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On ‎24‎.‎01‎.‎2017 at 7:41 PM, Robalo said:

Added Config for Project Opfor at the end of first post and Steam.

Will add the other configs to Steam as well. Soon.


Hi Robalo!
Is there any Chance you will upload the other configs (RHS) to Steam soon?
Thanks for the great mod

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On 26/02/2017 at 10:45 PM, Devastator_cm said:

Is it possible to increase the aim when a unit uses rocket launchers? They have limited ammo and the rate of miss is very high by insurgents. It is ok if they use automatic rifles but by RPG they are becoming really no threat at all

Might be the simplest/easiest way would be a config that altered the dispersion of the RPG (I think I'm correct in the belief they have a dispersion value, but can't check immediately - not able to run STEAM online because the client is so f*cked up).

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7 hours ago, michael poole said:

Just a fast ball where do i place the Config file do i place in in my MP mission file 

 

it goes into the root userconfig folder.

ARMA3/userconfig/asr_ai3/asr_ai3_config.sqf

 

asr_ai3 is another folder.

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On 3/7/2017 at 11:12 AM, gstoetti94 said:


Hi Robalo!
Is there any Chance you will upload the other configs (RHS) to Steam soon?
Thanks for the great mod

 

Will do. For RHS I'll need to check 0.4.2.1 to see if I need to adjust anything since 0.4.2. Soon.

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What is the best difficulty settings (for Precision and Skill) to use in conjunction with this AI? Should I leave it at the default 50% for each?

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On our server we're using 0.75 Skill and 0.1 Precision, with ASR's own reconfiguring turned off.

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8 hours ago, dragonfire43560 said:

What is the best difficulty settings (for Precision and Skill) to use in conjunction with this AI? Should I leave it at the default 50% for each?

Generally speaking, I like to have a high skill but a low accuracy. I don't want to be immediately punished for not noticing some threat straight away & get headshotted, that's not much fun :) but I do enjoy the threat of many enemy closing in on me because I made some strategic boo-boo :)

 

Generally, skill as high as it can go, and accuracy somewhere around 0.2 for me.

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1 hour ago, dmarkwick said:

Generally, skill as high as it can go, and accuracy somewhere around 0.2 for me.

 

I second that, that's basically how we play as well. Accuracy needs to be low otherwise the AI turns into iron sight snipers, but with a high skill, they don't behave like dumb idiots that stand in the open. With ASR AI, they will really give you a hard time without looking overpowered. They appear clever, but not inhuman.

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I use skill 0.7 - 1.0 and accuracy 0.15-0.3 depending on faction and scenario, but who am I?

 

Alwarren and dmarkwick have each made a variety of contributions to the arma series through several incarnations; follow their advice then tweak it til it suits your skill/play style.

 

Oh and check out their mods/scripts too. All good stuff :)

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.2 aimingAccuracy is still too high for average soldier. Tested this innumerable times with a .2 Crewman vs a .9 Marksman on the flat of a runway starting 200m apart and the Crewman won over 60% which is totally unacceptable if you care at all about a reasonable tactical result. BI left .2 as the lowest skill when first introducing the skill slider but I dont think they tested this enough. The above result should never happen.

 

Created a script which places all low level shooters Medics, Pilots, Assistants, Specialists in the .008 range (aimingAccuracy) with the rest of their subSkills varying upon different things. Standard soldiers aA at 1/10 their prescribed so if they were to spawn in a mission at .5 they are .05 -still very lethal I have plenty of video proof. Spec Ops are in the .1-.2 range with faster aiming speed and other small buffs so they do actually clear out superior numbers like they should. Snipers and Marksman are at .9 and yes, you fear them now as they really stand out on the battlefield.

 

Of course there are times they dont react properly with these setting but overallI find it a far more rewarding and fun experience with Class of troop in mission now actually made to matter.

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Cool thanks guys

 

What exactly does "skill" do? I get that accuracy is...well...accuracy but skill is a bit of a vague term

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18 hours ago, froggyluv said:

.2 aimingAccuracy is still too high for average soldier. Tested this innumerable times with a .2 Crewman vs a .9 Marksman on the flat of a runway starting 200m apart and the Crewman won over 60% which is totally unacceptable if you care at all about a reasonable tactical result. BI left .2 as the lowest skill when first introducing the skill slider but I dont think they tested this enough. The above result should never happen.

 

Created a script which places all low level shooters Medics, Pilots, Assistants, Specialists in the .008 range (aimingAccuracy) with the rest of their subSkills varying upon different things. Standard soldiers aA at 1/10 their prescribed so if they were to spawn in a mission at .5 they are .05 -still very lethal I have plenty of video proof. Spec Ops are in the .1-.2 range with faster aiming speed and other small buffs so they do actually clear out superior numbers like they should. Snipers and Marksman are at .9 and yes, you fear them now as they really stand out on the battlefield.

 

Of course there are times they dont react properly with these setting but overallI find it a far more rewarding and fun experience with Class of troop in mission now actually made to matter.

 

I guess your test was done with vanilla.

This mod had this feature since it's inception in arma 2 days. Skill levels are assigned in config per unit type then subskills for each level are defined in userconfig. Everything can then be overridden per each one's preference.

I prefer to play with the defaults provided in userconfig and in game skill 0.7 and accuracy 0.3. The skill reconfiguring done by the mod and in-game preferences do not exclude each other, both can be tweaked together to get preferred end result.

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 Crewman level guys still too strong -did the above setting you posted skill 0.7 Precison 0.3 and crewman still clipped sniper too often on the runway test. Against Sharpshooter he was outright dominating. Checked Crewman's aA skill and it was 0.5. I find 1/10 that .005 better for low level troops to get more realistic results. Basically at the level where they can only pose at threat at very close distance or with alot of volume ie Machinegunner.

 

 

Alot of the problem seems to be with wasteful animation getting AI killed. For instance Sniper takes shot, misses, gets up turning to the left with sights still up. Turns back right to reface target. Lays gown. Tries again repeat. Often during this weird dance he gets himself killed.

 

 Didnt mean to hijack your thread -more responding to overall problem with AI skill lack of calibration

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2 hours ago, Robalo said:

 

I guess your test was done with vanilla.

This mod had this feature since it's inception in arma 2 days. Skill levels are assigned in config per unit type then subskills for each level are defined in userconfig. Everything can then be overridden per each one's preference.

I prefer to play with the defaults provided in userconfig and in game skill 0.7 and accuracy 0.3. The skill reconfiguring done by the mod and in-game preferences do not exclude each other, both can be tweaked together to get preferred end result.

 

This is a bit suprise for me. I thought your mod overwrites the settings in editor totaly. So the skills which are set in editor has no effect if I run your mod. This is not the case? What is the best practice then? Setting the editor skills to 100% and use your mod to lower them or how?

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I said in game preferences not editor. I meant the difficulty settings which was the topic of past few posts.

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So since there is no config for RHS, all the soldier classes of RHS will have the same coefficient? AKA an insurgent will be the same as a spec ops?

 

Im assuming RHS units will still benefit from the AI changes however even without a config? 

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Is there any way to prevent AI squad leaders from charging so aggressively?

 

Also, is there a script variant of ASR?

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Anyone else having issues with ASR-AI since 1.68 update?

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What kind of issues? I've been using it and haven't noticed anything.


Sent from my iPhone using Tapatalk

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Sorry, forgot to UL log entries...

 

..

21:43:03 Error in expression <_sa select _i;
_j = _i + 1;
call {
if (_st == "general") exitWith {
{
_sv = ((_>
21:43:03   Error position: <_st == "general") exitWith {
{
_sv = ((_>
21:43:03   Error Undefined variable in expression: _st
21:43:03 File x\asr_ai3\addons\main\fnc_setUnitSkill.sqf, line 40
21:43:03 Error in expression <_sa select _i;
_j = _i + 1;
call {
if (_st == "general") exitWith {
{
_sv = ((_>
21:43:03   Error position: <_st == "general") exitWith {
{
_sv = ((_>
21:43:03   Error Undefined variable in expression: _st
21:43:03 File x\asr_ai3\addons\main\fnc_setUnitSkill.sqf, line 40
21:43:03 Error in expression <_sa select _i;
_j = _i + 1;
call {
if (_st == "general") exitWith {
{
_sv = ((_>
21:43:03   Error position: <_st == "general") exitWith {
{
_sv = ((_>
21:43:03   Error Undefined variable in expression: _st
21:43:03 File x\asr_ai3\addons\main\fnc_setUnitSkill.sqf, line 40
21:43:03 Error in expression <_sa select _i;
_j = _i + 1;
call {
if (_st == "general") exitWith {
{
_sv = ((_>

...

 

 

 

 

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Check userconfig file for typos. Try with the default one.

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Hi guys, I have done extensive googling, can't figure out how to disable the stamina for players, I have a script that this mod overrides. It does not affect the ace missions, only my non ace missions. Any ideas? currently I use 


if (hasinterface) then {
waitUntil {!isnull player};
player enableStamina false;
player setCustomAimCoef 0;
player addEventHandler ["Respawn", {player enableStamina false}];
player addEventHandler ["Respawn", {player setCustomAimCoef 0}];

When I enable this mod on my servers, stamina comes back? 

I am 100% puzzled.

 

Thank you in advanced.

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