Terror Wolf 10 Posted June 29, 2010 It seemed to work fine for me. I haven't tried this in OA but I did with A2 v1.07. I'm sure he will address it more when he gets time to test v1.07. Ditto! Share this post Link to post Share on other sites
fidai 12 Posted June 30, 2010 any nice dude can confirm is this works under OA? Share this post Link to post Share on other sites
Protegimus 0 Posted June 30, 2010 zeu_cfg_core_ai_skills.pbo (and .bisign) works nicely with OA - don't forget to configure your new profile! I've had no problem using the existing versions with 1.07.71750. I am working on improving this. Protegimus Share this post Link to post Share on other sites
manzilla 1 Posted June 30, 2010 They seem to work fine. Unless I'm wrong here, if it worked with the most recent A2 patch then it will work for OA. I thought I read somewhere that a dev said the AI is no different in the latest A2 patch and OA. I could be mistaken though. Share this post Link to post Share on other sites
metalcraze 290 Posted June 30, 2010 Is it possible to improve AI in OA so that they will actively take cover in the buildings? Share this post Link to post Share on other sites
manzilla 1 Posted June 30, 2010 Is it possible to improve AI in OA so that they will actively take cover in the buildings? I think the AI is the same in OA and the most recent A2 patch. So unless it's possible with the new patch, I doubt it will be possible in OA. Unless of course it is and he's all ready figured something out. Share this post Link to post Share on other sites
metalcraze 290 Posted June 30, 2010 I tested Laser Show mission both with vanilla OA and Zeus AI. In vanilla OA your guys seem to eager to rush forward and die, while enemy AI sees at night too well sometimes In OA with Zeus AI your guys now proceeded much more carefully, while I've seen that enemy AI was running into the buildings to hide from fire and was generally more careful too while not seeing just as good as in vanilla. A better experience although not without strange things. F.e. enemy AI just ran out 10 meters in front of the squad member with squad member not noticing him for 5 seconds. Share this post Link to post Share on other sites
manzilla 1 Posted June 30, 2010 I tested Laser Show mission both with vanilla OA and Zeus AI.In vanilla OA your guys seem to eager to rush forward and die, while enemy AI sees at night too well sometimes In OA with Zeus AI your guys now proceeded much more carefully, while I've seen that enemy AI was running into the buildings to hide from fire and was generally more careful too while not seeing just as good as in vanilla. A better experience although not without strange things. F.e. enemy AI just ran out 10 meters in front of the squad member with squad member not noticing him for 5 seconds. Thanks for the info. That's pretty much what I just saw as well. It still seems to make the game better, excellent. Share this post Link to post Share on other sites
DaveP 66 Posted June 30, 2010 Is it possible to improve AI in OA so that they will actively take cover in the buildings? I've got a script that does precisely this, however I have no idea how to turn it into a module, I'd love to do so though Share this post Link to post Share on other sites
Meatball0311 79 Posted June 30, 2010 I looked and cant find, but for the update do I just add the new pbo's to the already existing zcommon_ace mod folder? or do I have to delete any previous zeus pbo's and only use the updated ones? Share this post Link to post Share on other sites
manzilla 1 Posted June 30, 2010 Just use the files from this update I believe. Good luck. Share this post Link to post Share on other sites
Meatball0311 79 Posted June 30, 2010 Tanks... kinda was having a brain fart:o Share this post Link to post Share on other sites
metalcraze 290 Posted July 1, 2010 Have anyone tried Zeus AI with Jackal SP mission and had crashes? Share this post Link to post Share on other sites
domokun 515 Posted July 8, 2010 Sure - I should be able to get a build out in the next few days.thearies: interesting ideas and although not really the focus of what I'm working on/developing at present, maybe one for the future. lwlooz recently built something with related features for High Command to specifically improve movement of AI under the control of a human player. I can't speak for him of course, but you might run the idea past him. galz: Thanks for the feedback mate, I'll definitely monitor that. It's still relatively early days since the update and I'm seeing some positive improvements during combat so I won't make any immediate change. If the tendency is more than an occasional random crawling a half marathon then I'll relax the configuration. Protegimus Protegimus: a few weeks ago you mentioned that you were going to release a non-ACE version. Did I miss something? Or did the 1.07 patch bork your build? Share this post Link to post Share on other sites
Protegimus 0 Posted July 9, 2010 (edited) domokun: yes mate, I'm working on it. Given the recent changes and updates, I decided to spend some time with the new version rather than release what I had already done. I received this question via PM and think it is more useful to answer it here in the forum: Hello! ... I play OA Standalone can you have a look on this Errormessages please. Do you make for OA Standalone a new Zeus? http://rapidshare.com/files/405901273/Zeus.rar.html Regards Mike OA isn't supported yet, but you can use zeu_cfg_core_ai_skills.pbo (and zeu_cfg_core_ai_skills.pbo.ZEU.bisign) from the non-ACE version to good effect with OA. Protegimus Edited August 14, 2010 by Protegimus zeu_c_anims_weaponsway.pbo compatibility is with ArmA 2 only Share this post Link to post Share on other sites
domokun 515 Posted July 9, 2010 Cheers m8 I appreciate the update. Let us know if and when you know anything certain. In the meantime, chin up! Share this post Link to post Share on other sites
mrcash2009 0 Posted July 14, 2010 I notice the latest OA beta has introduced detection of light sources, wondered how this might fair with this now introduced (with the stealth detection side of things) ? Share this post Link to post Share on other sites
Arasaka 10 Posted July 15, 2010 OA isn't supported yet, but you can use zeu_cfg_core_ai_skills.pbo (and zeu_cfg_core_ai_skills.pbo.ZEU.bisign) from the non-ACE version to good effect with OA. zeu_c_anims_weaponsway.pbo & .bisign also works well. Protegimus Zeus AI Combat Skills is a must-have mod for me. I hope you are able to release an update for OA, and thanks for your efforts thus far - it has made ArmA2 much more enjoyable for me. Share this post Link to post Share on other sites
a_blunt_rifle 10 Posted July 15, 2010 what types of problems occur as of now when trying to use zeus ai with OA standalone Share this post Link to post Share on other sites
Devil Dogs SF 13 Posted July 16, 2010 I don't have any issues with it using it on OA, although I do have Combined Ops, I don't know about OA standalone. Share this post Link to post Share on other sites
c0mmanderKeen 10 Posted July 17, 2010 just tested on "Hills" and "lasershow" scenarios without any issues :) I wonder if it makes "open season" harder though, since the AA might engage you even if you keep out of the red marked area? Share this post Link to post Share on other sites
Nabobalis 0 Posted July 20, 2010 Does this improve the A.I driving skills? Share this post Link to post Share on other sites
Blade89 10 Posted July 21, 2010 Been playing with ZEUS A.I. (non ace) on Combined Operations since day 1. Not a single problem. I even caught some of them hiding out in houses on very rare occasions. Share this post Link to post Share on other sites
galzohar 31 Posted July 21, 2010 Yeah, the "take building position" seems to be pretty rarely used by zeus AI. But then again if a mission maker wants AI in buildings he can either place them there or use USPMON with FORTIFY. Share this post Link to post Share on other sites
meade95 0 Posted July 29, 2010 Ok. So Zeus works with A2/OA combined Ops....Than? Great. I'm thinking of trying this addon/mod - Is it simple to install? Does it convert both the base game as well as any editor created SP missions / games? Thanks Share this post Link to post Share on other sites