ollem 4 Posted July 20, 2012 Units don't crouch if already prone: if ((_unit call CBA_fnc_getunitanim) select 0 != "prone") then { _unit setunitpos "middle"; }; }; I wonder if CBA_fnc_getunitanim is not working properly? The issue is the AI units didn't even go crouched.. E.g. shooting near some standing friendly AI popped up some nice green debug balls but no crouching nor prone.. Same for enemy AI: nice red balls and yellow balls but that's it, they just stand tall until they notice you and regular AI behaviour kicks in. Might be a long shot but some 9 days ago, a new Linux server version has been released: http://forums.bistudio.com/showthread.php?137098-ARMA-2-Operation-Arrowhead-Linux-Server-beta-1-60-94743 fix list includes: * code sync with win platform * changes and tweaks from windows branch including for netcode * this version brings linux in sync with actual windows server improvements and ai/mp fixes ... So perhaps this may solve the issue? To be confirmed.. Share this post Link to post Share on other sites
wolf5 13 Posted July 20, 2012 we don't put beta on server but if you need some tests on linux server, i maybe help you. Share this post Link to post Share on other sites
Zellfisch 1 Posted July 25, 2012 First I want to thank everyone who made this mod. Great job! I am using the CWR2 mod with TPWC Sup & Los plus ASR AI. The own AI react like they should and the bubble appears etc. when under constant fire. But I cannot see any bubbles over enemy's head and it looks like they do not go prone when under constant fire. Is it possible that there is an issue where the mod works with own AI but not with enemy AI? Share this post Link to post Share on other sites
tpw 2315 Posted July 25, 2012 First I want to thank everyone who made this mod. Great job!I am using the CWR2 mod with TPWC Sup & Los plus ASR AI. The own AI react like they should and the bubble appears etc. when under constant fire. But I cannot see any bubbles over enemy's head and it looks like they do not go prone when under constant fire. Is it possible that there is an issue where the mod works with own AI but not with enemy AI? Thanks for the report Zellfisch. Are you playing SP, MP or on a dedi? Addon or script? In my experience with SP the mod works for all units on a map, or none of them (usually due to a misconfiguration or lack of CBA). I don't play MP so can't comment on that. Share this post Link to post Share on other sites
SavageCDN 231 Posted July 25, 2012 Also are you running the lastest beta of ASR_AI? (can't remember version ATM) Share this post Link to post Share on other sites
pellejones 1 Posted July 25, 2012 We did an OP today with 26 players using the suppression script. No lag issues, worked like a charm! Awesome :) Share this post Link to post Share on other sites
old_painless 182 Posted July 25, 2012 Hello, has grown tired of losing my AI, so thought I would give this a go :) Has been through the thread and am not quite clear on how ASR and LOS are required. ASR seems to be undergoing largish changes for the time being, so for a "full" install of the three, is there a stable, TPWC-compatible ASR version that you could recommend? Are all the installs below meaningful and are some more to be preferred? TPWC TPWC+LOS TPWC+LOS+ASR TPWC+ASR Will the mod ordering sequence for the three in the -mod statement matter ? Appreciate any clarification, cheers OP Share this post Link to post Share on other sites
Zellfisch 1 Posted July 25, 2012 (edited) Thanks for the report Zellfisch.Are you playing SP, MP or on a dedi? Addon or script? In my experience with SP the mod works for all units on a map, or none of them (usually due to a misconfiguration or lack of CBA). I don't play MP so can't comment on that. Also are you running the lastest beta of ASR_AI? (can't remember version ATM) I'm on a dedi and I'm using TPWC+LOS and asr_ai-1.15.3_test5.zip as mentioned in this thread earlier. TPWC+LOS and ASR are used as addons. My only concern is that I cannot see the enemy's bubbles. Just want to make sure, that TPWC has effect on enemy too, since my team's AI does work. The suppression effect on players is working very good as well. No issues what so ever. Edit: There is a new version of ASR (asr_ai-1.16_beta1.zip). Does anyone have any experiences with TPWC yet? Edited July 25, 2012 by Zellfisch Share this post Link to post Share on other sites
-Coulum- 35 Posted July 26, 2012 Are all the installs below meaningful and are some more to be preferred?TPWC TPWC+LOS TPWC+LOS+ASR TPWC+ASR Yep all of those should be compatible to my knowledge. As for order, I don't really think it matters in thise case, but I personally would Go: LOS>>ASR>>TPWC. But They all deal with relatively different things so There probably is no reason to be worried about order. And none of these mods are dependant on one another but they do compliment each other very well and have been designed to "click" well. As for the best version of ASR, I am not totally sure but 1.15.3 was working fine for me. Question - is the LOS addon MP compatible? Share this post Link to post Share on other sites
old_painless 182 Posted July 26, 2012 Thanks Coulum, I was using COSLX up till now and seems that my men are not using cover sufficiently well. I'll give this a shot -OP Share this post Link to post Share on other sites
orcinus 121 Posted July 26, 2012 I'm using asr_ai 1.16 beta1, seems fine. In any event, using that will assist Robalo if you encounter any bugs & report them in the asr_ai thread. Share this post Link to post Share on other sites
tpw 2315 Posted July 26, 2012 Hi all. Here's a few glib answers to the above questions: TPWCAS enables units to hit the deck under fire. TPWLOS enables units to react to and fire upon close visible enemies ASR_AI enables all sorts of brilliant AI enhancement You can use any or all of them, none depends on the other, and none should get in each others way. Mod order is unimportant TPWCAS does work best with ASR_AI 1.15.1 or greater, with the introduction of a few variables to help TPWCAS to use ASR skills rather than defaults. I've no idea if TPWLOS works in MP or dedi. If it doesn't, we can always unleash the awesome MP coding skillz of Ollem!* * Provided he wants to... Share this post Link to post Share on other sites
kremator 1065 Posted July 26, 2012 I'm using them all on my dedi server. Everything working well on this end. Share this post Link to post Share on other sites
metalcraze 290 Posted July 26, 2012 What about suppression in PvP? Does it work well for everyone in the mission? Share this post Link to post Share on other sites
Zellfisch 1 Posted July 26, 2012 Thx for the answers so far. I was more or less referring to the video I have seen, where you were able to see the enemy's bubble in debug mode. That's something I still cannot see - just in my own squad. Suppression on enemy units seems to work though. @metalcraze: suppression effect works for all players (tested with 5) vs. AI at least. Share this post Link to post Share on other sites
lordprimate 159 Posted July 27, 2012 (edited) Hello, I have been using this mod since the day Zonekiller pointed it out to me, in another thread. I LOVE IT!! One thing i have noticed that disappeared, that I would like to see brought back ... is the parameter, for how close a bullet has to be, to cause suppression.. outside of that i have nothing but a killer time with this mod Edited July 27, 2012 by Lordprimate Share this post Link to post Share on other sites
ollem 4 Posted July 27, 2012 First I want to thank everyone who made this mod. Great job!I am using the CWR2 mod with TPWC Sup & Los plus ASR AI. The own AI react like they should and the bubble appears etc. when under constant fire. But I cannot see any bubbles over enemy's head and it looks like they do not go prone when under constant fire. Is it possible that there is an issue where the mod works with own AI but not with enemy AI? Please make sure you run TPWCAS (+ prerquisite CBA) on both the dedicated server as well as all player systems. Then it should work. If not please let me know. ---------- Post added at 16:22 ---------- Previous post was at 16:21 ---------- We did an OP today with 26 players using the suppression script. No lag issues, worked like a charm! Awesome :) Great! ---------- Post added at 16:23 ---------- Previous post was at 16:22 ---------- I've no idea if TPWLOS works in MP or dedi. If it doesn't, we can always unleash the awesome MP coding skillz of Ollem!* * Provided he wants to... I will :D Share this post Link to post Share on other sites
orcinus 121 Posted July 27, 2012 Hello, I have been using this mod since the day Zonekiller pointed it out to me, in another thread. I LOVE IT!! One thing i have noticed that disappeared, that I would like to see brought back ... is the parameter, for how close a bullet has to be, to cause suppression.. outside of that i have nothing but a killer time with this mod I think you are referring to the variable bdetect_bullet_max_proximity in bdetect, The default is 10m. You could try adding a line to the TPWC AIS config bdetect_bullet_max_proximity = [i](whatever distance you want)[/i] & see what happens. Now waiting for better coders than I (not difficult!) to shoot me down in flames... Share this post Link to post Share on other sites
tpw 2315 Posted July 27, 2012 I think you are referring to the variable bdetect_bullet_max_proximity in bdetect, The default is 10m. You could try adding a line to the TPWC AIS config bdetect_bullet_max_proximity = [i](whatever distance you want)[/i] & see what happens. Now waiting for better coders than I (not difficult!) to shoot me down in flames... Thanks Orc. Adding that in the hpp won't work. LordPrimate, if you are running the script version, you could try editing tpwcas.sqf and adding it in there. The thing is, 10m is not some arbitrary figure we just pulled out of a hat. bdetect_bullet_max_proximity of much less than 10m makes bullet detection very unreliable, since a bullet usually travels 10m or more per frame. And much more than 10m looks pretty unrealistic since units react to fire that's barely even directed at them. Share this post Link to post Share on other sites
metalcraze 290 Posted July 28, 2012 Suggestion: decrease reaction speed based on unit skill level in LOS addon Right now I'm under impression that takistani militia is just as good in CQB with skill at ~0.1 as Delta Force at ~1.0. Especially based on AI squad vs. AI squad battle outcomes. Share this post Link to post Share on other sites
orcinus 121 Posted July 28, 2012 @tpw: Orc lies smouldering on the carpet... @metalcraze: interesting observation. I upgraded more-or-less simultaneously to 1.62 official and asr_ai v1.16beta2; and find I am getting hit by Chedaki or Takiban with dismaying accuracy & speed at distances much below 100m or so (I usually don't even get a chance to spot units nearer than that, I'm dead too quickly; this is on vegetated islands like Podagorsk & Lingor, not deserts). I had initially ascribed that to Robalo increasing the aiming speed in the latest beta. Maybe as in an earlier incarnation, the combination might need some tuning. Synergy between TPWC AIS, asr_ai, & who-knows-what changes in 1.62 seem to be making short-range encounters (or rather, me) very short-lived. Share this post Link to post Share on other sites
tpw 2315 Posted July 28, 2012 Hi guys All TPWLOS does is make AI turn towards and fire at a visible enemy they have line of sight to. It has no effect on how accurate they are once they start shooting. The only thing I can think of is to put a delay between getting LOS and turning & firing, and make the delay dependent upon skill. Whaddyareckon? Sorry Orc, I wasn't trying to be a wanker! Variables set in the hpp have to be deliberately processed into usable form, that's all. Share this post Link to post Share on other sites
lordprimate 159 Posted July 28, 2012 Thanks Orc. Adding that in the hpp won't work. LordPrimate, if you are running the script version, you could try editing tpwcas.sqf and adding it in there.The thing is, 10m is not some arbitrary figure we just pulled out of a hat. bdetect_bullet_max_proximity of much less than 10m makes bullet detection very unreliable, since a bullet usually travels 10m or more per frame. And much more than 10m looks pretty unrealistic since units react to fire that's barely even directed at them. ok , thanks for the intel I completely understand. I had tried 6-8m and liked the results .. and then i DL'd the latest version and it was gone.. Not a biggy!! At all.. With that explanation, I withdraw my previous question, and insert a praise!! I cant wait till the next update if there is one! Share this post Link to post Share on other sites
metalcraze 290 Posted July 28, 2012 Hi guysAll TPWLOS does is make AI turn towards and fire at a visible enemy they have line of sight to. It has no effect on how accurate they are once they start shooting. The only thing I can think of is to put a delay between getting LOS and turning & firing, and make the delay dependent upon skill. Whaddyareckon? Yeah as I've said it's the reaction time that is the problem with LOS, not accuracy. Delay should be slightly random though, within some margin to make it more varied for each attack. Share this post Link to post Share on other sites
Zorg_DK 10 Posted July 28, 2012 I tried this mod yesterday. Love it. great improvement to the AI. Do I need to disable the mod if I join a server that's not running the mod? Share this post Link to post Share on other sites