Wolfenswan 1 Posted May 3, 2015 (edited) Since the latest update (possibly including 0.9.21) I've noticed AI controlled transport helicopters being very timid, breaking off any attempt to land if they are engaged by a lone infantry. Before that (and with vanilla AI) I could get them to land reliably even under fire by disabling their "Target"/"Autotarget" AI and setting allowFleeing to 0. Any idea what could have caused this? Edited May 3, 2015 by Wolfenswan Share this post Link to post Share on other sites
seba1976 98 Posted May 3, 2015 Set their behavior to careless. Not only works but it's also how it's supposed to be done. Gunners will still engage any hostiles. Share this post Link to post Share on other sites
Wolfenswan 1 Posted May 3, 2015 Set their behavior to careless. Not only works but it's also how it's supposed to be done. Gunners will still engage any hostiles. Careless does help but is undesirable, as it'll always enable the AI's light and enforce other unwanted behavior. Share this post Link to post Share on other sites
seba1976 98 Posted May 3, 2015 Careless does help but is undesirable, as it'll always enable the AI's light and enforce other unwanted behavior. For transport choppers, it's the way to go. No unwanted behavior. I've been using it since the OFP days. Any other configuration will produce what you are describing as an ASR_AI's fault. Share this post Link to post Share on other sites
Shoes 1 Posted May 4, 2015 With the current release of your excellent mod Robalo, I wanted to know if I keep the asr_ai3_settings.hpp file in the userconfig folder or is it no longer required? Thank You again for your hard work in developing this excellent mod. I could not be without it now as the tailoring of AI to each specific map that are group makes is indispensable.:D Share this post Link to post Share on other sites
Azza FHI 50 Posted May 6, 2015 The .hpp file in userconfig got replaced by the 2 .sqf files... Share this post Link to post Share on other sites
faithnall 10 Posted May 7, 2015 Short Questen. I read in this thread that it's better to turn of the AGM_AI. So for the upcomming ACE 3 its the same? just delete the ace_ai.pbo? btw, Robalao, thanks the "dostop this" Command works perfect. Share this post Link to post Share on other sites
hydrobull3t 13 Posted May 9, 2015 Hello roblo. It seems that when I spawn group of AI, they start running and taking items from other Ai from their group (I am not touching them at all).. Can you look on it please? Share this post Link to post Share on other sites
Azza FHI 50 Posted May 9, 2015 You can change the likelihood of the AI re arming in the userconfig Share this post Link to post Share on other sites
phronk 898 Posted May 9, 2015 I read in this thread that it's better to turn of the AGM_AI. So for the upcomming ACE 3 its the same? just delete the ace_ai.pbo? Yes, just delete the ACE_AI.pbo files and ACE 3 should be compatible with ASR AI 3 no problem. Share this post Link to post Share on other sites
acoustic 82 Posted May 16, 2015 Haven't used this in awhile (1 year haha), how's the AI spot distance? Share this post Link to post Share on other sites
Zriel 12 Posted May 16, 2015 Yes, just delete the ACE_AI.pbo files and ACE 3 should be compatible with ASR AI 3 no problem. In theory, ACE_AI is built to be compatible with ASR AI http://ace3mod.com/wiki/feature/ai.html 1.5 No scripting All changes of ACE 3 AI are config based to ensure full compatibility with advanced AI modifications like ASR AI. Share this post Link to post Share on other sites
jonpas 293 Posted May 17, 2015 In theory, ACE_AI is built to be compatible with ASR AIhttp://ace3mod.com/wiki/feature/ai.html 1.5 No scripting All changes of ACE 3 AI are config based to ensure full compatibility with advanced AI modifications like ASR AI. Not true, ace_hearing is setting audibleFire values to set deafness in hearing module, ASR AI changes those values so there is an issue with that. That will be removed in one of the future versions and replaced by some calculations, reference: https://github.com/acemod/ACE3/issues/619 Share this post Link to post Share on other sites
germanske_norge 43 Posted May 17, 2015 How much would someone recommend this mod and what does it improve on from the vanilla AI? Share this post Link to post Share on other sites
J. Baago 10 Posted May 17, 2015 How much would someone recommend this mod and what does it improve on from the vanilla AI? It is by far the best AI improvement mod you can find. Try it out yourself. It feels like fighting a real enemy. :D Share this post Link to post Share on other sites
Zriel 12 Posted May 17, 2015 Not true, ace_hearing is setting audibleFire values to set deafness in hearing module, ASR AI changes those values so there is an issue with that. That will be removed in one of the future versions and replaced by some calculations, reference: https://github.com/acemod/ACE3/issues/619 Looking at the code can't see where the addon "hearing" is making any changes to audibleFire. Share this post Link to post Share on other sites
jonpas 293 Posted May 17, 2015 Looking at the code can't see where the addon "hearing" is making any changes to audibleFire. No, ASR AI changes it, ACE3's module Hearing uses the value to determine ear ringing/deafness. Share this post Link to post Share on other sites
germanske_norge 43 Posted May 17, 2015 How can I tell if I have this mod correctly installed? Share this post Link to post Share on other sites
Moon_chilD 200 Posted May 17, 2015 Best way is: Place down some CSAT and a bit further some NATO. You self will be Civilian and then start the mission. Are they throwing Smokes to conceal themself? Congratz, its correctly "installed"! Share this post Link to post Share on other sites
acoustic 82 Posted May 17, 2015 Do we need the latest RHS config in the main OP or not? Whats the difference with and without? Share this post Link to post Share on other sites
germanske_norge 43 Posted May 17, 2015 Guess I'll have to move all the pbo addons to my arma 3 addons folder, for some reason simply extracting it to my arma 3 folder and running the launch parameter does not work. Wish there was a proper mod manager that made this easier. Share this post Link to post Share on other sites
bigpoppablunts 53 Posted May 18, 2015 Arma 3 has a built in mod manager (kinda). I use Play With Six (run as admin or the userconfigs wont install) to download all my mods, once setup properly the A3 launcher will auto detect them. Simply select the ones you want and click play. Share this post Link to post Share on other sites
germanske_norge 43 Posted May 18, 2015 Seemed to help a lot, so do I just add the addons I want into a collection and then run that collection thereby running all of the mode properly? Share this post Link to post Share on other sites
killaway 10 Posted May 21, 2015 Can someone help me install this please on my dedi server? add me on steam name is KILLAWAY Share this post Link to post Share on other sites
Robalo 465 Posted May 21, 2015 Can someone help me install this please on my dedi server? add me on steam name is KILLAWAY Have you read the instructions in first post ? Share this post Link to post Share on other sites