

precisionFriendly=1;

skillEnemy=0.98500001;

precisionEnemy=0.20499997;

};

class Veteran

{

class Flags

{

3rdPersonView=1;

armor=0;

autoAim=0;

autoGuideAT=0;

autoSpot=0;

cameraShake=1;

clockIndicator=0;

deathMessages=1;

enemyTag=0;

friendlyTag=0;

hud=1;

hudGroupInfo=0;

hudPerm=0;

hudWp=1;

hudWpPerm=0;

map=0;

netStats=1;

tracers=0;

ultraAI=0;

unlimitedSaves=0;

vonId=0;

weaponCursor=1;

};

skillFriendly=1;

precisionFriendly=1;

skillEnemy=0.99000001;

precisionEnemy=0.30000001;

};

class Mercenary

{

class Flags

{

3rdPersonView=0;

armor=0;

autoAim=0;

autoGuideAT=0;

autoSpot=0;

cameraShake=1;

clockIndicator=0;

deathMessages=0;

enemyTag=0;

friendlyTag=0;

hud=0;

hudGroupInfo=0;

hudPerm=0;

hudWp=0;

hudWpPerm=0;

map=0;

netStats=0;

tracers=0;

ultraAI=0;

unlimitedSaves=0;

vonID=0;

weaponCursor=0;

};

skillFriendly=1;

precisionFriendly=1;

skillEnemy=1;

precisionEnemy=0.5;

};

};

shadingQuality=7;

shadowQuality=3;

singleVoice=0;

maxSamplesPlayed=32;

sceneComplexity=300000;

viewDistance=1600;

terrainGrid=10;

volumeCD=6.5;

volumeFX=6.5;

volumeSpeech=6.5;

volumeVoN=6.5;

vonRecThreshold=0.029999999;

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yes i can confirm this ... AI has unreal skill,it has ohing to do with human skills ...

Even when AI is hurt its accuracy is not affected.

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I have the same exact problem. It's been like that since pre 1.60 beta patches.

precisionEnemy and skillEnemy DO NOT work for me since.

I did a clean install because of this with no mods and a clean patch to 1.60, still no go.

Can someone help? Those settings seem to be broken now, which in turn makes the difficulty setting broken as well.

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thanks guys, good to know it's not just us. we have no problem with the skill level (as you can see from our prefs) - they think andcommunicate well and flank/ surge and retreat. with new patch they also hit us with nades right on the nose (and UGL which was always dire in terms of accuracy, so much that people modded it ages ago to improve it), they are also sneaking behind us and also surging in line abreast and delta formations which is amazing

it's the precision we want to reduce...

anyone got any idea how to manage AI enemy precision in new patch?

the patch release notes are pretty comprehensive but they are not very useful for this area as there are no links or explanations of what has happened to these parameters.

great patch though, loving it although we're getting hammered lol and i think my buddies will soon have battle fatigue

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Am I the only one who realizes that full-precision AI snipers have a 5% hit rate at 300m?

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Am I the only one who realizes that full-precision AI snipers have a 5% hit rate at 300m?

Using what Skill value in editor field, and in profile?

Which sniper rifle / unit? All of them?

Any (AI) mods?

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I also noticed that the enemy is much more accurate with 1.60.

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Using what Skill value in editor field, and in profile?

Which sniper rifle / unit? All of them?

Any (AI) mods?

With ACE and with ACE+ASR

All units in my game will only hit once or twice per clip under optimal shooting conditions at 300m.

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With ACE and with ACE+ASR

All units in my game will only hit once or twice per clip under optimal shooting conditions at 300m.

That's something for the ACE / ASR trackers then IMO: http://dev-heaven.net/issues/27413

Also make sure you run the latest hotfixes from Six Updater.

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Any hope if this will be fixed?

"precisionEnemy" and "skillEnemy" are broken, which means difficulty settings are not fully working in SP and MP.

I'm talking about Arma 2 OA 1.60 without any mods.

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well is there simple CIT ticket about it with usable repro mission ?

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Yesterday i played on a Poland Server with latest ACE+1.60 latest beta and indeed i was shot by a rebel PKM gunner standing at a distance of 150m in the head, while i was lurking over a wall... it was his first "burst" and at least one bullet (a tracer round) hit me in the head.

So there "is" something about it... :-)

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Hi Dwarden - it's ubiquitous - the setting precisionenemy is no longer working and this would be true for any mission

I was asking a question initially "how is precision now managed in 1.60? has precisionenemy been updated or revamped or modified?"

any of our missions will show this.

this mission

http://www.gitsarma.gamingdeluxe.net/missions/GITSEvolutionV32.Chernarus.pbo

with this profile

class Difficulties
{
class Recruit
{
	class Flags
	{
		3rdPersonView=1;
		armor=0;
		autoAim=0;
		autoGuideAT=0;
		autoSpot=0;
		cameraShake=1;
		clockIndicator=1;
		deathMessages=1;
		enemyTag=0;
		friendlyTag=1;
		hud=1;
		hudGroupInfo=1;
		hudPerm=1;
		hudWp=1;
		hudWpPerm=1;
		map=0;
		netStats=1;
		tracers=0;
		ultraAI=0;
		unlimitedSaves=1;
		vonID=1;
		weaponCursor=0;
	};
	skillFriendly=1;
	precisionFriendly=1;
	skillEnemy=1;
	precisionEnemy=0.10000001;
};
class Regular
{
	class Flags
	{
		3rdPersonView=1;
		armor=0;
		autoAim=0;
		autoGuideAT=0;
		autoSpot=0;
		cameraShake=1;
		clockIndicator=1;
		deathMessages=1;
		enemyTag=0;
		friendlyTag=1;
		hud=1;
		hudGroupInfo=1;
		hudPerm=1;
		hudWp=1;
		hudWpPerm=1;
		map=0;
		netStats=1;
		tracers=0;
		ultraAI=0;
		unlimitedSaves=1;
		vonId=1;
		weaponCursor=0;
	};
	skillFriendly=1;
	precisionFriendly=1;
	skillEnemy=0.98500001;
	precisionEnemy=0.20499997;
};
class Veteran
{
	class Flags
	{
		3rdPersonView=1;
		armor=0;
		autoAim=0;
		autoGuideAT=0;
		autoSpot=0;
		cameraShake=1;
		clockIndicator=0;
		deathMessages=1;
		enemyTag=0;
		friendlyTag=0;
		hud=1;
		hudGroupInfo=0;
		hudPerm=0;
		hudWp=1;
		hudWpPerm=0;
		map=0;
		netStats=1;
		tracers=0;
		ultraAI=0;
		unlimitedSaves=0;
		vonId=0;
		weaponCursor=1;
	};
	skillFriendly=1;
	precisionFriendly=1;
	skillEnemy=0.99000001;
	precisionEnemy=0.30000001;
};
class Mercenary
{
	class Flags
	{
		3rdPersonView=0;
		armor=0;
		autoAim=0;
		autoGuideAT=0;
		autoSpot=0;
		cameraShake=1;
		clockIndicator=0;
		deathMessages=0;
		enemyTag=0;
		friendlyTag=0;
		hud=0;
		hudGroupInfo=0;
		hudPerm=0;
		hudWp=0;
		hudWpPerm=0;
		map=0;
		netStats=0;
		tracers=0;
		ultraAI=0;
		unlimitedSaves=0;
		vonID=0;
		weaponCursor=0;
	};
	skillFriendly=1;
	precisionFriendly=1;
	skillEnemy=1;
	precisionEnemy=0.5;
};
};
shadingQuality=7;
shadowQuality=3;
singleVoice=0;
maxSamplesPlayed=32;
sceneComplexity=300000;
viewDistance=1600;
terrainGrid=10;
volumeCD=6.5;
volumeFX=6.5;
volumeSpeech=6.5;
volumeVoN=6.5;
vonRecThreshold=0.029999999;

start the mission in regular setting

join as officer

go to a city and set up a recon hq so you can respawn there after death

engage the enemy

you will see that despite the setting of precision to 0.2 in regular they are all aimbots with max precision

Evofillinf script makes these units with the following code

BIS_EVO_FillInf = 
{
_grp = _this select 0;
_lpos = position leader _grp;

_r = (round random 4)+1;
_allunits = EGG_EVO_east10;
switch (_r) do
{
	case 1: //rebels low skill
	{
			_allunits = EGG_EVO_east5;
	};
	case 2: //insurgents fair skill
	{
			_allunits = EGG_EVO_east4;
	};
	case 3: //soldiers medium skill
	{
			_allunits = EGG_EVO_east1;
	};
	case 4: // MVD good skill
	{
			_allunits = EGG_EVO_east2;
	};
	case 5: // spetsnaz excellent skill
	{
			_allunits = EGG_EVO_east3;
	};
};

_grpskill = skillfactor+(_r/10);
_max = (count _allunits)-1;
_infcount = 11;
_j = 0;
while {_j <= _infcount} do 
{
	_nunit = (_allunits select (round random _max));
	_unit = _grp createUnit [_nunit, _lpos, [], 0, "FORM"];
	_unit setSkill _grpskill;
	_unit addEventHandler ["killed", {handle = [_this select 0,"INF"] execVM "data\scripts\mobjbury.sqf"}];
	[_unit] join _grp;
	_j = _j+1;
	sleep 1;
};
[_grp] call BIS_EVO_OrderSquad;
};

this script will set a skill 0.1 increments added to a base (skillfactor from the init.sqf which is set in paramaters and can be anything from 0 to 0.5) up to 1.0 for each class type from local to specop - but this shouldnt affect precision anyway and it worked ok on 1.59 with same code - now ALL UNITS have max precision

basically the skill level is reset in mission but not the precision.

before 1.60 this worked like a peach in about 25 missions we have made on every island and with most of the good community mods like rksl planes and RH weapons etc (we don't use ace though) - the enemy had been very skilled but poor accuracy allowing for long firefights

now they one-shot kill every time

I'm wondering if precisionenemy got overwritten into skillenemy or is overruled by setSkill

given lots of other mission players are experiencing this i don't think it's mission related (but could be wrong)

the units of every type have MAX precision and we cannot modify it any more

when we used to run the mission in 1.59 and accidentally adopted the default server init line (which does not call the profile above), it was immediately obvious because the enemy were a lot more accurate. since 1.60 this is the same even though we are running the profile

thinking of occam's razor - simplest failure could be that maybe its not calling the profile in the first place...

we use this line to call it

-server -port=2300 -mod=@CBA -profiles=D:\xxgames\ROBG\GameServers\TC72378756645241343275023\server -name=server -config=server.cfg

and server.cfg is situated in the folder

/Users/server/

and called

server.Arma2OAProfile

maybe the new patch calls the game something different and we need the profile somewhere else or named something else?

like for example

server.Arma2reinforcementsProfile ??

Edited by eggbeast

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eggbeast

Even if you try to change precisionenemy in your local profile (C:\Users\username\Documents\ArmA 2) and try it in SP, any mission, any scenario, it's obviously broken.

I made a custom mission on Utes that I have tried out in Arma 2 1.11 and Arma 2 1.60 OA.

In 1.11 precision works fine, but in OA 1.60 it has zero effect.

Same exact mission.

http://dev-heaven.net/issues/27417

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awesome work mate - can you post back here if you get anywhere with a result or workaround ?

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It was disabled on purpose in 1.60 final.

It is this line in the changelog:

Improved: AI skill settings in difficulty options easier to use.

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yes we kind of realise this, but are keen to know what we now do to manage precision. i.e. will setting the skill low mean the precision is also low?

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So, its broken? That makes v1.60 almost useless for coop squadnights?

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we use custom difficulty settings to manage all kinds of parameters... so changing this won't do anything with our config as we always set skill to max so the AI fight creatively.

hoping for a confirmation of exactly how to manage precision sometime soon though

the issue logged here by snake

http://dev-heaven.net/issues/27417

clairifes it as of last post by suma

The GUI skill setting now affects both skill and precision.

meaning we need to edit our profile configs to manage precision. this is a shame because at 0.2 precision and 1.0 skill, after a load of testing by many in the community, we found this to be the best setting. I guess now we have to start over...

Anyone testing skill settings please post below your ideal skill settings.

For Evo we tend to play 6 human v 500 AI, so I'll test 0.2, 0.3, 0.4, 0.5 etc and report back

I guess this

http://community.bistudio.com/wiki/server.armaprofile

needs an update

and i'm wondering if, as in our example a few posts above, we then use setskill will it override the server init value?

Edited by eggbeast

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Yup, same with my team. We were using 0.20-0.35 for various difficulties in the server config file.

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