eggbeast 3673 Posted December 29, 2011 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; Share this post Link to post Share on other sites
On_Sabbatical 11 Posted December 30, 2011 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. Share this post Link to post Share on other sites
SnakePL 10 Posted December 30, 2011 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. Share this post Link to post Share on other sites
eggbeast 3673 Posted December 30, 2011 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 Share this post Link to post Share on other sites
maturin 12 Posted December 30, 2011 Am I the only one who realizes that full-precision AI snipers have a 5% hit rate at 300m? Share this post Link to post Share on other sites
sickboy 13 Posted December 30, 2011 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? Share this post Link to post Share on other sites
wiggum2 31 Posted December 30, 2011 I also noticed that the enemy is much more accurate with 1.60. Share this post Link to post Share on other sites
twisted 128 Posted December 30, 2011 but ak74 guys seem to have far higher Share this post Link to post Share on other sites
maturin 12 Posted December 30, 2011 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. Share this post Link to post Share on other sites
sickboy 13 Posted December 30, 2011 With ACE and with ACE+ASRAll 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/27413Also make sure you run the latest hotfixes from Six Updater. Share this post Link to post Share on other sites
SnakePL 10 Posted December 30, 2011 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. Share this post Link to post Share on other sites
Dwarden 1125 Posted December 30, 2011 well is there simple CIT ticket about it with usable repro mission ? Share this post Link to post Share on other sites
SnakePL 10 Posted December 30, 2011 well is there simple CIT ticket about it with usable repro mission ? http://dev-heaven.net/issues/27417 Share this post Link to post Share on other sites
SnakePL 10 Posted December 31, 2011 well is there simple CIT ticket about it with usable repro mission ? CIT ticket is up. http://dev-heaven.net/issues/27417 Share this post Link to post Share on other sites
mr.g-c 6 Posted December 31, 2011 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... :-) Share this post Link to post Share on other sites
eggbeast 3673 Posted December 31, 2011 (edited) 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 December 31, 2011 by eggbeast Share this post Link to post Share on other sites
SnakePL 10 Posted December 31, 2011 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 Share this post Link to post Share on other sites
eggbeast 3673 Posted January 2, 2012 awesome work mate - can you post back here if you get anywhere with a result or workaround ? Share this post Link to post Share on other sites
Lonestar 11 Posted January 3, 2012 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. Share this post Link to post Share on other sites
eggbeast 3673 Posted January 3, 2012 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? Share this post Link to post Share on other sites
Lonestar 11 Posted January 3, 2012 You gotta ask Suma. I believe your assumption is right though. Share this post Link to post Share on other sites
icebreakr 3157 Posted January 3, 2012 So, its broken? That makes v1.60 almost useless for coop squadnights? Share this post Link to post Share on other sites
Lonestar 11 Posted January 3, 2012 http://dev-heaven.net/issues/27417 AFAICT it was moved to global skill preset. Have you guys tried changing difficulty? Share this post Link to post Share on other sites
eggbeast 3673 Posted January 3, 2012 (edited) 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 January 3, 2012 by eggbeast Share this post Link to post Share on other sites
icebreakr 3157 Posted January 3, 2012 Yup, same with my team. We were using 0.20-0.35 for various difficulties in the server config file. Share this post Link to post Share on other sites