orcinus 121 Posted March 2, 2015 @Soulis6 re getting the team to move fast: This is an age-old problem. Hopefully Rob will be able to do something about it. There are some workarounds: To get your team to move fast, set formation to File or Delta (depends on circumstances, e.g. location of the enemy or/and terrain, which formation is better) and "hold fire'". If you are scripting AI then issuing those orders via a script (e.g. from a trigger or at a preset-time) should also work. It doesn't work 100% (in A2/CO - haven't been able to play much A3 due to RL issues). Share this post Link to post Share on other sites
soulis6 24 Posted March 2, 2015 Ok cool, i'll try that, thanks! Share this post Link to post Share on other sites
jonpas 294 Posted March 2, 2015 Hey Robalo, first off as you probably already know, your mod changed the way we play, combined with Headless Client AI really feels alive. With the release of RHS 0.3.6 there are new units in there, are they justifiable for an update to ASR AI RHS Compatibility or will they mostly inherit appropriately? Thanks a lot, keep up the great work! Share this post Link to post Share on other sites
Wolfenswan 1 Posted March 3, 2015 1.40 is out. Should we disable ASR_AI3 for the time being due to the danger.fsm changes? Share this post Link to post Share on other sites
Zriel 12 Posted March 3, 2015 Which settings do you generally use for ASR_AI3/ server Profile?? Thinking on a COOP vs AI perspective. Share this post Link to post Share on other sites
Robalo 465 Posted March 3, 2015 @Zriel: default settings @Jonpas, Wolffenswan: updates inbound Share this post Link to post Share on other sites
seba1976 98 Posted March 3, 2015 @Jonpas, Wolffenswan: updates inbound Share this post Link to post Share on other sites
zyg0tic 12 Posted March 4, 2015 Im using ALiVE and ASR AI3. How do I increase the spot distance, and decrease time it takes for AI to spot enemy? Is it necessary to change a setting in ASR AI3 config files, or should I use the ALiVE AI Skill module settings? Do they work in conjunction? Share this post Link to post Share on other sites
friznit2 350 Posted March 4, 2015 You can change the skill levels in ASR userconfig. Don't use it in conjunction with ALiVE, they'll overwrite each other. ASR does a lot more than just AI Skill! Share this post Link to post Share on other sites
Robalo 465 Posted March 4, 2015 Yep, you can edit asr_ai3_settings_ss.sqf, in asr_ai3_main_sets, increase numbers in the last column next to where it says spotting: asr_ai3_main_sets = [ // for each level: skilltype, [<min value>, <random value added to min>] [ "general",[1.00,0.0], "aiming",[1.00,0.0], "spotting",[1.00,0.0] ], // 0: super-AI (only used for testing) [ "general",[0.80,0.2], "aiming",[0.35,0.1], "spotting",[0.40,0.2] ], // 1: sf 1 [ "general",[0.75,0.2], "aiming",[0.30,0.1], "spotting",[0.35,0.2] ], // 2: sf 2 (recon units, divers and spotters) [ "general",[0.70,0.2], "aiming",[0.25,0.1], "spotting",[0.30,0.2] ], // 3: regular 1 (regular army leaders, marksmen) [ "general",[0.65,0.2], "aiming",[0.20,0.1], "spotting",[0.25,0.2] ], // 4: regular 2 (regulars) [ "general",[0.60,0.2], "aiming",[0.15,0.1], "spotting",[0.20,0.2] ], // 5: militia or trained insurgents, former regulars (insurgent leaders, marksmen) [ "general",[0.55,0.2], "aiming",[0.10,0.1], "spotting",[0.15,0.2] ], // 6: some military training (insurgents) [ "general",[0.50,0.2], "aiming",[0.05,0.1], "spotting",[0.10,0.2] ], // 7: no military training [ "general",[0.70,0.2], "aiming",[0.20,0.1], "spotting",[0.50,0.2] ], // 8: pilot 1 (regular) [ "general",[0.60,0.2], "aiming",[0.15,0.1], "spotting",[0.40,0.2] ], // 9: pilot 2 (insurgent) [ "general",[0.80,0.2], "aiming",[0.60,0.4], "spotting",[0.80,0.2] ] // 10: sniper ]; Share this post Link to post Share on other sites
zyg0tic 12 Posted March 4, 2015 (edited) Thanks! I upped all the spotting values to 1.00 for all units, having added all the code Robalo shared above into the init.sqf for the mission. I also loaded VTS DuckHunt, and deleted the ALiVE AI Skill module (whilst otherwise keeping basic ALiVE enabled). I dropped in OPFOR and BLUFOR recon and sniper team at opposite ends of the salt lake. Also an OPFOR LMGer and marksman which I moved up incrementally from 1.6km. Here are the results in photos: I forgot what the name of the 7.62mm opfor rifle is. Ranges are taken from the northern tip of the airstrip. BLU snipers are about 200m north of that, and were firing and killing from that position. He killed a few OPFOR, including their sniper, but eventually ran out of ammo. Those two weapons were engaging at 1km. Observer that the Mk18 is silenced and the other is not. "Spec ops! One and a half clicks south!" shouted the group leader after putting away his rangefinder. OPFOR sniper also engaging shortly after placement at very long range. Removed the DMS scope from the marksman's rifle and put it on the LMG. The LMG guy began firing immediately after this, single shots with long pause in between. The marksman continued to fire with the unscoped weapon. I find those results somewhat pleasing, although Ive yet to determine the 6.5mm rifles range. If there was a mod able to add scopes to all non-sniper units, I think it would help a lot also as adding scope to LMG seems to have increased range. Keep in mind Im using VTS DuckHunt, but am not sure at this stage if its actually working (I assume it is), but definitly ASR AI3 increased spotting values has been effective. ^ tested range of unit armed thusly. Began engaging at 750m. Further than that they were aware of enemy presence, staying prone and moving up in slow way one at a time.. but only at 750m did they start firing. They killed the opfor marksman quite soon after getting in range. Update: After further testing Im quite sure VTS Duckhunt isnt working as intended. Firing ranges are the same with Duckhunt enabled or disabled. I think this may be due to ASR AI3 making its own modifications to firing range, possibly something to do with scopes... Ive browsed the config viewer CfgWeapons with ASR enabled and found it does make some modifications and an ASR has added a fire mode optics1 and optics2. Question: could ASR AI3 be extending the firing range of the AI? Edited March 5, 2015 by zyg0tic Share this post Link to post Share on other sites
Zriel 12 Posted March 4, 2015 I know this is somewhat a generic question, but since this thread has lots of specialist in AI, and since I use the ASR_AI3 mod (which may change something....) Here it goes I have read that if I, as a player, throw smoke when engaged to an AI unit, it wont make the AI more difficult to shot at me, they aren't affected by it. Smoke affects the "spot" difficulty that the AI has, but once they know about me, smoke won't help me at all. Is this correct? or I have missunderstood? Share this post Link to post Share on other sites
zyg0tic 12 Posted March 4, 2015 Smoke does seem to work against AI. Many times Ive revived or been revived only because smoke stopped the enemy fire. Share this post Link to post Share on other sites
davidzi 11 Posted March 4, 2015 Indeed, smoke works. Keep in mind that AI predict your movement when you disappear and may fire a few extra rounds even if they don't see you anymore. The extra smoke from clientside mods like blastcore don't affect AI as much though. See this thread for some test http://forums.bistudio.com/showthread.php?175240-Weapon-tests&p=2702521&viewfull=1#post2702521 Share this post Link to post Share on other sites
TheConen 78 Posted March 5, 2015 Robalo, your RHS Compatibility config seems to mess around with the RHS weapons config. See here: http://feedback.rhsmods.org/view.php?id=384 Share this post Link to post Share on other sites
Zriel 12 Posted March 5, 2015 Indeed, smoke works. Keep in mind that AI predict your movement when you disappear and may fire a few extra rounds even if they don't see you anymore.The extra smoke from clientside mods like blastcore don't affect AI as much though. See this thread for some test http://forums.bistudio.com/showthread.php?175240-Weapon-tests&p=2702521&viewfull=1#post2702521 Thanks everyone! Share this post Link to post Share on other sites
Robalo 465 Posted March 5, 2015 Robalo, your RHS Compatibility config seems to mess around with the RHS weapons config. See here: http://feedback.rhsmods.org/view.php?id=384 It was made for 0.3.5. Until I update it for RHS 0.3.6, it's best to remove it if you updated RHS. Share this post Link to post Share on other sites
Wolfenswan 1 Posted March 5, 2015 I'm assuming you're testing the best way to adapt ASR_AI3 to the changes in danger.fsm and other AI-related engine updates; is there anything we can help with? Share this post Link to post Share on other sites
Robalo 465 Posted March 5, 2015 I'm assuming you're testing the best way to adapt ASR_AI3 to the changes in danger.fsm and other AI-related engine updates; is there anything we can help with? I wouldn't worry much about that. The new danger.fsm does not have any code attached to the new event anyway. Currently busy updating and testing changes to JointRails, with limited time available. Will take care of the AI stuff after that. Share this post Link to post Share on other sites
sparfell_19 188 Posted March 5, 2015 Hi Robalo, I quickly talked with Ollem (TPWCAS) about new "bullet detection" features and here is what he answered : http://forums.bistudio.com/showthread.php?166800-TPWCAS-for-A3-AI-Suppression-System-suggestions-comments-ideas-discussion&p=2893414&viewfull=1#post2893414 So, I'm asking you : do you plan implementing AI suppression in further updates ? Thanks for your work, ASRAI is a must have. Edit : Woops, didn't see your last message. Share this post Link to post Share on other sites
Robalo 465 Posted March 5, 2015 If it can be done in an efficient way and I can find the time, sure. BIS has recently provided a way for us to insert code into danger.fsm when AI detects bullets fired near, that may or may not be enough, will look into it. Share this post Link to post Share on other sites
Azza FHI 50 Posted March 6, 2015 I can confirm radio net system isnt working so im guessing most of this mod is borked since the 1.4 update. Lookin farward the the asr update! The game literally unplayable without it... Share this post Link to post Share on other sites
Robalo 465 Posted March 6, 2015 I can confirm radio net system isnt working so im guessing most of this mod is borked since the 1.4 update.Lookin farward the the asr update! The game literally unplayable without it... Testing tonight, if all goes well update tomorrow. Share this post Link to post Share on other sites
Wolfenswan 1 Posted March 7, 2015 A bug you might want to take note of: http://feedback.arma3.com/view.php?id=22973 Individual setSkill overwrites all other skills. Share this post Link to post Share on other sites
Robalo 465 Posted March 7, 2015 (edited) A bug you might want to take note of:http://feedback.arma3.com/view.php?id=22973 Individual setSkill overwrites all other skills. Thanks, yeah, 1.40 is like the buggiest patch ever. They removed stance adjustment modifier key, gear menu eats all your mags and items... think I should take a break and come back after they fix this mess :( Or stick with this branch: Arma3Legacy138 Edited March 7, 2015 by Robalo Share this post Link to post Share on other sites