Robalo 465 Posted October 12, 2016 Robalo love the mod, question regarding AI skill. I see you do everything now in the game instead of with the userconfig. Just wondering if I want to lower AI accuracy, do I have to uncheck "AI Skills Reconfigured" and sacrifice the other changes you've made? I like to lower it a bit to extend the length of firefights, especially at distance. Wondering if changing AI aiming and aiming shake in the difficulty settings will work? Most, but not all settings are in game. You still have a few in <arma3>\userconfig\asr_ai3\asr_ai3_config.sqf Share this post Link to post Share on other sites
Semper_OFP 2 Posted October 15, 2016 Oh duh, oops! Also a another thing I've noticed is that even if I select the "don't seek cover" option, the AI still generally fail to follow waypoints once in contact. So if they're supposed to flank or something, they'll just stop. Share this post Link to post Share on other sites
Robalo 465 Posted October 15, 2016 Update: v0.9.33- fix bug in finding cover which could get groups stuck in place- shot hearing and radioing range defaults decreased a bit- units slightly harder to be heard and spot at night- fire rate for semi auto slightly increased- aiming speed and spotting increased back by a little- disable goofy hand signals if laying down when enemy detected- go prone when engaging distant units and there is no cover- minor code optimisation Enjoy ! 7 Share this post Link to post Share on other sites
sammael 366 Posted October 15, 2016 what settings I must apply to order any (regular shooter>insurgent>AT e.t.c ) AI to kill enemy at 1.5 km? Now ,AI see and tell by radio protocol they see enemy. But they don`t shoot. Even when I put crosshair at enemy and order to atack. No matter which weapon and optics. skill and aiming 1 in default game. Only Sniper unit can atack enemy at distance more 1km I meant what setting I must use to make AI engage enemy at distance more 1km but leave their aiming by defult (more human like with dispertion like in your default settings) Share this post Link to post Share on other sites
Devastator_cm 434 Posted October 15, 2016 Thanks for the new version! Share this post Link to post Share on other sites
Robalo 465 Posted October 15, 2016 what settings I must apply to order any (regular shooter>insurgent>AT e.t.c ) AI to kill enemy at 1.5 km? Now ,AI see and tell by radio protocol they see enemy. But they don`t shoot. Even when I put crosshair at enemy and order to atack. No matter which weapon and optics. skill and aiming 1 in default game. Only Sniper unit can atack enemy at distance more 1km I meant what setting I must use to make AI engage enemy at distance more 1km but leave their aiming by defult (more human like with dispertion like in your default settings) There is no setting, only equip AI with capable weapon. Use long weapons, machineguns with optics or heavier static or vehicle mounted weapons. Share this post Link to post Share on other sites
sammael 366 Posted October 15, 2016 even AI with machinegun with .338 LM and lprs optic can`t engage enemy at distance more 800m.they Aim at enemy and wait and wait . There is no setting, only equip AI with capable weapon. Use long weapons, machineguns with optics or heavier static or vehicle mounted weapons. then it is vanilla arma3 limitation. only sniper have a steel balls to shoot over 800m :D Share this post Link to post Share on other sites
GieNkoV 30 Posted October 16, 2016 I've achieved units firing at me from over 1km with doSuppressiveFire command, check it out. Share this post Link to post Share on other sites
Guest Posted October 16, 2016 The new version has been frontpaged on the Armaholic homepage. ASR AI 3 v0.9.33 Community Base Addons A3 Share this post Link to post Share on other sites
dragonfire43560 27 Posted October 16, 2016 What is it that causes AI to decide to use RPGs against infantry? Just curious. Sometimes I see them pull it out and use it on something thats not a tank, but its not very often. I personally would love to see them use them against clustered groups of infantry, but i dont think it works that way. Share this post Link to post Share on other sites
CameronMcDonald 146 Posted October 16, 2016 What is it that causes AI to decide to use RPGs against infantry? Just curious. Sometimes I see them pull it out and use it on something thats not a tank, but its not very often. I personally would love to see them use them against clustered groups of infantry, but i dont think it works that way. If memory serves, it's based in the config of the ammunition, using allowagainstinfantry and the cost-gain balance. This is one of the newer ways the devs are trying to manage it. 1 Share this post Link to post Share on other sites
legolasindar 3 Posted October 16, 2016 The outdated config files for RHS is needed in this version? Share this post Link to post Share on other sites
Robalo 465 Posted October 16, 2016 The outdated config files for RHS is needed in this version? Huh, what makes you think they're outdated ? They're made for 0.4.1.1 and the file name indicates that. I'd use them. Share this post Link to post Share on other sites
sammael 366 Posted October 16, 2016 I've achieved units firing at me from over 1km with doSuppressiveFire command, check it out. you mean vanilla arma3 suppression comand via radio? It is not work for me at distance over 800m Share this post Link to post Share on other sites
GieNkoV 30 Posted October 16, 2016 Nope, I've made it into a script, I can send it to you via PM. 1 Share this post Link to post Share on other sites
domokun 515 Posted October 16, 2016 even AI with machinegun with .338 LM and lprs optic can`t engage enemy at distance more 800m.they Aim at enemy and wait and wait . then it is vanilla arma3 limitation. only sniper have a steel balls to shoot over 800m :D It has nothing to do with the metallurgy of your spheres but rather what is inside your head. Shooting at 800+ m with a standard service rifle is an exercise in futility, i.e. a great way to waste time and ammunition. That is why, is many units, at least 1 member has a longer range weapon but most don't. Honestly, snipers are WAY too opular among nerds because of the media and CoD. In reality, they are very rare. Most engagements occur at ranges of <500m: http://www.dtic.mil/cgi-bin/GetTRDoc?AD=ADA512331 RoE often requires that troops ID a target before opening fire. Also terrain plays a huge part, e.g. in desert ranges can reach 800m, in mountains even more, but in most cases it's 300-500 and in urban enviroments, it's way less 25-100m. 1 Share this post Link to post Share on other sites
sammael 366 Posted October 16, 2016 I know that it is not aimed fire. But these are the conditions of war. In reality 90 % of shoots is suppressive role. I myself went through it. and you can see the combat video on YouTube. Most of the time soldiers shoot with rifles and machine guns just to the side of the enemy at a distance of a kilometer or more. exceptions are urban combat. Besides, I do not suggest AI to decide what is beneficial. I ordered to open fire but they just overcame the target and wait Share this post Link to post Share on other sites
taro8 806 Posted October 16, 2016 An odd thing I noticed, when I'm flying a helicopter over enemy that has no waypoints they just stand there, even when I'm actually attacking them. I feel that the first command everyone should get at the contact is Take Cover and then work from there. 1 Share this post Link to post Share on other sites
domokun 515 Posted October 16, 2016 I know that it is not aimed fire. But these are the conditions of war. In reality 90 % of shoots is suppressive role. I myself went through it. and you can see the combat video on YouTube. Most of the time soldiers shoot with rifles and machine guns just to the side of the enemy at a distance of a kilometer or more. exceptions are urban combat. Besides, I do not suggest AI to decide what is beneficial. I ordered to open fire but they just overcame the target and wait My remarks are based on actual combat (did you read the report?). Also suppressive fire consumes precious ammunition (most infantryman only carry 7 magasines). So unless you're about to be extracted, it would be very unwise to start expending your ammunition at the start of an operation on suppressive fire which is of dubious value seems very risky. Share this post Link to post Share on other sites
sammael 366 Posted October 16, 2016 https://www.reddit.com/r/todayilearned/comments/2geh6y/til_the_us_spent_an_estimated_50000_rounds_of_m16/ in any case it is not about realism but about the AI refuses to obey an order as if hinting that better than I know what is good and what is bad) Share this post Link to post Share on other sites
Hossus 13 Posted October 17, 2016 hi could please someone explain this to me how this works: 11:05:57 "ASR AI3: 130.729 | Unit R Alpha 2-1:13 sub-skill aimingAccuracy set: 1, get: 1, skillFinal: 0.696" why is the final skill 0.696, shouldn't it be skillFinal 1 ?? thx Share this post Link to post Share on other sites
Robalo 465 Posted October 17, 2016 hi could please someone explain this to me how this works: 11:05:57 "ASR AI3: 130.729 | Unit R Alpha 2-1:13 sub-skill aimingAccuracy set: 1, get: 1, skillFinal: 0.696" why is the final skill 0.696, shouldn't it be skillFinal 1 ?? thx Final skill takes other settings into account as well. It's explained in the notes here: https://community.bistudio.com/wiki/AI_Sub-skills So in this case it depends on the AI skill set via userconfig/unit type but also on CfgAISkill config class (internal) and the skill settings you have in game difficulty options. Share this post Link to post Share on other sites
Robalo 465 Posted October 21, 2016 Updated 0.9.34- engagement ranges extended for non-zoomed sights (experimental change in cfgweapons)- handle hits on static weapons - units fall out of them when shot or things blow up nearby- fix bug causing units to remain in prone position- when copy my stance is enabled and player is moving slowly, following units will also slow down- units in static weapons fall out of them when killed (so they can be looted)- in single player games scripted reactions to danger are skipped if player not the cause and farther than 2000m Enjoy! 9 Share this post Link to post Share on other sites
Robalo 465 Posted October 21, 2016 Link plz:D Link in first post as usual. On Steam also. 1 Share this post Link to post Share on other sites