wolfsblut_ 0 Posted December 8, 2007 WarWolf @ Dec. 08 2007,13:23)]Got this TrueRangeAI running on a dedi server now along with Durg's vegeatation fix and VictorFarbau's VFAI fix.Missions are way more interesting and fun, not to mention realistic, now. AI skill at about .7 and accuracy around .4 seem to suit when these mods are all running together on the server. What is the name of the server? Share this post Link to post Share on other sites
dmarkwick 261 Posted December 8, 2007 WarWolf @ Dec. 08 2007,13:23)]Got this TrueRangeAI running on a dedi server now along with Durg's vegeatation fix and VictorFarbau's VFAI fix.Missions are way more interesting and fun, not to mention realistic, now. AI skill at about .7 and accuracy around .4 seem to suit when these mods are all running together on the server. THANKS FOR THIS GREAT ADDON. I reckon the 2ndSuppression addon and the UPS script also add a lot to that combo, give it a go. *edit* The activity I see from 2ndSuppression is that when I engage troops at distance, after a few seconds they've hidden themselves behind objects, which is quite a nice feature. Also, successfully suppressed units have their accuracy & shake levels changed depending on suppression effectiveness. The UPS, aside from adding in nice patrolling actions, also gives very nice flanking abilities to AI units. I'm always being surprised from the side in a realistic manner because of this, unless I'm careful about my flanks. Share this post Link to post Share on other sites
Barely-injured 0 Posted December 9, 2007 rg7621 your work is truly amazing. It makes the game seems allot more realistic and fun. I am glad to hear that you are working on a new version to Iron out whatever that can be fixed. However as it stands I am not sure that giving the AI the ability to hear vehicles from up to 1000 km away is a good idea, in my opinion it might be the cause for a lot of issues with infantry. It is making them call out targets that are virtually invisible because of dense urban area or forest or simply terrain (e.g. when they are blocked by a hill, like it was reported by some people). This in turn will cause the AI to behave in an extreme cautious manner and start disobeying orders and formations, and they are not yet in any real danger. I don’t know if u can fix that but if not I think returning the hearing levels to normal wont hurt much. Keep up your good work, And this could be the best thing to happen to ArmA in a long while. Share this post Link to post Share on other sites
andersson 285 Posted December 9, 2007 However as it stands I am not sure that giving the AI the ability to hear vehicles from up to 1000 km away is a good idea, in my opinion it might be the cause for a lot of issues with infantry. It is making them call out targets that are virtually invisible because of dense urban area or forest or simply terrain (e.g. when they are blocked by a hill, like it was reported by some people). This in turn will cause the AI to behave in an extreme cautious manner and start disobeying orders and formations, and they are not yet in any real danger. I don’t know if u can fix that but if not I think returning the hearing levels to normal wont hurt much. I thought so too at first, but then again if you hear a vehicle in RL wouldnt you tell your group leader? You dont always need to see the vehicle to know whats going on, f.ex a T72 is easy to recognise from big distances just by the sound. Quote[/b] ]This in turn will cause the AI to behave in an extreme cautious manner and start disobeying orders and formations But then again, as you say, there is no need for combat AIs just because they know about some vehicles far away.. Maybe its possible to tweak the hearing so they know enough to care but not enough to go into combat? Share this post Link to post Share on other sites
abs 2 Posted December 9, 2007 I'd also like to contribute that there are also tons more ambient noise in real life than in Armed Assault. If you're in a city, you will hear other vehicles, people, etc...which might prevent you from hearing a tank about a kilometer away. Just something to consider. Abs Share this post Link to post Share on other sites
kroky 1 Posted December 9, 2007 @rg I would be glad to have your updated version. You mentioned that vehicles and aircraft would be more powerful with it. That's what I always thought. A tank should be very powerful on battlefield. Right now it safer to go by foot than by tank. (Although I'm using Proper mod doubled armour for tanks.) Please release an updated beta version of your mod. Share this post Link to post Share on other sites
wolfsblut_ 0 Posted December 10, 2007 WarWolf @ Dec. 08 2007,13:23)]Got this TrueRangeAI running on a dedi server now along with Durg's vegeatation fix and VictorFarbau's VFAI fix.Missions are way more interesting and fun, not to mention realistic, now. Be aware of this while playing with the TrueRangeAI-mod ... (mr burns 04.2007,18:41 hour) In this mod the engagement failures seem to be caused by buggy view geometry models on tall grass, rice paddys and maybe others. This shows quite clearly on the southern part of "Ilo". Enemies won´t engage even when you stand 4 meters in front of them with just a single (perfectly seethrough) grass tile inbetween. and this... (dmitri 05.12.2007,00:34 hour) Have tested the AI on different parts of all the islands. Besides the obvious tall grass problems, they also fail to engage in certain open areas (unless very close). Sure this will get ironed out as the mod progresses though. Share this post Link to post Share on other sites
icebreakr 3159 Posted December 10, 2007 Our team stopped using this addon, since we in numerous occasions found out that enemy AI is cheating. Try placing yourself swimming in total fog conditions in the middle of sea and 800m away enemy BMP/static gun on the shore... Share this post Link to post Share on other sites
abs 2 Posted December 10, 2007 I just wanted to thank you for making ArmA fun for me again. Abs Share this post Link to post Share on other sites
andersson 285 Posted December 10, 2007 Our team stopped using this addon, since we in numerous occasions found out that enemy AI is cheating. Try placing yourself swimming in total fog conditions in the middle of sea and 800m away enemy BMP/static gun on the shore... I did some testing yesterday with 4 squads in a forrest on northern sahrani (2 vs 2). They are too aware of the enemy and know about enemy presence alittle to good. Can it be that they hear who and where the enemy is? I use Durgs veggifix.. I guess Barely-injured are right, some tweaking is needed. Share this post Link to post Share on other sites
ArMoGaDoN 0 Posted December 15, 2007 Think the AI cheat anyway with or without this mod. Share this post Link to post Share on other sites
MehMan 0 Posted December 15, 2007 WarWolf @ Dec. 08 2007,13:23)]Got this TrueRangeAI running on a dedi server now along with Durg's vegeatation fix and VictorFarbau's VFAI fix.Missions are way more interesting and fun, not to mention realistic, now. Be aware of this while playing with the TrueRangeAI-mod ... (mr burns 04.2007,18:41 hour) In this mod the engagement failures seem to be caused by buggy view geometry models on tall grass, rice paddys and maybe others. This shows quite clearly on the southern part of "Ilo". Enemies won´t engage even when you stand 4 meters in front of them with just a single (perfectly seethrough) grass tile inbetween. and this... (dmitri 05.12.2007,00:34 hour) Have tested the AI on different parts of all the islands. Besides the obvious tall grass problems, they also fail to engage in certain open areas (unless very close). Sure this will get ironed out as the mod progresses though. That's more of a problem with VTE than TrueRange. Share this post Link to post Share on other sites
dmitri 0 Posted December 15, 2007 and this...(dmitri 05.12.2007,00:34 hour) Have tested the AI on different parts of all the islands. Besides the obvious tall grass problems, they also fail to engage in certain open areas (unless very close). Sure this will get ironed out as the mod progresses though. Hmm, I was referring to issues with the vegetation on VTE islands. Nothing to do with Truerange. Share this post Link to post Share on other sites
Rg 0 Posted January 16, 2008 *copied and pasted* Once again, sorry for the late update, but yes, TrueRangeAI will be updated “soonâ€. It’s a complete rewrite, so most/all the frustration will cease (as far as bugs go and other tweaks). It will probably play dramatically different from the very first beta. There were tons of issues with that first version that were all happily resolved. Also, a few major bugs recently were resolved thanks to internal testing with ShackTac. Thanks to dslyecxi for that opportunity. - For the people that still use the old version, I sympathize with you. There is probably tons of frustration when playing with it. I can’t imagine going back and using the very first version. If you have dealt with this version for this long, I guess a little longer wait can’t hurt, but that’s up to you. - For those that put this mod aside, just wait a little longer and you will have a new/full/hopefully bug free/far superior version. <span style='color:red'>*To give you guys “somethingâ€, here is a short video I made showing off the air aspect from an on-ground perspective. Even though it’s about a month old, it will still apply to the v1.0 release. This is hopefully one of many videos to come.</span> <span style='font-size:12pt;line-height:100%'><span style='color:red'>TrueRangeAI - Air Destruction (Opfor POV).wmv</span></span> Share this post Link to post Share on other sites
wolfbite 8 Posted January 16, 2008 Thats air attack video is sweet... Share this post Link to post Share on other sites
.kju 3245 Posted January 16, 2008 good job Rg I guess its been countless hours of testing and tweaking. At least the tracers and sounds make it more enjoyable. Share this post Link to post Share on other sites
dmarkwick 261 Posted January 16, 2008 Looking forward to this next release Share this post Link to post Share on other sites
mattxr 9 Posted January 16, 2008 Our clans played with truemod beta on the server so much we have become used to fighting deadly AI and actually become accustomed to there hardness now its us thats beats the AI lol.. Looks good though. Share this post Link to post Share on other sites
sickboy 13 Posted January 18, 2008 Awesome news Rg! Can't wait for your updated works! Share this post Link to post Share on other sites
Panda-PL- 0 Posted January 18, 2008 Cool news. The last version wasn't really well ballanced and we had to dropp it (or teach every member how to use ballistic charts and snipe at 1km+ to match the AIs in battle lol). I am very glad you decided to improve it. If I might suggest something: could you also work on changing vehicle turrets rotation speeds to realistic values, I think most problems we had with inhuman vehicles were actually caused by these being much too high, not with engagement or spotting ranges. Or could you add that as a separate TrueMod maybe? Turret rotation speed greatly affects vehicle's abillity to fire on the move or quickly acquire a target/switch target, thus giving some unreal skill, esspecially to East and some mounted machineguns. I know the Tank FCS has (BTW: maybe NWD would agree to help) it but it is way too complex to implement with our mod it seems and I want jiust this little change. Share this post Link to post Share on other sites
Sonsalt 0 Posted January 18, 2008 If the Ai could lay down some suppression fire, it would be great. There is this mod from MadDogX but he never released a final version http://www.flashpoint1985.com/cgi-bin....t=61423 btw. nice video. Is the AH6 also using its gattlings ? Share this post Link to post Share on other sites
RogueRunner 0 Posted June 25, 2008 I know this is old but I cannot download the file anymore from the hosting server. Does anyone have a link for me to get it from? Much appreciated! Share this post Link to post Share on other sites
Guest Posted June 25, 2008 Does anyone have a link for me to get it from? Much appreciated! You can get it from Armaholic.com: http://www.armaholic.com/page.php?id=2140 Share this post Link to post Share on other sites