Predator.v2 10 Posted May 19, 2013 Have there been any changes to the actual addon? Do we just need the new CBA? Share this post Link to post Share on other sites
terox 316 Posted May 19, 2013 Have there been any changes to the actual addon? Do we just need the new CBA? No changes.. It was CBA that broke Share this post Link to post Share on other sites
Byter09 10 Posted May 25, 2013 So, is this addon still working? Tested the [0,0] configuration to see whether it does, because they felt kinda overpowered in the last days and yep. Even with 0,0 they're godlike... Or did I miss some new config or something? Share this post Link to post Share on other sites
terox 316 Posted May 26, 2013 So, is this addon still working? Tested the [0,0] configuration to see whether it does, because they felt kinda overpowered in the last days and yep. Even with 0,0 they're godlike... Or did I miss some new config or something? Yes it is working Use the test mission that is included in the download to see the results of the changed skill values Check your RPT file for any errors Make sure the server is running the latest CBA build CBA will give you some errors but it isn't effecting this addon Share this post Link to post Share on other sites
Byter09 10 Posted May 26, 2013 Tested it on lowest standard values [0,0]: http://pastebin.com/aVwinxmg Ingame-hints showed correct values. I dont know why but the pbo file was corrupt... Its filesize was at only 10kb lol. I guess its working then. I totally forgot the testing mission ;) Thanks! Share this post Link to post Share on other sites
m1n1d0u 29 Posted June 1, 2013 Hello , nice addon but someone can send me a good config files for that ? thank you Share this post Link to post Share on other sites
terox 316 Posted June 2, 2013 Hello , nice addon but someone can send me a good config files for that ? thank you Am not sure what you want. The addon has everything you need except CBA_A3 which ius also linked in the first page? Share this post Link to post Share on other sites
m1n1d0u 29 Posted June 2, 2013 I just want a userconfig with a good configuration because i didn't suceed to make a good one Share this post Link to post Share on other sites
terox 316 Posted June 2, 2013 are you reporting that the user configs in the addon are faulty in some way ? or do they just not suit your server's , single player style of gameplay Share this post Link to post Share on other sites
Predator.v2 10 Posted June 2, 2013 When i used this addon, i wrote this config: // AUTHOR : Terox (terox_@hotmail.com) www.zeus-community.net// LAST Edited : 7/4/2013 // MP MACHINE : Serverside // Called from : Zeu_ServerBriefing/init.sqf // Called using : []execVm // Time Called : Before Time 0 // Description : Defines AI skills // (Temporary or permanent fix for the inability to define your precision and skill settings in the .ArmA3profile) // It also gives you more control over the entire skill settings for AI // // COMMENTS skill array elements as follows // // select 0: aimingspeed // select 1: aimingaccuracy // select 2: aimingshake // select 3: spotdistance // select 4: spottime // select 5: commanding // select 6: courage // select 7: endurance // select 8: reloadSpeed // select 9: general // // Value range is between 0 and 1 _option = [11,1]; // 1st element selects the skill matrix option // 2nd element selects the randomisation matrix option // The randomisation is +/- from the core selected value // For example if you used the _option = [3,2] then the 0.45 core value will be randomised to a value between 0.35 and 0.55 _mode = 2; // 0: Addon module is disabled // 1: serverside only // 2: Server & Clientside // 3: Single player mode _debug = TRUE; // This will output the skill settings to your server .rpt for debugging purposes // The following is the core skill matrix _skill = switch(_option select 0)do { case 0:{[ 0.2, 0.2, 0.2, 1, 0.2, 1, 0.2, 1, 0.2, 1];}; case 1:{[0.25, 0.25, 0.25, 1, 0.25, 1, 0.25, 1, 0.25, 1];}; case 2:{[0.35, 0.35, 0.35, 1, 0.35, 1, 0.35, 1, 0.35, 1];}; case 3:{[0.45, 0.45, 0.45, 1, 0.45, 1, 0.45, 1, 0.45, 1];}; case 4:{[0.55, 0.55, 0.55, 1, 0.55, 1, 0.55, 1, 0.55, 1];}; case 5:{[0.65, 0.65, 0.65, 1, 0.60, 1, 0.65, 1, 0.65, 1];}; case 6:{[0.75, 0.75, 0.75, 1, 0.75, 1, 0.75, 1, 0.75, 1];}; case 7:{[0.85, 0.85, 0.85, 1, 0.80, 1, 0.85, 1, 0.85, 1];}; case 8:{[0.95, 0.95, 0.95, 1, 0.95, 1, 0.95, 1, 0.95, 1];}; case 9:{[1,1,1,1,1,1,1,1,1];}; case 10:{[0.15, 0.1, 0.1, 1, 0.3, 1, 1,1,1,1];}; case 11:{[0.25, 0.25, 0.25, 1, 1, 1, 1,1,1,1];}; case 12:{[0.3, 0.3, 0.3, 1, 0.5, 1, 1,1,1,1];}; default {[0.1, 0.45, 0.45, 1, 0.45, 1, 0.45, 1, 0.45, 1];}; }; // The following is the randomisation skill matrix _rnd = switch(_option select 1)do { case 0:{[ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0];}; // use this option if you do not want randomisation case 1:{[ 0.05, 0.05, 0.05, 0, 0, 0, 0, 0, 0, 0];}; case 2:{[ 0.1, 0.1, 0.1, 0, 0.1, 0, 0, 0, 0, 0];}; case 3:{[ 1.5, 1.5, 1.5, 0, 1.5, 0, 1.5, 0, 1.5, 0];}; case 4:{[ 0.2, 0.2, 0.2, 0, 0.2, 0, 0.2, 0, 0.2, 0];}; default {[ 0.1, 0.1, 0.1, 0, 0.1, 0, 0.1, 0, 0.1, 0];}; }; Zeu_ServerSkill = [_skill,_rnd,_mode,_debug]; Share this post Link to post Share on other sites
terox 316 Posted June 6, 2013 There will be a new version of this released hopefully this coming weekend. The addon currently does not support AI created on the fly, which occurs in missions like Annex etc. The new version will support this. There has also been some additional testing on the skill matrix options, this will be implemented in the new version also. For those who want a quick fix, use the following matrix options SKILL MATRIX case 10:{[0.5, 0.34, 0.5, 1, 0.7, 1, 0.6, 0.6, 0.6, 1];}; RANDOMISATION MATRIX case 5:{[ 0.05, 0.05, 0.05, 0, 0.05, 0, 0.05, 0.05, 0.05, 0];}; Share this post Link to post Share on other sites
tark 10 Posted June 7, 2013 What's the suggested configuration if this is going to be used on a listen server? Only the host runs it or does everyone? Share this post Link to post Share on other sites
lucable 10 Posted June 7, 2013 This looks really cool. Share this post Link to post Share on other sites
papanowel 120 Posted June 7, 2013 The addon currently does not support AI created on the fly, which occurs in missions like Annex etc. I'm sorry, I don't really get it. You mean that in the next release the addon will also set the skill of spawning AIs? Share this post Link to post Share on other sites
terox 316 Posted June 7, 2013 What's the suggested configuration if this is going to be used on a listen server? Only the host runs it or does everyone? I'm sorry, I don't really get it. You mean that in the next release the addon will also set the skill of spawning AIs? What's the suggested configuration if this is going to be used on a listen server? Only the host runs it or does everyone? Only the server has the addon installed. On mission start the server runs the code. It basically sets the skill levels of all the AI that are local to the server. Because of Headless Client and coop's that have AI units in player groups, it is also possible for AI to be local to clientside as well. The server admin can configure this addon (By default it is ON), so that the server injects the required code onto the clients automatically, so that they too can reset their local AI skill levels. It is currently designed so that the following AI will be affected. 1) Any AI that are present at the start of the mission 2) Any AI that die and respawn. (This is basically Playable units) What it doesnt currently do, is change the skill levels on any AI that are created on the fly with scripts using "createvehicle" This functionality will be in the next release. As for which settings to use. You can define the base setting and the Tolerance (Randomisation) setting You can customise these as you see fit or use the predefined options. All AI regardless of what machine they are on will use the same matrix option Some recent testing discovered that specifically for the Aimimg Accuracy, the sweet spot was between 0.3 and 0.4 What we have also discovered so far, is that setting the spotting distance value from 0 to 1 will give the AI an increase of approximately 100m in their ability to spot you. Further testing needs to be carried out, taking into consideration the Server difficulty values for precision and accuracy and how that effect the skills abilities My aim when testing is complete is to state Your Config precision values need to be X Your Config Skill value needs to be Y and the matrix you should ideally be using is Z I will also upload the testing mission i am using to check how changing these values effects the AI, then you can also help me to tweak this if you are interested Share this post Link to post Share on other sites
Scoggs 1 Posted June 8, 2013 Cool man, I can't wait for the update. Thanks for the hard work! Share this post Link to post Share on other sites
papanowel 120 Posted June 8, 2013 Thank you for the informations Terox. Share this post Link to post Share on other sites
Larrow 2821 Posted June 8, 2013 (edited) Ok what am i doing wrong. I have zeu_serverskill v02 PBO extracted to "Arma 3\@ZEU_serverSkill\addons\zeu_ServerSkills.pbo" .hpp extracted to "Arma 3\userconfig\zeu\zeu_ServerSkills.hpp" and left as default, option [3,2] mode 2 and debug true The test mission is placed in "Arma 3\MPMissions\Zeu_Serverskill_testmission.Stratis.pbo" I have CBA_A3 beta 3 placed at "Arma 3\@CBA_A3" My dedicated server start up looks like this "G:\Games\Steam\SteamApps\common\Arma 3\arma3server.exe" "-profiles=G:\Games\Steam\SteamApps\common\Arma 3\server" -port=2302 -config=server\server_config.cfg -cfg=server\server_Bconfig.cfg -name=server -mod="@CBA_A3;@ZEU_serverSkill" In the server browser the server shows as running @CBA_A3 and @ZEU_severSkill On starting the test mission nothing happens, no hints or anything, and there is nothing related to ZEU severskill in the servers RPT. ____________________________ If I just place zeu_ServerSkills in the "Arma 3\Addons" and just load CBA in the -mod line, on launching the server i get a pop up box saying 'Addon zeu_ServerSkills requires addon CBA_XEH'. EDIT:- Never mind fixed it, it was because the server start up param -mod was in quotes (") removing them fixed it. -mod=@CBA_A3;@ZEU_serverSkill Edited June 8, 2013 by Larrow Share this post Link to post Share on other sites
nailz 10 Posted June 8, 2013 There is nothing wrong with using quotes, you just had it in the wrong place. Share this post Link to post Share on other sites
Larrow 2821 Posted June 9, 2013 Can you elaborate on that nailz, 'In the wrong Place'? Just for future reference. Do you mean they should of been wrapped around the whole line? Share this post Link to post Share on other sites
terox 316 Posted June 9, 2013 (edited) As promised I have a newer version of this addon (see initial post for download link) v1.03 Added support for A.I created on the fly via scripts Edited default randomisation and skill settings Further optimisation to the code Please note earlier versions of this addon and their userconfigs are not compatible with this version, so please remove the following files before installing this version ArmA3\ userconfig\zeu\zeu_ServerSkills.hpp ArmA3\ Addons\zeu_ServerSkills.pbo W.I.P I am carrying out some in depth testing of the skill matrix, especially for spottingdistance and aimingaccuracy I am hoping to have a very good skills matrix and randomisation matrix by next weekend (June 16th) Some random information for you if skill and precision are set to 1 in your .arma3profile difficulty settings and spottingdistance is set to 1, and all other skill attruibutes are set to default, you can get to X distance in Y mode before the A.I will spot you 386m from enemy if running 196m from enemy if walking 100m if crawling if enemy slider is at 50% in broad daylight on the runway Edited June 9, 2013 by Terox Share this post Link to post Share on other sites
wickerman 10 Posted June 9, 2013 please add server keys Share this post Link to post Share on other sites
Guest Posted June 9, 2013 Updated version frontpaged on the Armaholic homepage. Zeu_ServerSkill [ALPHA] v1.0 alphaCommunity Base addons A3 @WickerMan Did you actually read any of the provided info? Share this post Link to post Share on other sites
l etranger 5 Posted June 10, 2013 Terox : Is there a variable to disable Zeus AI to modify spawned AI on fly ? I understand it's good for mission like Dom or dyn coop, but for some other like VTS or MCC where the GM / Operator is choosing the AI skill per spawn in need for its design, it can be problematic. Cheer Share this post Link to post Share on other sites
terox 316 Posted June 11, 2013 (edited) Terox : Is there a variable to disable Zeus AI to modify spawned AI on fly ? I understand it's good for mission like Dom or dyn coop, but for some other like VTS or MCC where the GM / Operator is choosing the AI skill per spawn in need for its design, it can be problematic.Cheer I will add this functionality in the next version I could also add a boolean check and see if the mission has defined it and if so, disable the "On the fly" updating. The latter would be more beneficial than restarting the server to change the config and while i'm at it, I could also define Probably a setvariable for a per unit instance and boolean per mission instance to prevent the addon editing the skill values. something for missions like perhaps Zeu_ServerskillOptions = [a,b] element A 0 = disable skill setting for all units in this mission 1 = disable skill setting for any unit that has a unit setvariable[ "Zeu_SetServerSkill",FALSE] in its INIT field 2 = Set Skill for all units element B 0 = disable "On the fly" skill setting 1 = Enable "On the fly skill setting" Edited June 11, 2013 by Terox Share this post Link to post Share on other sites