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Time for another release, 0.9.14 is up.

Changes

- combined all configs and scripts into a single addon (make sure to remove old files before updating)

- rate of fire tweaks

- snipers and machinegunners lay down more when shooting

- shot detection adapted to work with DragonFyre sound mod

- enter combat mode immediately when hit

- prevent group merging with UCD caching

- skills assigned automatically on AI owner machines only

- userconfig changed to sqf and used on servers only (single player too)

- all user configurable settings loaded from server now, without exceptions (thanks jaynus!)

- lots of adjustments, optimisation

Enjoy!

:yay:

shot detection adapted to work with DragonFyre sound mod

What does it means?

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I'm testing it by just placing me and an opfor soldier, and one opfor squad a bit from us.

The opfor soldier does not take of his NVGs (despite it beeing noon) and when I kill him the opfor squad does not react. When I fire on them they get down, shoot back and then get up and act as vanilla. This means it's not working as intended, yes?

Check your RPT, it should say that ASR_AI3 is loaded and being activated. You can also enable ASR's debug mode in the userconfig.

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Hey, I think I got it!

For some reason I had two versions of CBA installed, and when I disabled one of them I think it started working!

Cheers!

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I'm testing it by just placing me and an opfor soldier, and one opfor squad a bit from us.

The opfor soldier does not take of his NVGs (despite it beeing noon) and when I kill him the opfor squad does not react. When I fire on them they get down, shoot back and then get up and act as vanilla. This means it's not working as intended, yes?

The NVG thing takes some time, and everything else aswell.

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Hey, I think I got it!

For some reason I had two versions of CBA installed, and when I disabled one of them I think it started working!

Cheers!

The CBA team has always warned that you should not have more than a single @CBA folder (or the appropriate set for the older A2:CO versions) - completely remove outdated versions from your ArmA game directories.

@Robalo: thanks for the update!

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- snipers and machinegunners lay down more when shooting

Yeaahh!

Thanks for the update man.

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I'm not sure because if AI skill is set only where the AI is local and then the skill checked where it isn't, they do not correspond. If a locality-change of an AI updates this value as well then everything should be fine. I'll run some tests and let you know if you don't get around to it before me ;)

Yeah reading skills from remote units is not working and skillfinal command is only working in SP so it's a bit iffy to test all that.

---------- Post added at 17:47 ---------- Previous post was at 17:41 ----------

:yay:

What does it means?

The range and how much AI learns about shooters is calculated based on the sound distance in weapon configs. Typically they're about 1000-1500 meters in vanilla. JSRS and DragonFyre have them set to 50-130 meters instead, so I had to adjust for that.

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Hi Robalo, I got a question regarding ASR_AI3

I'm currently writing an ASR AI config for my addon Missing Units. Here si what I wrote :

class CfgVehicles {

//MU_mercs

/*extern*/ class I_Soldier_F;
   class I_MU_mercs_base_F : I_Soldier_F {
	asr_ai_level = 5;
};
class I_MU_mercs_TL1_F : I_MU_mercs_base_F {
	asr_ai_level = 4;
};
class I_MU_mercs_TL2_F : I_MU_mercs_base_F {
	asr_ai_level = 4;
};
class I_MU_mercs_sniper_F : I_MU_mercs_base_F {
	asr_ai_level = 10;
};
class I_MU_mercs_chef_F : I_MU_mercs_base_F {
	asr_ai_level = 4;
};
class I_MU_mercs_helipilot_F : I_MU_mercs_base_F {
	asr_ai_level = 8;
};
/*extern*/ class I_engineer_F;
class I_MU_mercs_engineer_F : I_engineer_F {
	asr_ai_level = 5;
};

//MU_islam

/*extern*/ class O_Soldier_F;
   class O_MU_islam_base_F : O_Soldier_F {	
	asr_ai_level = 6;
};
class O_MU_islam_SL_F : O_MU_islam_base_F {
	asr_ai_level = 5;
};
class O_MU_islam_TL_F : O_MU_islam_base_F {
	asr_ai_level = 5;
};
/*extern*/ class O_engineer_F;
class O_MU_islam_engineer_F : O_engineer_F {
	asr_ai_level = 6;
};

//MU_CTRG

/*extern*/ class B_Soldier_F;
   class B_MU_CTRG_base_F : B_Soldier_F {
	asr_ai_level = 4;
};
class B_MU_CTRG_SL_F : B_MU_CTRG_base_F {
	asr_ai_level = 3;
};
class B_MU_CTRG_TL_F : B_MU_CTRG_base_F {
	asr_ai_level = 3;
};
class B_MU_CTRG_M_Mk18_F : B_MU_CTRG_base_F {
	asr_ai_level = 3;
};
class B_MU_CTRG_M_F : B_MU_CTRG_base_F {
	asr_ai_level = 3;
};
class B_MU_CTRG_officer_F : B_MU_CTRG_base_F {
	asr_ai_level = 3;
};
/*extern*/ class B_engineer_F;
   class B_MU_CTRG_engineer_F : B_engineer_F {
	asr_ai_level = 4;
};
class B_MU_CTRG_sniper_F : B_MU_CTRG_base_F {
	asr_ai_level = 10;
};
/*extern*/ class B_spotter_F;
   class B_MU_CTRG_spotter_F : B_MU_CTRG_base_F {
	asr_ai_level = 2;
};
class B_MU_CTRG_helipilot_F : B_MU_CTRG_base_F {
	asr_ai_level = 8;
};

//MU_RU

class O_MU_RUSP_base_F : O_Soldier_F {
	asr_ai_level = 2;
};
class O_MU_RUSP_TL_F : O_MU_RUSP_base_F {
	asr_ai_level = 1;
};
class O_MU_RUSP_engineer_F : O_engineer_F {
	asr_ai_level = 2;
};
class O_MU_RUSP_sniper_F : O_MU_RUSP_base_F {
	asr_ai_level = 10;
};

//MU_Greendaggers

class I_MU_GrDa_base_F : I_Soldier_F {
	asr_ai_level = 2;
};
class I_MU_GrDa_TL_F : I_MU_GrDa_base_F {
	asr_ai_level = 1;
};
class I_MU_GrDa_engineer_F : I_engineer_F {
	asr_ai_level = 2;
};
class I_MU_GrDa_sniper_F : I_MU_GrDa_base_F {
	asr_ai_level = 10;
};

//MU_SF

   class B_MU_SF_base_F : B_Soldier_F {
	asr_ai_level = 1;
};
   class B_MU_SF_engineer_F : B_engineer_F {
	asr_ai_level = 1;
};
};

Is it enough ? In your rhs configs, I saw you added also addtionnal values as "cost", "primaryAmmoCoef", "secondaryAmmoCoef", "handgunAmmoCoef" and "minFireTime" in units configs. Are these values importants and if so how to adjust them properly ?

(I already set the "cost" value for the units in the configs files of my addons.)

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Is it enough ? In your rhs configs, I saw you added also addtionnal values as "cost", "primaryAmmoCoef", "secondaryAmmoCoef", "handgunAmmoCoef" and "minFireTime" in units configs. Are these values importants and if so how to adjust them properly ?

(I already set the "cost" value for the units in the configs files of my addons.)

ammo coefs are done same as for vanilla units - check configs for snipers and at/aa specialists

minfiretime is usually lower for highly trained units, lets them move on to next target faster; be careful with it though, some time ago I ran into a bug then I set that value too low (back in ACE2 era)

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The range and how much AI learns about shooters is calculated based on the sound distance in weapon configs. Typically they're about 1000-1500 meters in vanilla. JSRS and DragonFyre have them set to 50-130 meters instead, so I had to adjust for that.

The AI "hearing" abilities are affected by changing sound mods? Am I reading this correctly?

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The AI "hearing" abilities are affected by changing sound mods? Am I reading this correctly?

The AI hearing aids that I implemented, since the A2 version of this mod, yes.

Enable debug in userconfig, fire various weapons to test it.

It's just another layer of awareness added on top of the existing AI sensors that use config parameters like sensitivityEar (units) and audiblefire (ammo).

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The AI hearing aids that I implemented, since the A2 version of this mod, yes.

Enable debug in userconfig, fire various weapons to test it.

It's just another layer of awareness added on top of the existing AI sensors that use config parameters like sensitivityEar (units) and audiblefire (ammo).

Wow. I'll think of that next time I'll have to adjust mission difficulties 'cos "suddently it was easier than the last time we played" :).

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Wow. I'll think of that next time I'll have to adjust mission difficulties 'cos "suddently it was easier than the last time we played" :).

So...In a Dedicated server enviroment, in which the server is not loading Dragonfyre, still the server gets reported different values if the client is using a sound mod or not?

I'm trying to determine if this will get a noticeable change in my Dedicated server or it is a change more oriented to SP.

Edited by Zriel

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I'm trying to determine if this will get a noticeable change in my Dedicated server or it is a change more oriented to SP.

Just to point out there's a third enviroment: hosted multiplayer (which is very common).

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Just to point out there's a third enviroment: hosted multiplayer (which is very common).

XD yeah, a mixture of both...but I'm asking what concerns me more XD

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Wow. I'll think of that next time I'll have to adjust mission difficulties 'cos "suddently it was easier than the last time we played" :).

I don't follow the connection between what you said there and what you quoted above.

---------- Post added at 21:39 ---------- Previous post was at 21:29 ----------

So...In a Dedicated server enviroment, in which the server is not loading Dragonfyre, still the server gets reported different values if the client is using a sound mod or not?

I'm trying to determine if this will get a noticeable change in my Dedicated server or it is a change more oriented to SP.

Read my answer in post 822.

I don't expect server admins to install sound mods on their servers ever, but anyone wants to for whatever reason, test locally with debug on, tweak asr_ai3_main_gunshothearing in userconfig and you're good to go.

asr_ai3_main_gunshothearing 	= 1.25;		// Gunshot hearing range coefficient (applied to shooter's weapon sound range; 0 will disable the feature)

Basically, before this version, with DragonFyre, the hearing aids were broken in single-player unless you put a big number in there, like 10 or more.

Edited by Robalo

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I don't follow the connection between what you said there and what you quoted above.

People noticed the same mission being easier, so I had to add more OPFOR, for reasons I wasn't able to explain. Now that I know that ASR_AI was affected by using a sound mod, I know the reason was we started using DragonFyre. Hence, I'll think of it next time we test sound mods.

---------- Post added at 16:49 ---------- Previous post was at 16:47 ----------

Basically, before this version, with DragonFyre, the hearing aids were broken in single-player unless you put a big number in there, like 10 or more.

Again, hosted MP exists :). And is affected.

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People noticed the same mission being easier, so I had to add more OPFOR, for reasons I wasn't able to explain. Now that I know that ASR_AI was affected by using a sound mod, I know the reason was we started using DragonFyre. Hence, I'll think of it next time we test sound mods.

The effect would be AI not caring about hearing distant shots, just like vanilla behavior. And now with this new version, they reacting again. Allows for those fun moments when a plan goes to hell because someone misfiring.

Also, this feature was documented a way back:

1.6 | 29 JUN 2011

AI are better able to detect gunshots. Default distance is half the range defined for shooter's weapon sound range.

Coefficient can be set in userconfig. Sound mods have effect over this, but the range is verified on the machine where

the hearing AI unit belongs (for example, most AI lives on the dedicated server in a coop game so it doesn't matter if a

player has some wacky sound mod configs).

---------- Post added at 21:57 ---------- Previous post was at 21:51 ----------

Again, hosted MP exists :). And is affected.

You mean it was affected.

Just to be clear, it seems we're speaking different languages here (I am for sure) :)

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Hi Robalo, any chance of returning back the AI rearming feature in future release? :p Thanks

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No problem, we're on the same page now: Missions get more difficult if more AI detects the shooter. Dedis were not affected 'cos sound mods shouldn't be active in them. Listen servers were affected 'cos the player using the server is running the sound mod. No one is affected after the last update. You've warned a long time ago about sound mods affecting the feature.

One question though: What about other sound mods, or DragonFyre updates? Will you have to keep you mod up to date with them if they change those values again?

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One question though: What about other sound mods, or DragonFyre updates? Will you have to keep you mod up to date with them if they change those values again?

Nah, that's what the setting in userconfig is for. Plus all sound mods usually set common sense values for sound ranges and the small variations don't matter much. JSRS/DFyre is an exception because of the way it made weapons sounds audible only to about 100m to allow switching to different sound samples at longer distances via scripting.

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- skills assigned automatically on AI owner machines only

Just for clarification: (owner SomeUnit) && (local SomeUnit) is always either both true or both false, r?

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Just for clarification: (owner SomeUnit) && (local SomeUnit) is always either both true or both false, r?

AFAIK Owner returns an number (scalar), while local return a boolean. So they can't be used in the way you write it.

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Right, owner gives machine id (number) while local someunit can be true or false.

INFO: RHS config updated for 0.3.5, link in first post.

Edited by Robalo

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Nope, those are optional, still separate. Speaking of, I will update the RHS config soon.

Judging by the new structure, I'm guessing the current faction configs are completely obsolete and should be removed?

For now, until the RHS configurations are updated, I want to be sure my AI squad is performing appropriately. So to be sure I know how to use asr_ai3_main_levels_units, we add units to the empty brackets to give them skills corresponding to the asr_ai3_main_sets section above?

For example, to add RHS marksman:

asr_ai3_main_levels_units = [
[],	// 0:  super-AI (only used for testing)
[],	// 1:  sf 1
[],	// 2:  sf 2 (recon units, divers and spotters)
["rhsusf_army_ucp_marksman"],	// 3:  regular 1 (regular army leaders, marksmen)
[],	// 4:  regular 2 (regulars)
[],	// 5:  militia or trained insurgents, former regulars (insurgent leaders, marksmen)
[],	// 6:  civilians with some military training (insurgents)
[],	// 7:  civilians without military training
[],	// 8:  pilot 1 (regular)
[],	// 9:  pilot 2 (insurgent)
[]	// 10: sniper 
];

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