SavageCDN 231 Posted May 27, 2014 No to AI medic auto healing (unless that is a WIP feature?), enemy radio feature the sharing 'distance' is set in the userconfig file along with a bunch of other settings. Share this post Link to post Share on other sites
Robalo 465 Posted May 27, 2014 Robalo we are using your mod since arma2 and we are quite happy with it.Here are some points im thinking about: - what aiming skill is recommented for realistic hit by ai? we had yesterday 0.2 and it was heavy they killed us from a flying helicopter - flanking is great but sometimes it would be cooler to not attack and wait for another group to attack at the same time or just stay away and wait e.g. the armored vehicle is destroyed the enemy have. - the state of alertness stay not long enough or i dont know. we had to attack 2x stationary mg guns and they knew where we are (behind the other side of the hill). we had some fights with flaking ai and after 5min. we look again over the crest and they didnt attack us, we could easily kill both. It was only 400m away where we had gunfire all over the place. - some sort of suppression is needed. is there something coming or should we go with TPWCAS? - having more then 1 "ai" mod is a problem. ASR AI, TPWCAS, DAC, Alive, will this all work together? what needs to be ajusted? Would be wonderful if someday all those big projects work together to get the cooles ai ever seen without interference. - The provided defaults are what we use at Alphasquad and we're happy with it. However, there are too many variables when you consider the possible combinations of mods and settings, so it's up to each server/group admin to do the tweaking. - Please read the listed features. There are aspects you mention that are part of the game's default behavior, not of this mod. - Currently using ASR AI with TPWCAS, Alive, MCC and DAC on the dedicated, working just great. Though I haven't used MCC or DAC for mission design lately. ---------- Post added at 21:01 ---------- Previous post was at 20:57 ---------- Will this look to implement AI medic auto healing?Also with the radio enemy ai feature , do you get all the ai on the map converging onto your position? Cheers There are lots of medical/damage/revive systems out there. I can't account for all of them so not looking to cover anything related. Radio feature means the near groups share information about targets, that's all. What they do with the info is not up to this mod. Share this post Link to post Share on other sites
coolfact 10 Posted June 7, 2014 Just to be sure if you are using ASR AI on a server, and spawning units with Zeus or MCC the gamemaster needs to have ASR AI aktive? if thats so which config file is the AI using? Share this post Link to post Share on other sites
Robalo 465 Posted June 7, 2014 Just to be sure if you are using ASR AI on a server, and spawning units with Zeus or MCC the gamemaster needs to have ASR AI aktive? if thats so which config file is the AI using? Yes, you should run it on game-master's computer. Settings are going to be taken from the server config for class sysaiskill and from local config for sysdanger. Share this post Link to post Share on other sites
coolfact 10 Posted June 7, 2014 works very well with infantry. Seems like AI vehicle are not getting much support from ASR AI, is this something there would come in the future? Share this post Link to post Share on other sites
Robalo 465 Posted June 7, 2014 works very well with infantry. Seems like AI vehicle are not getting much support from ASR AI, is this something there would come in the future? I may change a thing there and there but don't expect any miracles, like teaching the AI how to drive or pilot properly :) What else do you think it requires adjusting regarding vehicle AI ? Share this post Link to post Share on other sites
coolfact 10 Posted June 8, 2014 don't expect any miracles, like teaching the AI how to drive or pilot properly Nah I don't expect that, AI path finding sucks as it is, but there arent really anything there can be done about it, is there? Well just noticed that when lets say AAF was engaging a target and reinforcement came(in form of armor) the gunner looked away from the engagement. Share this post Link to post Share on other sites
tripod27 11 Posted June 10, 2014 Noob question here, but I've read a lot of stuff about running this on dedicated servers Does it work for non-dedicated servers and singleplayer? and if it does are there any special steps or do I just copy the folders into the main arma 3 folder and it works for any mission I host? (also does everyone else need to also have the mod downloaded or is it like a script that just works through the mission itself?) Share this post Link to post Share on other sites
Robalo 465 Posted June 10, 2014 Noob question here, but I've read a lot of stuff about running this on dedicated serversDoes it work for non-dedicated servers and singleplayer? and if it does are there any special steps or do I just copy the folders into the main arma 3 folder and it works for any mission I host? (also does everyone else need to also have the mod downloaded or is it like a script that just works through the mission itself?) Read the first few lines at least of the first post, should answer all your questions. Share this post Link to post Share on other sites
tripod27 11 Posted June 11, 2014 Well the part that confused me was "All the scripted features are running server side only. If a player joins a server with the mod active, his userconfig has no effect, the server scripted settings are applied, even for AI spawned/running on the player's machine." Because I don't know what you mean by serverside, especially since it doesn't seem to be working or at least I haven't noticed anything too different (I do have another AI mod with most of the same features as yours but it doesn't have the increased AI gunshot hearing and radio comms, which I want to use for AI to dynamically break their patrol loops and come investigate nearby firefights, and if you're wondering, I have it set so that yours overrides his) Share this post Link to post Share on other sites
TheBigOne_014 16 Posted June 11, 2014 I Have a propblem,.. my dedicated server dosen't start's with the @ASR_AI3 mod, i also start with other mods, @CBA_A3, @ACRE, @JayArma3Lib, @AGM, @A3MP, @mas ( NATO SF and Russian Spetsnaz WEAPONS for A3),... any ideas!? Share this post Link to post Share on other sites
laxemann 1673 Posted June 11, 2014 I Have a propblem,.. my dedicated server dosen't start's with the @ASR_AI3 mod, i also start with other mods, @CBA_A3, @ACRE, @JayArma3Lib, @AGM, @A3MP, @mas ( NATO SF and Russian Spetsnaz WEAPONS for A3),... any ideas!? Very weird. Did you put the userconfig on the server? Share this post Link to post Share on other sites
TheBigOne_014 16 Posted June 11, 2014 Yeap,... It's not a BIG problem for me,.. because i use VTS 4.0 mission with an HC (that controls the AI) and in the HC the ASR_AI runs fine, but for other missions like Invade & Annex with no HC i can't run ASR_AI. Share this post Link to post Share on other sites
Variable 322 Posted June 16, 2014 Well the part that confused me was "All the scripted features are running server side only. If a player joins a server with the mod active, his userconfig has no effect, the server scripted settings are applied, even for AI spawned/running on the player's machine." Because I don't know what you mean by serverside, especially since it doesn't seem to be working or at least I haven't noticed anything too different (I do have another AI mod with most of the same features as yours but it doesn't have the increased AI gunshot hearing and radio comms, which I want to use for AI to dynamically break their patrol loops and come investigate nearby firefights, and if you're wondering, I have it set so that yours overrides his) The machine of the guy who host is the server in your case. Share this post Link to post Share on other sites
coderedfox 14 Posted June 17, 2014 Hey Robalo, love having your mod on my server. People really notice the difference. Especially the radio backup. Question, have you looked into mortar improvements (not engageding unless they have a line of sight)? I'm guessing it would have to be a blending of AI radios and commandfire (only way for mortars to engaged outside of visual range) to get it working. Share this post Link to post Share on other sites
phant 10 Posted June 18, 2014 Hi there, hoping someone can answer these questions. Firstly, what is the correct method of masking ASR_AI compatible with Zeus, can I just put the Game Master module to 'Include All Addons (including unofficial ones)' and that will make Zeus spawned units spawn in with ASR_AI class skill levels? Secondly, what is the correct way to define classnames in the class skill sets of the userconfig? Do I put " units[] = {OPF_F,IND_F}; " Or how is it written correctly (i.e. where do the commas go and do I need to close the curly brackets?)? Thanks! Share this post Link to post Share on other sites
Robalo 465 Posted June 18, 2014 Question, have you looked into mortar improvements (not engageding unless they have a line of sight)? I'm guessing it would have to be a blending of AI radios and commandfire (only way for mortars to engaged outside of visual range) to get it working. Such a mod already exists, I recommend you give it a try: Rydygier's FFE. ---------- Post added at 21:04 ---------- Previous post was at 20:55 ---------- Hi there, hoping someone can answer these questions.Firstly, what is the correct method of masking ASR_AI compatible with Zeus, can I just put the Game Master module to 'Include All Addons (including unofficial ones)' and that will make Zeus spawned units spawn in with ASR_AI class skill levels? Secondly, what is the correct way to define classnames in the class skill sets of the userconfig? Do I put " units[] = {OPF_F,IND_F}; " Or how is it written correctly (i.e. where do the commas go and do I need to close the curly brackets?)? Thanks! For Zeus, you just need to run the mod on game master's machine. About the userconfig question, please be clear about what you're trying to accomplish. The syntax is standard OFP/Arma config. Share this post Link to post Share on other sites
phant 10 Posted June 18, 2014 (edited) I'm just not sure how to correctly separate the faction names in the 'units' and whether I need to close the curly bracket out or not. If it's standard Arma Config then I was right the first time, but just wanted to make sure. Edited June 19, 2014 by Phant Share this post Link to post Share on other sites
kothen 57 Posted June 20, 2014 I have been looking for a really good AI mod and I had a few questions about this. I dont know much about real combat aside from some of the videos on youtube. But when I created my scenarios, I like some "Not super far" distance fights. I've noticed that the AI still continue to go prone even when they see the enemy from 50m away and their is a perfectly good wall 5m next to them or less.. Is this realistic behavior in a firefight? I always thought it would be wiser to head for cover if they are that close. Share this post Link to post Share on other sites
phant 10 Posted June 21, 2014 I've noticed the asr_ai3_settings config is missing quite a few options like accuracy and aim shake etc. Are you going to add any more variables to this or is what it has enough? Share this post Link to post Share on other sites
Azza FHI 50 Posted July 2, 2014 Is it possible to make the AI not able to see/shoot accurately through smoke that they deploy? Share this post Link to post Share on other sites
Variable 322 Posted July 2, 2014 Is it possible to make the AI not able to see/shoot accurately through smoke that they deploy? The AI doesn't see well through smoke. That's a vanilla feature. See PoorOldSpike's smoke tests. If the AI shoots at you through the smoke he threw, it's only because he saw you before he threw it and is firing towards your last known position that he knows about. Simply reposition and he won't be able to hit you. If that doesn't help, your AI accuracy and/or skill levels are too high, reduce them. Share this post Link to post Share on other sites
Azza FHI 50 Posted July 2, 2014 Ahk cheers. Will keep testing Share this post Link to post Share on other sites
oscarmolinadev 10 Posted July 15, 2014 Hi guys UPSMON + ASR AI 3 + TPWCAS AI Suppression System is a good combination? OMSmolina Share this post Link to post Share on other sites
Heinrich Kramer 172 Posted July 15, 2014 Since the new 1.24 Patch, ASR AI seems to crash the Client or Server on dedicated games, dependent where it is Local. I don't know yet, if it is the ASR AI alone or another mod interferes too, but as soon as the AI switches to combat mode, it fires 2 or three times and then we get a Crash. We tested it with a Zeus mission, where it first crashed the client, then, when the client gets disconnected the Server crashes too as soon as the AI gets local to the Server. Distribution: 0 Version 1.24.125979 Fault time: 2014/07/15 20:57:53 Fault address: 01459926 01:004D8926 C:GameserverArma3EinsatzserverInstallDirectoryarma3server.exe file: TestCSE5 (__cur_mp) world: Chernarus Prev. code bytes: 74 24 20 33 C0 57 8B F9 3B F0 74 73 8B 5C 24 2C Fault code bytes: 3B 5F 30 7D 6A 8B 4C 24 28 89 44 24 0C 89 44 24 Registers: EAX:00000000 EBX:00000000 ECX:00000038 EDX:00000000 ESI:1D818080 EDI:00000038 CS:EIP:0023:01459926 SS:ESP:002B:0062B90C EBP:0062DD5C DS:002B ES:002B FS:0053 GS:002B Flags:00210202 MfG SYSTEM Share this post Link to post Share on other sites