dr@gon 118 Posted June 25, 2014 (edited) How do I adjust the AI accuracy? At dusk, in the driving rain, prone on top of the hill, the enemy AI, who is facing the other way, can still turn and shoot and kill me with 2 shots at a nearly impossible angle. I like the flanking and maneuvering but the shot accuracy is beyond annoying. Edited June 25, 2014 by Dr@gon Share this post Link to post Share on other sites
ebarstad 18 Posted June 25, 2014 How do I adjust the AI accuracy?At dusk, in the driving rain, prone on top of the hill, the enemy AI, who is facing the other way, can still turn and shoot and kill me with 2 shots at a nearly impossible angle. I like the flanking and maneuvering but the shot accuracy is beyond annoying. There are values you can adjust in /userconfig/bcombat/bcombat_config.hpp. Share this post Link to post Share on other sites
dr@gon 118 Posted June 25, 2014 There are values you can adjust in /userconfig/bcombat/bcombat_config.hpp. Hi thank you for your reply. Yes I understand that but what do the values mean? Which parameter do I change and in what increments? +1, +0.5, -0.5? Share this post Link to post Share on other sites
redarmy 422 Posted June 25, 2014 (edited) Hi Fabrizio,it seems that either the last update broke part of where bcombat removes NVGs for all,or AGM is somehow in coflict.I will test a little when get the chance but i thing one of the two has cause the removal of NVGs to stop working. I do have remove nvg set to true in config. Also im fairly certain that bcombat damage multiplier is not functioning anymore.Tested with unmoded weapons at 2.0. 1.40, and 1.0. Took the same amount of shots to drop someone. Can someone re confirm? Edited June 26, 2014 by redarmy Share this post Link to post Share on other sites
msportdan 10 Posted June 25, 2014 does changing the AI accuracy in the game options actually affect thius mod.. or does the config overide the game. cheers still having fun with this brutal mod, and hasnt broke any SP missions yet :) Share this post Link to post Share on other sites
Jackson Snow 10 Posted June 25, 2014 Hi thank you for your reply.Yes I understand that but what do the values mean? Which parameter do I change and in what increments? +1, +0.5, -0.5? Just for example (and please bear in mind that this is in no way tweaked to perfection), this is what my settings show and they rarely have over the top accuracy: class CfgAISkill { aimingAccuracy[] = {0,0.05,1,0.35}; aimingSpeed[] = {0,0.5,1,1}; aimingShake[] = {0,0.05,1,1}; endurance[] = {0,0,1,1}; spotDistance[] = {0,0.1,1,0.3}; spotTime[] = {0,0.05,1,1}; courage[] = {0,0,1,1}; reloadSpeed[] = {0,0.2,1,1}; commanding[] = {0,0.25,1,1}; general[] = {0,0.05,1,1}; }; I believe the final number on the first row was quite a bit higher to begin with, and this is the one I lowered to 0.35. As far as I understand these figures, they vary between 0 (rubbish) and 1 (superhuman monstrosity), and it looks like you can probably set almost any value in between. This link might also help with understanding what the figures mean, I hope: https://community.bistudio.com/wiki/CfgAISkill hope this helps a little. Share this post Link to post Share on other sites
dr@gon 118 Posted June 25, 2014 Jackson Snow, thank you for your examples they are very helpful. Share this post Link to post Share on other sites
fabrizio_t 58 Posted June 26, 2014 Hi Fabrizio,it seems that either the last update broke part of where bcombat removes NVGs for all,or AGM is somehow in coflict.I will test a little when get the chance but i thing one of the two has cause the removal of NVGs to stop working.I do have remove nvg set to true in config. Also im fairly certain that bcombat damage multiplier is not functioning anymore.Tested with unmoded weapons at 2.0. 1.40, and 1.0. Took the same amount of shots to drop someone. Can someone re confirm? Ok i'll doublecheck this. Which bCombat version are you running? Stable or DEV? In the meantime i'm going to try to figure how recent BIS accuracy / weapon sway changes are affecting gameplay. ---------- Post added at 14:53 ---------- Previous post was at 14:52 ---------- does changing the AI accuracy in the game options actually affect thius mod.. or does the config overide the game. Yes. In-game accuracy options act as a multiplier of config presets. ---------- Post added at 14:55 ---------- Previous post was at 14:53 ---------- May this come as a Script version for Mission makers? Would love to include this one without any Addon requirement for my mission. Not possible, sorry: some core .fsm overriding is needed and that can be only achieved via a config mod in my knowledge. Share this post Link to post Share on other sites
redarmy 422 Posted June 26, 2014 16rc2 is the version im running. On another thing i noticed the hint, "bcombat has started" does not display.Its possible i disabled it somehow though i cant understand how. Let me reconfirm as i tested friendly fire setting messing up arty on enemys,and its working again as in damaging an killing them. Might be a false alarm or AGM or the arma update has messed up something. Will post back Share this post Link to post Share on other sites
fabrizio_t 58 Posted June 26, 2014 (edited) Okay from my observations this is what I see regarding the friendly AI in my squad;1) When moving in a forested area the AI "seem" to move from cover to cover rather then strictly adhere to staying in formation. That's not so bad, actually more realistic. This type of movement does not exist when I launch a mission without bCombat. It looks to me like the AI Team members are constantly acting like they are in Combat state even when there are no enemies. 2) The AI tend to rush ahead of me. While moving in formation (sort of as mentioned in point 1), when the Player comes to a stop to look around or go prone the Team AI tend to keep going for several more steps then never seem to get back into formation. 3) If the Team AI detects the enemy, they frequently engage even when I have given the "Hold Fire". Once shooting starts the Team AI begin combat maneuvering and don't stay in formation unless the "All Stop" command is given. This makes Ambushes totally impossible. Silently moving up on an enemy camp and getting the Team AI into position also is a problem since the friendly AI engage almost immediately once they are within a certain distance (100 meters or less perhaps). Some of this behaviour has been observed with the normal Arma 3 AI but with bCombat mod they seem a lot more aggressive. Sorry I can't be more specific at this time. I need to play with it more and take note of the Ai behaviour. The enemy AI is for sure a better opponent but I like better fire and maneuver discipline from a friendly Special Forces Team. :cool: Nothing in bCombat forces AI to direcly act as per your points. However increased awareness may deliver some over-reaction. That's just a few cases in my opinion (at least i've isolated a few) and i'm targeting these into v0.17DEV. About HOLD fire: please consider that -speaking of vanilla ArmA3, not even bCombat-, it does not mean NEVER fire. AI units are always automatically cleared to fire whenever they feel they've been detected by enemy. Since bCombat enhances situational awareness this mechanism may trigger sooner than you'd expect. ---------- Post added at 15:03 ---------- Previous post was at 15:01 ---------- 16rc2 is the version im running.On another thing i noticed the hint, "bcombat has started" does not display.Its possible i disabled it somehow though i cant understand how. Let me reconfirm as i tested friendly fire setting messing up arty on enemys,and its working again as in damaging an killing them. Might be a false alarm or AGM or the arma update has messed up something. Will post back Ok, by the way please run v0.16 final, since previous RC versions miss a few fixes. Double check whether you added the following lines at the bottom of config.sqf: bdetect_startup_hint = false; bcombat_startup_hint = false; These would suppress startup hints. Edited June 26, 2014 by fabrizio_T Share this post Link to post Share on other sites
redarmy 422 Posted June 26, 2014 Fabrizio i just realised in the expansions menu,bcombat is no longer liste. im confused.I didtn touch the mod files in addons lately. how can i get the mod to appear in expansions.I usually do not have mods named in there anyway and they work.A little confused. ---------- Post added at 15:25 ---------- Previous post was at 15:04 ---------- Nothing in bCombat forces AI to direcly act as per your points. However increased awareness may deliver some over-reaction. That's just a few cases in my opinion (at least i've isolated a few) and i'm targeting these into v0.17DEV. About HOLD fire: please consider that -speaking of vanilla ArmA3, not even bCombat-, it does not mean NEVER fire. AI units are always automatically cleared to fire whenever they feel they've been detected by enemy. Since bCombat enhances situational awareness this mechanism may trigger sooner than you'd expect. ---------- Post added at 15:03 ---------- Previous post was at 15:01 ---------- Ok, by the way please run v0.16 final, since previous RC versions miss a few fixes. Double check whether you added the following lines at the bottom of config.sqf: bdetect_startup_hint = false; bcombat_startup_hint = false; These would suppress startup hints. Sorry for the panic all fixed now.It turned out something in my start up params got messed up. Cheers man. Share this post Link to post Share on other sites
case250 10 Posted June 29, 2014 I have installed and on Arma main screen it shows the bcombat logo, but in game I don't see the balloons, so how can I be sure the mod is running? Share this post Link to post Share on other sites
fabrizio_t 58 Posted June 29, 2014 I have installed and on Arma main screen it shows the bcombat logo, but in game I don't see the balloons, so how can I be sure the mod is running? Do you get the "bCombat started ..." Hint at mission start? If so it's ok. Debug balloons are off for stable (not DEV) releases. You can toggle them on by setting bcombat_dev_mode = true within config.sqf. Share this post Link to post Share on other sites
fabrizio_t 58 Posted June 29, 2014 v0.17 DEV UPDATE I've just staged a few core modifications on GitHub master branch (v0.17 DEV / https://github.com/fabrizioT/bCombat). These are mostly low-level / subtle tweaks, which include: * Firing accuracy reworked for better asymmetrical warfare experience (more info to come later). * Danger.fsm optimized for (slightly better) performance. * Tweaks to situational awareness. Bigger groups used to get unfairly higher situational awareness under some circumstances, this has been fixed. * Low level units get less perception enhancements. * Groups slightly more prone to retain cohesion. * Units slightly more prone to return fire, even on distance. I've spent quite some time on these changes, some feedback would be welcome. You'll may notice overall accuracy being lower, still looking for a sweet spot. This should be considered a highly experimental build. Also beware bcombat_config.hpp was tweaked, this voids your custom one! Share this post Link to post Share on other sites
kremator 1065 Posted June 29, 2014 Nice Fab! Will grab and and have a look at improvements. Share this post Link to post Share on other sites
redarmy 422 Posted June 29, 2014 v0.17 DEV UPDATEI've just staged a few core modifications on GitHub master branch (v0.17 DEV / https://github.com/fabrizioT/bCombat). These are mostly low-level / subtle tweaks, which include: * Firing accuracy reworked for better asymmetrical warfare experience (more info to come later). * Danger.fsm optimized for (slightly better) performance. * Tweaks to situational awareness. Bigger groups used to get unfairly higher situational awareness under some circumstances, this has been fixed. * Low level units get less perception enhancements. * Groups slightly more prone to retain cohesion. * Units slightly more prone to return fire, even on distance. I've spent quite some time on these changes, some feedback would be welcome. You'll may notice overall accuracy being lower, still looking for a sweet spot. This should be considered a highly experimental build. Also beware bcombat_config.hpp was tweaked, this voids your custom one! Fabrizio, "DEV" update?Am i correct to assume thats for development branch of arma3? Share this post Link to post Share on other sites
fabrizio_t 58 Posted June 29, 2014 Fabrizio,"DEV" update?Am i correct to assume thats for development branch of arma3? Not. I mean the development version of bCombat, which may run on top of any recent ArmA3 version. bCombat DEV releases are made available on GitHub for testing purpose, since they include experimental fixes / features. Use at own risk. Current development branch is bCombat v0.17 DEV, whereas latest STABLE (official) build is bCombat v0.16. Share this post Link to post Share on other sites
redarmy 422 Posted June 29, 2014 Not. I mean the development version of bCombat, which may run on top of any recent ArmA3 version.bCombat DEV releases are made available on GitHub for testing purpose, since they include experimental fixes / features. Use at own risk. Current development branch is bCombat v0.17 DEV, whereas latest STABLE (official) build is bCombat v0.16. Thanks for clearing that up.Since i just got v16(thats great by the way) i beleive il stick with it. I have however a request for a future update if you would like to hear.Its probably more trouble than its worth but its regarding target and chase behaviour. I love that aspect of this mod.However recently while making a scenario,part of the ai task is to hold a tree line and be something like a base of fire. Is it possible via an init command to disable certain ai behaviour given from this mod such as target and chase,so that the said group would stay put,and not target and chase seen enemys.Because more i think about it,the more those situations actually present themselves. Just a neat feature for maybe or possibly this can be done via scripting but i assumed bcombat would take over any script which tells ai to hold. Im not sure. Share this post Link to post Share on other sites
case250 10 Posted June 29, 2014 Thanks for the fast reply. Yes I do get "bcombat started" at mission start. Again thanks I will try this out. Looks like it could be the best Mod I've seen for A3. Share this post Link to post Share on other sites
sttosin 67 Posted June 29, 2014 Great to see the updates. Will test shortly. Share this post Link to post Share on other sites
fabrizio_t 58 Posted June 29, 2014 (edited) I've just staged a few more modifications on v0.17 DEV. They're just optimizations to the move to cover task. Units should now return fire aggressively from in-place if no suitable cover is around. Enough for today. Now something unrelated to bCombat: after further testing on latest ArmA3 DEV build i noticed units tend to move unnaturally slow when crouching or jogging. Looks like they're in slomo. I highly dislike that. ---------- Post added at 18:31 ---------- Previous post was at 18:24 ---------- Thanks for clearing that up.Since i just got v16(thats great by the way) i beleive il stick with it.Is it possible via an init command to disable certain ai behaviour given from this mod such as target and chase,so that the said group would stay put,and not target and chase seen enemys.Because more i think about it,the more those situations actually present themselves. Just a neat feature for maybe or possibly this can be done via scripting but i assumed bcombat would take over any script which tells ai to hold. Im not sure. That's not possible at the moment, sorry. However i'd prefer binding this kind of logic to waypoint type, instead to script it as a behaviour exception. For instance it would be possible to disable target&chase behaviour for any groups which are given a HOLD waypoint. It would feel more "natural" to me. ---------- Post added at 18:35 ---------- Previous post was at 18:31 ---------- Thanks for the fast reply. Yes I do get "bcombat started" at mission start. Again thanks I will try this out. Looks like it could be the best Mod I've seen for A3. Have a nice gaming session ;) Edited June 29, 2014 by fabrizio_T Share this post Link to post Share on other sites
tpw 2315 Posted June 29, 2014 Now something unrelated to bCombat: after further testing on latest ArmA3 DEV build i noticed units tend to move unnaturally slow when crouching or jogging. Looks like they're in slomo. I highly dislike that. It's some new fatigue implementation. As a unit is fatigued he slows down. In this case he literally slows down as the animation is played back more slowly. I reckon it looks terrible, but hope that they might tone down the effect. Share this post Link to post Share on other sites
fabrizio_t 58 Posted June 30, 2014 It's some new fatigue implementation. As a unit is fatigued he slows down. In this case he literally slows down as the animation is played back more slowly. I reckon it looks terrible, but hope that they might tone down the effect. What's interesting is that bCombat enforces _unit enableFatigue false by default. If you're right, i have to suppose the enableFatigue command is now broken. Share this post Link to post Share on other sites
dr@gon 118 Posted June 30, 2014 "Quote Originally Posted by Dr@gon View Post Okay from my observations this is what I see regarding the friendly AI in my squad; 3) If the Team AI detects the enemy, they frequently engage even when I have given the "Hold Fire". Once shooting starts the Team AI begin combat maneuvering and don't stay in formation unless the "All Stop" command is given. This makes Ambushes totally impossible. Silently moving up on an enemy camp and getting the Team AI into position also is a problem since the friendly AI engage almost immediately once they are within a certain distance (100 meters or less perhaps). Nothing in bCombat forces AI to direcly act as per your points. However increased awareness may deliver some over-reaction. That's just a few cases in my opinion (at least i've isolated a few) and i'm targeting these into v0.17DEV. About HOLD fire: please consider that -speaking of vanilla ArmA3, not even bCombat-, it does not mean NEVER fire. AI units are always automatically cleared to fire whenever they feel they've been detected by enemy. Since bCombat enhances situational awareness this mechanism may trigger sooner than you'd expect." Thank you for your reply, appreciate that you took the time to read and respond to my posts. With respect to point #3 above, since Never Fire isn't a command I can issue from the Action Menu, just Hold Fire, is there a way to add that as a feature in your mod for ambush scenarios? thanks Share this post Link to post Share on other sites
millerhighlife 1 Posted July 1, 2014 Damn it, When I open the config file to config how I want it, it opens i notepad in a garbled mess everything is horizontal and not vertical and I can't figure out why Share this post Link to post Share on other sites