Robalo 465 Posted May 6, 2016 Robalo, can u add a feature to the AI, that males the explosive specialist to use the explosives to atack and defend himself? Enviado do meu X5 através de Tapatalk That's a bit hard to accomplish, maybe under certain restrictions. Not even human player can get that done right most of the time. Assuming we're not talking about suicide bombers here, but an AI that would fear for his life while handling explosives. Share this post Link to post Share on other sites
Alwarren 2767 Posted May 6, 2016 Hey Robalo We got a weird problem with ASR AI on our server, and don't really know how to solve it. I searched through the thread but didn't find anything. Basically, the issue is this: There are a couple of AI on HOLD waypoints. It means they should not move unless they have detected an enemy. Since the HOLD waypoint is pretty far away, there is no chance that they can detect anything unless it is specifically REVEALED to them. However we have asr_ai3_main_gunshothearing = 0; and asr_ai3_main_radiorange = 0; and still the units get notified at their HOLD waypoint and therefore leave their supposed ambush points or guard points. We have verified it against vanilla behavior, and they do not move when played with Vanilla AI. Any advice? ASR AI is an absolute game changer, I wouldn't want to play without it, but this is a real issue for us. Thank you for any help. ~~ Alwarren 1 Share this post Link to post Share on other sites
Variable 322 Posted May 8, 2016 Basically, the issue is this: There are a couple of AI on HOLD waypoints. It means they should not move unless they have detected an enemy. Since the HOLD waypoint is pretty far away, there is no chance that they can detect anything unless it is specifically REVEALED to them. However we have Might also be worth mentioning that we observed this phenomena on Zeus sessions. It might happen on all missions but it's hard to tell. This is not the intended design of ASR AI, right? Share this post Link to post Share on other sites
Jack-Johnson 7 Posted May 9, 2016 Had the problem on workshop missions. Target person was notnot where it should be. Found it a few hundred meters away in a building with other ai. Is it possible that the reason is that groups of 2 and smaller will merge with the next group? Share this post Link to post Share on other sites
Alwarren 2767 Posted May 9, 2016 Had the problem on workshop missions. Target person was notnot where it should be. Found it a few hundred meters away in a building with other ai. Is it possible that the reason is that groups of 2 and smaller will merge with the next group? No, this affects large groups as well, and we have disabled everything that could interfere with this, including all hearing aids, information exchange, and group merging. Share this post Link to post Share on other sites
Jack-Johnson 7 Posted May 9, 2016 OK so I don't have to try it. Then let's wait â˜ºï¸ Share this post Link to post Share on other sites
Robalo 465 Posted May 9, 2016 Might also be worth mentioning that we observed this phenomena on Zeus sessions. It might happen on all missions but it's hard to tell. This is not the intended design of ASR AI, right? Can't say anything about design unless I get a clearer picture. Do you know what could trigger the AI ? What is going on at the moment they get alerted ? Are things blowing up in a radius of 1000m ? Share this post Link to post Share on other sites
Variable 322 Posted May 9, 2016 We'll try to get the author and curator here to say exactly (he's got issues with his account), but in the meantime I can only say that on multiple missions we had the same phenomena:We get detected by a single enemy team, and teams from all over the map (at least 700 meters away, probably even more) that are on Hold waypoints, are moving on us, although I set radiorange to 0 and hearing coefficient to 0 on the server config. It happens also on missions with no explosives or things blowing up in a radius of 1000m from the responding teams, or even missions that nothing explodes at all. Basically what we are trying to isolate here is what in ASR AI makes those distant AI teams to a ) know about us, and B ) move in to engage us although we have the above features disabled (see Alwarren's post). When we unwillingly disable ASR AI, this issue seems to disappear. If it's not ASR AI doing, do you have any idea what could be the cause? Share this post Link to post Share on other sites
Robalo 465 Posted May 9, 2016 We'll try to get the author and curator here to say exactly (he's got issues with his account), but in the meantime I can only say that on multiple missions we had the same phenomena: We get detected by a single enemy team, and teams from all over the map (at least 700 meters away, probably even more), are moving on us, although I set radiorange to 0 and hearing coefficient to 0 on the server config. It happens also on missions with no explosives or things blowing up in a radius of 1000m from the responding teams, or even missions that nothing explodes at all. Basically what we are trying to isolate here is what in ASR AI makes those distant AI teams to a ) know about us, and B ) move in to engage us although we have the above features disabled (see Alwarren's post). When we unwillingly disable ASR AI, this issue seems to disappear. If it's not ASR AI doing, do you have any idea what could be the cause? I can tell you that it's not ASR AI that is sending the units your way because that kind of code is no longer part of the mod since long ago. What it could happen is the mod indirectly triggering engine level routines or other mod/mission scripts by helping distant units become more easily aware of enemy presence. I was mentioning things blowing up because in the ammo config I used the dangerRadiusHit parameter to help AI detect explosions up to 1000m. Since this is a config tweak there is no way to disable this. Share this post Link to post Share on other sites
Variable 322 Posted May 9, 2016 I see. Regarding that: I was mentioning things blowing up because in the ammo config I used the dangerRadiusHit parameter to help AI detect explosions up to 1000m. Since this is a config tweak there is no way to disable this. Will it only make them alert or also send them our way? Share this post Link to post Share on other sites
Robalo 465 Posted May 9, 2016 I see. Regarding that: Will it only make them alert or also send them our way? Again, there is no code that sends units your way in this mod, used to be but I removed it a while ago. Info on the config parameter I used: dangerRadiusHit - defines how far the AI gets alerted by the projectile's impact or explosion. Default value -1 makes this distance be automatically derived from the hit and indirectHit properties. Basically for anything that is a rocket/shell/missile I set this to 1000. Worth checking how/where you disabled the scripted features, problem could be they were ignored. Enabling debug might show if the features are still in effect or not. Share this post Link to post Share on other sites
Variable 322 Posted May 10, 2016 Thank you very much for the help Robalo. We have enabled debug mode and will check on next coop night. After playing for so long with ASR AI, we refuse to play with vanilla AI! :) Share this post Link to post Share on other sites
taro8 806 Posted May 15, 2016 Hello. I did some modifications to AI skill scripting. In theory I split the skill settings so each AI sub skill can be set separately. Here's the changed in the fnc_setUnitSkill.sqf (changes start at line 43): http://pastebin.com/4bfgb78X And an userconfig with my settings: http://pastebin.com/2cyRs8gJ Theoretically it should all work, but I'm no codder. Still it would awesome if it would as breaking apart the skills would let me make AI stop doing a spin-to-headshot-at-200m jig. So they would take time to aim, but would still be accurate. I hope this will help you out. 3 Share this post Link to post Share on other sites
Robalo 465 Posted May 17, 2016 Hello. I did some modifications to AI skill scripting. In theory I split the skill settings so each AI sub skill can be set separately. Here's the changed in the fnc_setUnitSkill.sqf (changes start at line 43): http://pastebin.com/4bfgb78X And an userconfig with my settings: http://pastebin.com/2cyRs8gJ Theoretically it should all work, but I'm no codder. Still it would awesome if it would as breaking apart the skills would let me make AI stop doing a spin-to-headshot-at-200m jig. So they would take time to aim, but would still be accurate. I hope this will help you out. Thanks. I used to have it set up like that, allowing every subskill to be tweaked independently. IMO it's overcomplicating things with not much gain, but if there's interest in having that kind of complete fine-grained control then I can go back to that. 1 Share this post Link to post Share on other sites
mjolnir66 48 Posted May 17, 2016 Is it possible as a user to change the AI rate of fire? Share this post Link to post Share on other sites
taro8 806 Posted May 17, 2016 AFAIK the AI rate of fire is defined in weapon configs themselves. However I noticed that once I really lowered the amingspeed (using my tweak) the AI takes longer time between shots, so aiming speed AI sub skill may be added on top of defined weapon rof. Thanks. I used to have it set up like that, allowing every subskill to be tweaked independently. IMO it's overcomplicating things with not much gain, but if there's interest in having that kind of complete fine-grained control then I can go back to that. Personally I prefer all skills to be separate, especially stuff like spotting and accuracy settings (with pretty much means everything). With spotting separated I can finally set AI so they do spot something at range, but they wont imminently call out enemy shoe size after seeing his nose tip at 1km. 1 Share this post Link to post Share on other sites
battlepanda50 10 Posted May 17, 2016 Sorry if this is explained, but do the AI configs for the rhs units go into the existing asr ai folder (which I'm assuming) or into the addon folder withing the main arma 3 directory?. Must have mod btw, Why BI fail at making any sort of capable AI baffles me. Thanks. Share this post Link to post Share on other sites
taro8 806 Posted May 19, 2016 Would it be possible to make AI behave like this when an enemy is spotted: leader divides team into three groups, orders group 2 and 3 to flank left and right. Its pretty basic, but the "flank-n-spank" tactic is the most basic tactics used in combat, so having AI use it would be nice. At least it would make battles a bit more dynamic. Share this post Link to post Share on other sites
taro8 806 Posted May 20, 2016 Sorry for double post, but I discovered a major issue. UAV and remotely controlled units (at least one in vehicles) are affected by aimingspeed AI skill, to the point if you put a number like 0.005 you can barely move the camera on UAV's. Did quite a lot of testing and its definitely aimingspeed. This is more of an issue with ARMA, but it should be taken into consideration. Maybe some script that sets all AI skill to 1 for the duration of the remote control. Share this post Link to post Share on other sites
Robalo 465 Posted May 20, 2016 Sorry if this is explained, but do the AI configs for the rhs units go into the existing asr ai folder (which I'm assuming) or into the addon folder withing the main arma 3 directory?. I suggest to create a mod folder for it, name it as you wish, ex. @asr_rhs_configs. Be aware they are most likely outdated now that RHS was updated to 0.4.1. I will update them when I can find some time. Share this post Link to post Share on other sites
Robalo 465 Posted May 20, 2016 Would it be possible to make AI behave like this when an enemy is spotted: leader divides team into three groups, orders group 2 and 3 to flank left and right. Its pretty basic, but the "flank-n-spank" tactic is the most basic tactics used in combat, so having AI use it would be nice. At least it would make battles a bit more dynamic. I avoid making such potentially disruptive changes. Sorry for double post, but I discovered a major issue. UAV and remotely controlled units (at least one in vehicles) are affected by aimingspeed AI skill, to the point if you put a number like 0.005 you can barely move the camera on UAV's. Did quite a lot of testing and its definitely aimingspeed. This is more of an issue with ARMA, but it should be taken into consideration. Maybe some script that sets all AI skill to 1 for the duration of the remote control. Good to know. I never ran into it since I have't used remotely controlled units neither mess with the UAV skills. 1 Share this post Link to post Share on other sites
taro8 806 Posted May 21, 2016 Is there any work around for that? I really want to keep AI aiming speed very low. Would something like this take an effect? asr_ai3_main_levels_units = [ ["B_UAV_AI", "O_UAV_AI", "I_UAV_AI"], // 0: super-AI (only used for testing) I want to make UAV's AI have super AI skills (all 1), so at least UAV is usable. Edit: It worked, setting the UAV AI's as the super AI with all 1 in skills fixes the problem with an unresponsive camera on UAV's. Remotely controlled units are still a bit of an issue, but they are not as much game breaking as the UAV's. 1 Share this post Link to post Share on other sites
Robalo 465 Posted May 21, 2016 Is there any work around for that? I really want to keep AI aiming speed very low. Would something like this take an effect? asr_ai3_main_levels_units = [ ["B_UAV_AI", "O_UAV_AI", "I_UAV_AI"], // 0: super-AI (only used for testing) I want to make UAV's AI have super AI skills (all 1), so at least UAV is usable. Edit: It worked, setting the UAV AI's as the super AI with all 1 in skills fixes the problem with an unresponsive camera on UAV's. Remotely controlled units are still a bit of an issue, but they are not as much game breaking as the UAV's. Yep, also UAV AI classes inherit from heli pilot classes so you can also tweak the settings for skill level 8. But your way is I think even better. Maybe I should ship the userconfig with that by default. Thanks ! Share this post Link to post Share on other sites
CptDezusa 31 Posted May 22, 2016 So do everyone that joins the server need this mod for it to work or only the server ? Im still new to renting a server so- :) Share this post Link to post Share on other sites
Azza FHI 50 Posted May 22, 2016 FAQ Q: Should I install this mod on servers, clients, both ? What about headless clients ? A: Always install it on servers and headless clients. Having it installed on clients is required if you are running AI groups commanded by clients or use Zeus. I generally recommend having it installed everywhere. if your AI are always local to the server then you dont need to run it anywhere else, otherwise run it on all clients (Zeus spawned AI are local to the Zeus machine) 1 Share this post Link to post Share on other sites