Azza FHI 50 Posted April 1, 2016 robalo in case you are not aware, BIS will be adding 'commandSuppressiveFire' and 'doSuppressiveFire'. this has the potential to completely change firefights, do you intend on playing around with it and integrating into ASR? 2 Share this post Link to post Share on other sites
Robalo 465 Posted April 1, 2016 robalo in case you are not aware, BIS will be adding 'commandSuppressiveFire' and 'doSuppressiveFire'. this has the potential to completely change firefights, do you intend on playing around with it and integrating into ASR? Perhaps. We already had suppressFor, how are these different from it ? Funnily enough when I typed a search for biki suppressFor google suggested bikini suppressor :) Share this post Link to post Share on other sites
Azza FHI 50 Posted April 2, 2016 Girls in bikinis firing guns? Hmm thats a good idea for a mod... Heres a link to the dev branch discussion about the new commands https://forums.bistudio.com/topic/189479-ai-suppress-command/#entry3001567 At first glance it looks like its to be mainly used to command ai team mates. Hopefully enemy ai can make use of it too. Share this post Link to post Share on other sites
Coul 11 Posted April 2, 2016 Does this work with other maps? Can ai use buildings from A2? Share this post Link to post Share on other sites
Robalo 465 Posted April 4, 2016 If they have building positions defined yes any. Share this post Link to post Share on other sites
O.Languedoc 67 Posted April 5, 2016 Hey Guys, I had an error launching a mission with ASR AI after the EDEN update. Was there a update to fix that error? Would love to bring back this mod. Is there CUP units faction settings included in your mod configs? Cheers Share this post Link to post Share on other sites
luckylegs 19 Posted April 5, 2016 - improvements for AI mounting weapons: don't go into locked vehicles; don't go into tanks; replace dead gunners; get out when out of ammo or after 5 to 10 minutes I've been testing a mission I'm making with and without ASR AI. I have a few empty vehicles (both military and civilian) placed around a town, with a small garrison of infantry occupying it. All of the assets that I am using are from the CUP mod. When ASR AI is running, I've noticed that, once alerted, any enemy infantry nearby an empty, locked ambulance BMP (no armaments) that I've placed down will 90% of the time jump into it and start moseying around fruitlessly. This is puzzling both because I've set it to be locked in the editor, as mentioned, but also because they don't seem to be interested in any of the other unlocked cars around the town. Would anyone have any ideas about what might be causing this odd little phenomenon, or perhaps how to work around it? Share this post Link to post Share on other sites
andersson 285 Posted April 8, 2016 Locked is only for players as vanilla ai dont go into vehicles by them self. Choice of ambulance could be because it is the only military vehicles close to the ai? Share this post Link to post Share on other sites
Robalo 465 Posted April 8, 2016 Can't tell you why they do that, not a feature of this mod. Share this post Link to post Share on other sites
andersson 285 Posted April 8, 2016 Sounds like DAC? Share this post Link to post Share on other sites
Neviothr 102 Posted April 10, 2016 What's the name of the script/file in the pbo that controls the attacking behavior of AI? As in how much they move and when. Share this post Link to post Share on other sites
Robalo 465 Posted April 15, 2016 What's the name of the script/file in the pbo that controls the attacking behavior of AI? As in how much they move and when. There is no such thing. Share this post Link to post Share on other sites
shibdib 10 Posted April 18, 2016 Having an issue Q: I just updated to 1.54 and am receiving a 'Script \userconfig\asr_ai3\asr_ai3_settings.sqf not found' error on launch. I ticked the file patching option in the launcher and still get this error. Share this post Link to post Share on other sites
law-giver 190 Posted April 18, 2016 Having an issue Q: I just updated to 1.54 and am receiving a 'Script \userconfig\asr_ai3\asr_ai3_settings.sqf not found' error on launch. I ticked the file patching option in the launcher and still get this error. You should have a userconfig folder in your arma3 location and make sure you put asr_ai3 userconfig settings folder inside it. My example : J:\Games\SteamLibrary\steamapps\common\Arma 3\Userconfig\ASR_AI3 And you updated to 1.54, mine is 1.56 ;) Share this post Link to post Share on other sites
kklownboy 43 Posted April 21, 2016 hmmmm... Added: A new BIS_fnc_sunriseSunsetTime function (to get the time when sunrise and sunset occur, based on a given date and terrain latitude) Finer adjustment on AI vision? Share this post Link to post Share on other sites
Robalo 465 Posted April 21, 2016 Sure and next I'll be asked to account for moon phases :) I don't think it's needed though since scene brightness should already be a factor and it's easily adjustable via config 1 Share this post Link to post Share on other sites
Azza FHI 50 Posted April 21, 2016 Robalo - a request if i may. Remeber that code you gave me to check the unit isKindOf in conjunction with typeOf? Thats been working like a charm, can you please put that in by default? If there are no bad repurcussions for normal use of course. Will save me having to change it manually after ASR updates. I can get the code for you later if needed. On my phone right now. Share this post Link to post Share on other sites
Capt Childs 178 Posted April 22, 2016 Sure and next I'll be asked to account for moon phases :) LOL! Well, what are you waiting for... ;) Share this post Link to post Share on other sites
Robalo 465 Posted April 22, 2016 Robalo - a request if i may. Remeber that code you gave me to check the unit isKindOf in conjunction with typeOf? Thats been working like a charm, can you please put that in by default? If there are no bad repurcussions for normal use of course. Will save me having to change it manually after ASR updates. Yes, in next update you'll be able to override skill levels for many unit types just by adding their parent class to the asr_ai3_main_levels_units array in the userconfig. 3 Share this post Link to post Share on other sites
Singh Aram 137 Posted April 25, 2016 Hi guys, Is this mod compatible with RHS & Leights opfor mod. Regards Share this post Link to post Share on other sites
Singh Aram 137 Posted April 25, 2016 Updated some extra configs (links at end of first post) Green Recon 1.1 (SF groups for green faction) - updated with newer randomization scripts and stacked EH. AI configs for: RHS AFRF3 0.4.0.1 http://dev.withsix.com/attachments/download/22799/asr_ai3_rhs_afrf3_0401_config.zip RHS USF3 0.4.0.1 http://dev.withsix.com/attachments/download/22800/asr_ai3_rhs_usf3_0401_config.zip Thanks a lot Share this post Link to post Share on other sites
kothen 57 Posted April 26, 2016 Hey guys I have a few questions. 1. Does this work with Custom Factions? I play with a lot of modded factions (In all Arma games OFP-3) 2. How do I set a unit to be like the skills listed here? Like if i have the US army vs Insurgents. How would I change it? Help would be very appreciated! 2 Share this post Link to post Share on other sites
marceldev89 89 Posted May 5, 2016 In the current PWS version, the optional(?) asr_ai3_caf_ag_c.pbo is in the addon folder and causes an error when launched. Is this file just in the wrong place or not supposed to be there? A little clarification might be in order here: 0.9.28.1 == 0.9.28 I've re-uploaded 0.9.28 yesterday to PWS after seeing taydeer's comment and marked it as 0.9.28.1 to be sure it's caught and updated by PWS clients. Just a heads up, those asr_ai3_caf_ag_c files are still part of the mod on PWS (v0.9.28.1). Share this post Link to post Share on other sites
TheBigOne_014 16 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 Share this post Link to post Share on other sites