krihelion 12 Posted August 20, 2014 Would this be why my CAF_AG hostiles still function as if they are missing a brain? I have set them up to 9 on everything, I can still walk right up to them and blast them most of the time, and the almost never take cover. Share this post Link to post Share on other sites
miketim 20 Posted August 20, 2014 Well, caf aggressors guns have a ridiculously shitty set of values, and are horridly inaccurate in the hands of ai, so that might have something to do with it. Share this post Link to post Share on other sites
gatordev 219 Posted August 21, 2014 Well, caf aggressors guns have a ridiculously shitty set of values, and are horridly inaccurate in the hands of ai, so that might have something to do with it. Just to clairfy, CAF Aggressors are not horridly inaccurate. Their weapons are inaccurate. Give them Toadies weapons and they return to the more precise AI (at least with bCombat...I haven't tried the latest ASR yet). Share this post Link to post Share on other sites
miketim 20 Posted August 21, 2014 "caf aggressors guns...horridly inaccurate in the hands of ai" Lol... No need for clarification. And I am aware HLC guns are much better, idk any mods that give them HLC aks by default, if you know one, I would appreciate it. Share this post Link to post Share on other sites
nickobus 16 Posted August 21, 2014 It works for any/all units and factions, even if not listed in userconfig, config level or inherited skill levels are used for units and default coefficient of 1 is used for factions when not specified otherwise.On a different note, I should have a special config for CAF aggressors pack ready soon (done, just need to test it). Thanks for the prompt response. I gotcha. So if I could inquire further; when units are spawned via MCC (Mission Control Centre), does ASR take "priority" in a way? Particularly the skill level and what not. p.s - Not sure if I should be asking this in MCC so I apologize in advance. Share this post Link to post Share on other sites
Robalo 465 Posted August 21, 2014 Thanks for the prompt response. I gotcha. So if I could inquire further; when units are spawned via MCC (Mission Control Centre), does ASR take "priority" in a way? Particularly the skill level and what not. p.s - Not sure if I should be asking this in MCC so I apologize in advance. Yes, just turn on debug in userconfig and check the RPT file, you will see the skills the spawned units get. They are set 5-10 seconds after the units spawn specifically for that reason - other scripts may try to set AI skills. Share this post Link to post Share on other sites
gatordev 219 Posted August 21, 2014 Lol... No need for clarification. And I am aware HLC guns are much better, idk any mods that give them HLC aks by default, if you know one, I would appreciate it. Toadie just released a replacement config for CAF. Sorry for the off-topic, Robalo. Share this post Link to post Share on other sites
Robalo 465 Posted August 21, 2014 (edited) Update to 0.9.9 available on first post. Bonus: CAF AG ASR AI3 config, providing a compatibility bridge between the CAF Aggressors units and weapons and ASR AI3. Edited August 21, 2014 by Robalo Share this post Link to post Share on other sites
evromalarkey 150 Posted August 21, 2014 Thanks for the update! @caf_ag config is indeed appreciated :) Share this post Link to post Share on other sites
cuel 25 Posted August 21, 2014 What does the config change? Spread on weapons? Share this post Link to post Share on other sites
Robalo 465 Posted August 21, 2014 What does the config change? Spread on weapons? That, unit skill levels (6, equivalent to vanilla FIA units) and everything related to AI weapon handling, just like it's done for vanilla units and weapons. Share this post Link to post Share on other sites
kecharles28 197 Posted August 22, 2014 New update v0.9.9 available at withSIX. Download now by clicking: Share this post Link to post Share on other sites
phoenix_za 23 Posted August 22, 2014 Thanks for ASR_AI! We've been using it for the last couple of months, and I think its brilliant how you handle AI skills, and it really makes life easier for the missions makers. I have a question though regarding a feature I suspect is from ASR_AI. When you start shooting at AI (it may or may not be from you mod, and if it's not then please confirm) the AI perform a dive animation. We would like to disable that feature, but my best guess on how to do that was by setting seekcover = 0; in the userconfig, and it seems to do the trick. Is that the proper way of disabling it? And does that also disable other cover related features that doesn't involve animations? Share this post Link to post Share on other sites
Robalo 465 Posted August 22, 2014 Thanks for ASR_AI! We've been using it for the last couple of months, and I think its brilliant how you handle AI skills, and it really makes life easier for the missions makers.I have a question though regarding a feature I suspect is from ASR_AI. When you start shooting at AI (it may or may not be from you mod, and if it's not then please confirm) the AI perform a dive animation. We would like to disable that feature, but my best guess on how to do that was by setting seekcover = 0; in the userconfig, and it seems to do the trick. Is that the proper way of disabling it? And does that also disable other cover related features that doesn't involve animations? Not from my mod. Off the top of my head I can name possible mods that would do that: TPW, TMR, Ragdoll'd ? Share this post Link to post Share on other sites
SavageCDN 231 Posted August 22, 2014 bCombat also does this - in the config.sqf look for this line: bcombat_fancy_moves = true; Set to false Share this post Link to post Share on other sites
phoenix_za 23 Posted August 22, 2014 Right, then it must have been TPWCAS, which we disabled recently. They must have added that as a new feature recently as I was quite familiar with it's code a year ago and it wasn't in there IIRC. Thanks for the quick reply! Share this post Link to post Share on other sites
Robalo 465 Posted August 22, 2014 I use TPWCAS and love it. Occasionally AI falls on their side when getting shot at and even shoot from that position, but it never bothered anyone I play with. Share this post Link to post Share on other sites
miketim 20 Posted August 22, 2014 Using asr ai, whenver I shoot ai in arsenal, they go onto the side anim. Like, 999.9999999% of the time. Idk if it does this outside of arsenal, if it did I probably wouldn't notice, for obvious reasons Share this post Link to post Share on other sites
DaViSFiT 21 Posted August 23, 2014 Hey Robalo, is there a way to get the ai handle vehicles better? i mean for attacking/defending. They still use a tank to drive 100m in front of infatrie or other vehicles, they should use more their advantage with high range attacks and stay back. Perhaps like/with alarm9k script http://www.armaholic.com/page.php?id=26618 ? didnt try it out yet. Playing Combined arms against ai is still hard to have a realistic feeling from it. With one tanks its no problem to kill 10-20 vehicles without getting shot. Share this post Link to post Share on other sites
Robalo 465 Posted August 23, 2014 Using asr ai, whenver I shoot ai in arsenal, they go onto the side anim.Like, 999.9999999% of the time. Idk if it does this outside of arsenal, if it did I probably wouldn't notice, for obvious reasons Like I just said a few posts back, it's not ASR AI doing that. ---------- Post added at 09:11 ---------- Previous post was at 09:04 ---------- Hey Robalo,is there a way to get the ai handle vehicles better? i mean for attacking/defending. They still use a tank to drive 100m in front of infatrie or other vehicles, they should use more their advantage with high range attacks and stay back. Perhaps like/with alarm9k script http://www.armaholic.com/page.php?id=26618 ? didnt try it out yet. Playing Combined arms against ai is still hard to have a realistic feeling from it. With one tanks its no problem to kill 10-20 vehicles without getting shot. I have no immediate plans for any similar scripted solution but I will have a look at the vehicle configs soon and see what can be tweaked there. Share this post Link to post Share on other sites
ollem 4 Posted August 23, 2014 Right, then it must have been TPWCAS, which we disabled recently. They must have added that as a new feature recently as I was quite familiar with it's code a year ago and it wasn't in there IIRC. Thanks for the quick reply! I haven't recently updated TPWCAS so I doubt the 'diving animation' is caused by TPWCAS. The purpose of TPWCAS is obviously that the AI will hit the deck when being shot at, but that should not be diving, unless BIS changed something. (Your not confusing TWPCAS and TPWMODs do you?) Share this post Link to post Share on other sites
Robalo 465 Posted August 23, 2014 AiA TP also has a bug which causes the player to fall to the ground often for no reason, might be affecting the AI just as well, haven't used it long enough to tell. Share this post Link to post Share on other sites
DaViSFiT 21 Posted August 25, 2014 (edited) .... but I will have a look at the vehicle configs soon and see what can be tweaked there. NICE ;) With better vehicle config there could also be better infantrie. ai shouldnt attack without AT Launcher while the enemy have a tank or apc with them, retreat or slow fall back would be nice here. What adidionals settings would you suggest so that ai notice a tank 2km away on a hill that is destroying all vehicles around them. I notice often when we are @ 1km, they try to flank BUT without AT! ;) When i turn around as an commander, i see them standing next to us and look at us unable to do any sort of damage. Even they dont have AT, they could use satchel like the Vcom ai in citys: http://www.armaholic.com/page.php?id=25381 (or fall back, regroup). Edited August 25, 2014 by Numrollen Share this post Link to post Share on other sites
serjames 357 Posted August 25, 2014 See here for someone working on improving vehicles... I imagine help would be much appreciated https://community.bistudio.com/wiki/Arma_3_Tanks_Config_Guidelines Share this post Link to post Share on other sites
Aeriyn 10 Posted August 25, 2014 Just a heads up, armaholic hasn't updated the asr page with 0.9.9 yet. Share this post Link to post Share on other sites