stevedrumsdw 10 Posted October 8, 2010 @langgis08 In wich Order du you use them? Does ACE have a higher Priority than Zeus? I have always used ACE in order before Zeus, thats what was posted in the D's thread about mod combinations. http://forums.bistudio.com/showthread.php?t=96591 Share this post Link to post Share on other sites
langgis08 10 Posted October 8, 2010 In wich Order du you use them? -mod=@CBA;@ACE;@ACEa2;@ACEX;@ACEX_SM;@ACEX_RU;@ACEX_USNavy;@zeu_AI;@zcommon_ace (remark: "@ACEa2" -> ace_a2_backwards_compat.pbo + bisign) so the sequence is: CBA is 1st, followed by the ACE-Folders and then Zeus. Share this post Link to post Share on other sites
Nephris1 10 Posted October 8, 2010 I expierienced the last sessions playing,a problem, that seem to be related to Zcommon, as i didnt noticed it without Zcommon, means Vanilla ArmA2. I order my team (player + 2AI) to hold fire. But as soon as they have enemy contact or are engaged their stance changes directly to "open Fire", without any command by me. I first expected this to be an issue with the AI handling in generell in ArmA2 but it is not,as it only happens with Zcommon. Has anyone else expieirenced this? Or maybe this "feature" is actually wanted? Share this post Link to post Share on other sites
Whitebishop 10 Posted October 8, 2010 I expierienced the last sessions playing,a problem, that seem to be related to Zcommon, as i didnt noticed it without Zcommon, means Vanilla ArmA2.I order my team (player + 2AI) to hold fire. But as soon as they have enemy contact or are engaged their stance changes directly to "open Fire", without any command by me. I first expected this to be an issue with the AI handling in generell in ArmA2 but it is not,as it only happens with Zcommon. Has anyone else expieirenced this? Or maybe this "feature" is actually wanted? This is a known feature of this mode. AI becomes very aggressive. Very good mode for firefights - but still work needs to be done on stealth. Share this post Link to post Share on other sites
tpw 2315 Posted October 9, 2010 - sometimes AI squad members don't move/return to formation when ordered to but I guess that's a problem with the game engine itself and has nothin to do with my zeus installation. I'm pretty sure it is a zeus problem. On occasion I've had my whole bloody squad become completely unresponsive and have had to just quit a mission. Pretty annoying. All the usual little tricks I use to get AI responding when not using zeus just won't work. Share this post Link to post Share on other sites
Tonci87 163 Posted October 9, 2010 Yeah I had this Problem too Share this post Link to post Share on other sites
aeggwards1 10 Posted October 9, 2010 Another bug I found is the AK series, full auto sounds like a series of single shots. Problem disappears when not using Zeus. Share this post Link to post Share on other sites
langgis08 10 Posted October 9, 2010 (edited) I'm pretty sure it is a zeus problem. On occasion I've had my whole bloody squad become completely unresponsive and have had to just quit a mission. wow, whole squad unresponsive, that's of course a big issue :eek:. So far I've experienced this problem with maximum of 2-3 AI members out of 8-10 squad members in total. They just stand still like statues looking around, the only commands they obey are "go prone,"stand up", "crouch", "salute" and "sit" (meaning all commands for which they don't have to move really) ...ANY other command is wasted time for me (they answer 'yes sir' and stuff but no action to that order will follow) ... and yes, none of the little tricks you mean tpw will do. Maybe it's a Zeus issue, really ... so often and nearly predictable I never had it @vanilla or @ace only , too. Most of the time it happens after playing a while and after having a big firefight with some injuries in the squad. At the very beginning of a mission there's no problem: they enter vehicles, stay pretty well in formation and so on ... will test further, what else can I do ;) Edited October 9, 2010 by langgis08 Share this post Link to post Share on other sites
tpw 2315 Posted October 9, 2010 They just stand still like statues looking around, the only commands they obey are "go prone,"stand up", "crouch", "salute" and "sit" (meaning all commands for which they don't have to move really) ...ANY other command is wasted time for me (they answer 'yes sir' and stuff but no action to that order will follow) ... and yes, none of the little tricks you mean tpw will do. Maybe it's a Zeus issue, really ... so often and nearly predictable I never had it @vanilla or @ace only , too. Most of the time it happens after playing a while and after having a big firefight with some injuries in the squad. At the very beginning of a mission there's no problem: they enter vehicles, stay pretty well in formation and so on ... will test further, what else can I do ;) That pretty much sums it up perfectly langgis08. Share this post Link to post Share on other sites
Tonci87 163 Posted October 9, 2010 The Game is becoming unplayable because of that bug, The People just stand still and won´t do what you tell them. We really need a hotfix for that and for the AK Soundproblem Share this post Link to post Share on other sites
Radaman 10 Posted October 9, 2010 I believe the AK issue is fixed in the latest version, which came sometime this week. Have you checked Zeus Yoma? auto-config url: http://zeus-community.net/yas/zeus/yas2302.7z Share this post Link to post Share on other sites
Tonci87 163 Posted October 9, 2010 I don´t use Yoma, could you please upload this version somewhere? Share this post Link to post Share on other sites
gatordev 219 Posted October 9, 2010 A quick bug report... With the "latest" version (9/19), the AI don't seem to respond to side switches or captive states. I have a mission where once the player is wounded, he is setCaptive True, but the AI continues to shoot at him (me). I tried setFriend and still the same problem. I then made a simple mission w/ an enemy fireteam and me standing across from one another (w/ a wall in between for me to hide). They'll start opening fire, suppressing me. When I activate a trigger making me either a) captive or b) setFriend, they still fire at me for long time. Sometimes one or two of the AI won't ever stop shooting at me. I even tried it w/ player join BadGuy (which was supposed to be fixed in the betas) and the AI will still fire at me. When I reload the game w/out Zai loaded, it works "normally" (takes a few seconds for the AI to respond, but they stop shooting w/ in about 10 seconds). Share this post Link to post Share on other sites
Robalo 465 Posted October 9, 2010 A quick bug report...With the "latest" version (9/19), the AI don't seem to respond to side switches or captive states. I have a mission where once the player is wounded, he is setCaptive True, but the AI continues to shoot at him (me). I tried setFriend and still the same problem. I then made a simple mission w/ an enemy fireteam and me standing across from one another (w/ a wall in between for me to hide). They'll start opening fire, suppressing me. When I activate a trigger making me either a) captive or b) setFriend, they still fire at me for long time. Sometimes one or two of the AI won't ever stop shooting at me. I even tried it w/ player join BadGuy (which was supposed to be fixed in the betas) and the AI will still fire at me. When I reload the game w/out Zai loaded, it works "normally" (takes a few seconds for the AI to respond, but they stop shooting w/ in about 10 seconds). Very interested to find out what causes this as I have it without Zeus AI also, but with other mods. I wonder if it's any of the CfgAiskill tweaks. It's a really annoying issue, especially with revive missions. Share this post Link to post Share on other sites
aeggwards1 10 Posted October 9, 2010 I believe the AK issue is fixed in the latest version, which came sometime this week. Have you checked Zeus Yoma?auto-config url: http://zeus-community.net/yas/zeus/yas2302.7z Just checked last night and the AK issue is fixed. Thanks!!!! Share this post Link to post Share on other sites
Nephris1 10 Posted October 10, 2010 I would once again refer to my post from the page before I order my team (player + 2AI) to hold fire.But as soon as they have enemy contact or are engaged their stance changes directly to "open Fire", without any command by me. I yesterday tested the an older Zeus version, which folder seemed to be called "ZeusAI" when i downloaded it (i didnt change the name) and its newest pbo inside was from the 3rd September. With that version i had no problems in ordering my AI to hold fire. But several features like popping smoke or use of "far distance handgrenates", which were the most obvious i could notice directly,were not included. Would be great if that issue could be fixxed. Another suggestion and question would be if Zeus (what is a must be in our coops) could probably colaborate with Robalo_AS ?!As his latest updates like Rearm are really useful. I know it isnt Xmas...,but any thoughts about including the use of flares at night on enemy contacts? Keep up the good work Prot. and thx for ya efford. Share this post Link to post Share on other sites
tpw 2315 Posted October 10, 2010 I believe the AK issue is fixed in the latest version, which came sometime this week. Have you checked Zeus Yoma?auto-config url: http://zeus-community.net/yas/zeus/yas2302.7z The frozen AI seems to be less of a problem with this version too. At least, I played a few high intensity firefights and retained control of the squad throughout. I'll do a bit more testing but it looks promising. Share this post Link to post Share on other sites
Tonci87 163 Posted October 10, 2010 Could someone be so king and upload this few MBs somewhere? Share this post Link to post Share on other sites
wheres my rabbit ? 10 Posted October 10, 2010 Could someone be so king and upload this few MBs somewhere? http://zeus-community.net/important/ Share this post Link to post Share on other sites
Tonci87 163 Posted October 10, 2010 @wheres my rabbit ? This is the Version i have (The one with the AK problem). I would like to have the newer Version where this is fixed Share this post Link to post Share on other sites
wheres my rabbit ? 10 Posted October 10, 2010 (edited) really ? sry i thought that was upto date updating now try in a few minutes Edited October 10, 2010 by wheres my rabbit ? Share this post Link to post Share on other sites
langgis08 10 Posted October 10, 2010 (edited) updating now try in a few minutes having just downloaded from your given link, thx wmr "ARMA OA Zeu_readme.txt" file time stamp is dated 5th Oct 2010 (date of latest change of rocketballistic-.pbo, too), so is this the very latest release ? the newer, the better, I hope ;) Edited October 10, 2010 by langgis08 Share this post Link to post Share on other sites
wheres my rabbit ? 10 Posted October 10, 2010 so is this the very latest release ? it is Share this post Link to post Share on other sites
langgis08 10 Posted October 10, 2010 it is great, works fine :) Share this post Link to post Share on other sites
[lb] boggler 10 Posted October 10, 2010 it is Strange things happens... is it possible, that the last version, posted above, needs a new key? We're using ZEU.bikey 08.11.2009 and Zeu_test.bikey 25.07.2010 and the server says invalid key while joining. Share this post Link to post Share on other sites