i wub pugs 15 Posted March 26, 2014 Are there modules that I must place in the editor for this? I've got the addon folder where it should be and once I added the user config .hpp the error went away, just wondering due to the language of the OP if there are modules that need to be put down. I couldn't find any, so I must ask. Share this post Link to post Share on other sites
SavageCDN 231 Posted March 26, 2014 No modules required.. just adjust any params in the userconfig file and you are good to go Share this post Link to post Share on other sites
i wub pugs 15 Posted March 27, 2014 Where do I plop the user config file on my server? ...../cfg/Users/Gameserver/ or ...../cfg/Users/server/ Sorry, never used a mod on the server that required a user config. Actually now I've got 3 (Raven, Tao Map and ASR).;) Yes, I am very new to all of this. Thanks in advance! Share this post Link to post Share on other sites
Gunter Severloh 4053 Posted March 27, 2014 Userconfig goes in the same place as the @ASR_AI3 mod folder. Share this post Link to post Share on other sites
i wub pugs 15 Posted March 27, 2014 ASR is part of a mod collection my group has compiled. http://i200.photobucket.com/albums/aa202/jrs2993/Untitled.png (315 kB) I take it I need to make a userconfig folder in the main directory since there isn't one? Basically treat it the same as I treat my desktop PC at home? Share this post Link to post Share on other sites
SavageCDN 231 Posted March 27, 2014 Yeah just create a \userconfig folder in the arma root directory then drop the ASR_AI folder with the config.hpp file in there. Share this post Link to post Share on other sites
Robalo 465 Posted March 27, 2014 Correct, thanks Savage for the support. Share this post Link to post Share on other sites
Snottus 1 Posted March 27, 2014 The new update is a significant improvement for the AI heli gunner, thanks a LOT man! Share this post Link to post Share on other sites
i wub pugs 15 Posted March 27, 2014 Yeah, I'd test it out but my work PC is telling me to piss off. Thanks for the support. Yeah, Snottus. Was running ALiVE + ASR + A2 US Heli port last night and my AAF guys were derping around in a Huey. It was actually really cool how aggressive they were being and how skilled the pilot was. Both door gunners opening up with the 240s as the pilot did some impressive passes. Vietnam-esque. Share this post Link to post Share on other sites
SavageCDN 231 Posted March 27, 2014 Correct, thanks Savage for the support. NP.. if you're still looking to do a PDF manual at some point I'm still interested :p Share this post Link to post Share on other sites
zorrobyte 30 Posted March 27, 2014 This may already be answered but are there any plans for ASR rearming support? Thanks! Share this post Link to post Share on other sites
friznit2 350 Posted March 27, 2014 http://forums.bistudio.com/showthread.php?173515-Asr-ai-3&p=2636092&highlight=rearming#post2636092 Yep, already answered. Too tricky to port apparently and no immediate plans to recreate. Share this post Link to post Share on other sites
Two Dogs 12 Posted March 31, 2014 Can anyone throw out a link on AI skills, reactions, and mechanics? I'm looking for how AI detect and prosecute information on players. How far can AI see? That sort of thing. Thanks as always, Share this post Link to post Share on other sites
ollem 4 Posted April 2, 2014 Can anyone throw out a link on AI skills, reactions, and mechanics? I'm looking for how AI detect and prosecute information on players. How far can AI see? That sort of thing.Thanks as always, You may want to start here: https://community.bistudio.com/wiki/ArmA:_Difficulty https://community.bistudio.com/wiki/CfgAISkill http://forums.bistudio.com/showthread.php?169122-AI-Configuration-feedback Share this post Link to post Share on other sites
Robalo 465 Posted April 4, 2014 This one also has valuable info: https://community.bistudio.com/wiki/AI_Sub-skills Better, start here, it has a nice picture too: https://community.bistudio.com/wiki/Category:AI Share this post Link to post Share on other sites
Two Dogs 12 Posted April 4, 2014 Thanks guys, That's a good place to start. I'm most interested in how ASR and other ai enhancement addons effect and manipulate the ai settings. Thanks Share this post Link to post Share on other sites
Robalo 465 Posted April 4, 2014 Thanks guys,That's a good place to start. I'm most interested in how ASR and other ai enhancement addons effect and manipulate the ai settings. Thanks The source code is all here if interested: https://github.com/robalo/mods Share this post Link to post Share on other sites
quiet_man 8 Posted April 5, 2014 1. would it be possible to include player groups into the information exchange? So at least with extended map symbols you can see what others report. I made my own little script but yours looks much better. 2. Can you make the requirement to have radio optional for AI groups to communicate? (The AI just doesn't care to carry one) 1. I do not think I'll ever add that. Plus if you play with the map info enabled (I never do) then once some AI gains enough knowledge it would automatically draw those markers for you, so it should be in already.2. It's already optional. By default all soldiers have radios and communicate. Want them not to ? Remove their radios. 1. No sorry, target information is only passed within your group and the map markers show only what your groups knows and it is not transferred to or from other groups. Your decision, I just wonder why let the player group in the dark? Fells a bit lonely if I spot enemy tanks and a friendly AI group runs by or a friendly tank group could easily take them on but I have no possibility to inform them. Or the other way support for AI groups is difficult as I don't get information. 2. ok Share this post Link to post Share on other sites
Robalo 465 Posted April 5, 2014 1. No sorry, target information is only passed within your group and the map markers show only what your groups knows and it is not transferred to or from other groups. Your decision, I just wonder why let the player group in the dark? Fells a bit lonely if I spot enemy tanks and a friendly AI group runs by or a friendly tank group could easily take them on but I have no possibility to inform them. Or the other way support for AI groups is difficult as I don't get information. So you're saying the info does not get transferred between groups when there's a player in either the sending or receiving group. Not talking about the vanilla in-group info exchange here. The information should already be exchanged to and from the other friendly groups regardless but I'll check the conditions and see if anything needs to be adjusted. The way it works is, the player automatically passes info to AI in group, which trigger sending info to other groups. When a player is in a receiving group, the info comes to his AI, then it should be passed automatically to him also. I will think about the idea of AI marking enemy positions on the map for the player to see. Meanwhile, enjoy the updated version ! 0.9.1 changes - aiming skill increased slightly in CfgAISkill - CTRG units are now SF (skill level 2) - reworked reactions to danger - userconfig defaults changed: radiorange from 400 to 500, throwsmoke from 0.5 to 0.8, gunshothearing from 0.8 to 1.2; will increase awareness and smoke usage Share this post Link to post Share on other sites
DaViSFiT 21 Posted April 6, 2014 Im so glad your working on this! I have also 3 questions :P - headless client work? He should run also asr :D - task force radio is supported for contact sharing? Would be cool if the teamleader with long range radio can share it over 10km ;) - spotDistance value is higher for vehicle crew? Most time i see in arma3 they attack like ground ai on foot. dont react until hit and want to attack as near as possible. Share this post Link to post Share on other sites
Guest Posted April 6, 2014 Updated version frontpaged on the Armaholic homepage. ASR AI 3 v0.9.1Community Base Addons A3 ================================================ We have also "connected" these pages to your account on Armaholic. This means in the future you will be able to maintain these pages yourself if you wish to do so. Once this new feature is ready we will contact you about it and explain how things work and what options you have. When you have any questions already feel free to PM or email me! Share this post Link to post Share on other sites
sonsalt6 105 Posted April 6, 2014 update v0.9.1 available at withSIX. Download now by clicking: Share this post Link to post Share on other sites
thenach 10 Posted April 6, 2014 Hi, we were playing resistance mission and in the logs of the server I see this statement all the time. [1.12294e+006,23551.3,22505.3,"x\asr_ai3\addons\sysaiskill\XEH_postServerInit.sqf:18","New ViewDistance set: _newvd=1337.77"] Is this normal? Share this post Link to post Share on other sites
Robalo 465 Posted April 6, 2014 Im so glad your working on this! I have also 3 questions :P- headless client work? He should run also asr :D - task force radio is supported for contact sharing? Would be cool if the teamleader with long range radio can share it over 10km ;) - spotDistance value is higher for vehicle crew? Most time i see in arma3 they attack like ground ai on foot. dont react until hit and want to attack as near as possible. - HC should be running it too, to get the same configs and the dynamic viewdistance. - Haven't checked, but TF radio is supported if it inherits from the ItemRadio class, just like ACRE is. The type of radio has no effect now, the range is the one from userconfig. There's not much advantage in sharing info over long distances. - For the crew what matters more than their individual spotting distance is the sensitivity configured for their vehicle. I might need to do the same type of tweaking as I did for the helicopters, will check. Hi, we were playing resistance mission and in the logs of the server I see this statement all the time. [1.12294e+006,23551.3,22505.3,"x\asr_ai3\addons\sysaiskill\XEH_postServerInit.sqf:18","New ViewDistance set: _newvd=1337.77"] Is this normal? Yes it's normal, some debug flag left enabled in the source. I will probably remove it next update. It's not causing any trouble so I left it on to see how the VD gets changed based on weather and day/light conditions. Share this post Link to post Share on other sites
spanishsurfer 58 Posted April 7, 2014 Will the AI become suppressed if under heavy fire? Also, if I run this on my server, will it override the AI config set in BECTI Zerty? Share this post Link to post Share on other sites