terox 316 Posted February 9, 2012 I've notices there is no bisign file in your release.if i wanna replace my old Zeus files with yours, do i have to remove those bisign files? or keep them? thanks I only uploaded the UNOFFICIAL pack to run on a server for those who play coop and are having issues with the 1.6 patch. In that scenario keys are not required. Share this post Link to post Share on other sites
LordJarhead 1725 Posted February 9, 2012 Thanks for uploading these files Terox! Makes the game alot more playable. After all, I can even play a "coop" with two AI guys in my squad without get one of them killed after two minutes. The AI is much more fun than before, thanks alot. Jarhead Share this post Link to post Share on other sites
terox 316 Posted February 12, 2012 I've been looking at the Zeus ACE AI and the BIS version. I am aware that mission makers had issues with, in particular the Find Cover.pbo The package I uploaded was void of the behavioural scripts, however I can edit the addon, including all the "Behaviour" scripts to offer the complete package. However, I need some feedback on the following questions. 1) Should I start a new thread, so that I can control the initial post and therefore am able to edit the download links and information on the header post. 2) In addition, to prevent confusion, should I rename the addon to "Zeu_AImodified" so that a clear distinction is made from Prot's outstanding work and the small modifications that I can perform on his original work. 3) How would you prefer to control whether Zeus_AI is run in the mission (Option A or B) Option A) By default Zeus AI is run on all units, with the ability to switch off Zeus AI for specific groups or units using an array in the Init.sqf or a setvariable on individual units Option b) By default Zeus AI is not run on any units or groups, and you have to add each unit or group to an array in the init.sqf or setvariable in the units init field There is a "setVariable ["zeu_AIBypass", true];" which is currently commented out, this was used in an earlier version to disable specific units from using zeu_AI behavioural scripts Share this post Link to post Share on other sites
kremator 1065 Posted February 12, 2012 Maybe a good idea for a new thread .... as long as it is named correctly :) Share this post Link to post Share on other sites
old_painless 182 Posted February 13, 2012 A really good idea with a Zeus revival thread - 1.60 also marks a point with a lot of new AI stuff from BIS's side Share this post Link to post Share on other sites
Tonci87 163 Posted February 13, 2012 I've been looking at the Zeus ACE AI and the BIS version.I am aware that mission makers had issues with, in particular the Find Cover.pbo The package I uploaded was void of the behavioural scripts, however I can edit the addon, including all the "Behaviour" scripts to offer the complete package. However, I need some feedback on the following questions. 1) Should I start a new thread, so that I can control the initial post and therefore am able to edit the download links and information on the header post. 2) In addition, to prevent confusion, should I rename the addon to "Zeu_AImodified" so that a clear distinction is made from Prot's outstanding work and the small modifications that I can perform on his original work. 3) How would you prefer to control whether Zeus_AI is run in the mission (Option A or B) Option A) By default Zeus AI is run on all units, with the ability to switch off Zeus AI for specific groups or units using an array in the Init.sqf or a setvariable on individual units Option b) By default Zeus AI is not run on any units or groups, and you have to add each unit or group to an array in the init.sqf or setvariable in the units init field There is a "setVariable ["zeu_AIBypass", true];" which is currently commented out, this was used in an earlier version to disable specific units from using zeu_AI behavioural scripts 1. Yes 2.Yes 3. A Share this post Link to post Share on other sites
Tankbuster 1746 Posted February 13, 2012 1. Yes. 2. Yes. 3. A Share this post Link to post Share on other sites
folgore_airborne 1 Posted February 13, 2012 1. yes 2. yes 3. A Share this post Link to post Share on other sites
virtualvikingx 19 Posted February 13, 2012 1. yes2. yes 3. A +1 Super stuff your doing Share this post Link to post Share on other sites
orcinus 121 Posted February 14, 2012 +1 Super stuff your doing Agree entirely. My 'votes': 1. yes 2. yes 3. A BR, and thanks for reviving this great mod :) Orcinus Share this post Link to post Share on other sites
Variable 322 Posted February 15, 2012 What everybody said :) Share this post Link to post Share on other sites
gnarly_rider 0 Posted February 15, 2012 What he said! Top job! Share this post Link to post Share on other sites
terox 316 Posted February 15, 2012 My 'votes':1. yes 2. yes 3. A Will do, when I have a stable package ready I will start a new thread Share this post Link to post Share on other sites
folgore_airborne 1 Posted February 15, 2012 (edited) Great, looking forward to it! On a side note, for those interested, I can confirm the ASR rearming feature works good with Terox's Zeus. The needed .pbos are asr_ai_main and asr_ai_sys_airearming, plus obviously the userconfig file, with asr_ai_sys_aiskill_feature set to 0. Edited February 21, 2012 by folgore_airborne Share this post Link to post Share on other sites
folgore_airborne 1 Posted February 21, 2012 (edited) A few suggestions\personal opinions that might help you for the final version: -reduce the AI rate of fire with assault rifles at medium\long ranges. Playing with both USMC and US Army, they fire like the target was at 20 metres, wasting a lot of ammo. They kinda lay down suppressive fire, but they are not supposed to fire 3\4 rounds per second with an MK16 at 400+ metres. -reduce engage ranges and RoF for machineguns, because as of now they start shooting 1000m away without hitting anything, only depleting ammo. -increase AT launchers (at least scoped ones like MAAWS, SMAW, Metis) engage range and make them more willing to target armoured targets. -if it isn't already, make it compatible with Zp5's AT launcher fix (it prevents the use of AT weapons against infantry). It has its ownCfgAmmo entries which may conflict with Zeus.. Edited February 22, 2012 by folgore_airborne Share this post Link to post Share on other sites
kremator 1065 Posted February 22, 2012 Has the latest beta screwed with ASR_AI running on a server? As it doesnt seem to like the hpp in userconfig anymore :( Share this post Link to post Share on other sites
orcinus 121 Posted February 22, 2012 A few suggestions\personal opinions that might help you for the final version:-reduce the AI rate of fire with assault rifles at medium\long ranges. Playing with both USMC and US Army, they fire like the target was at 20 metres, wasting a lot of ammo. They kinda lay down suppressive fire, but they are not supposed to fire 3\4 rounds per second with an MK16 at 400+ metres. -reduce engage ranges and RoF for machineguns, because as of now they start shooting 1000m away without hitting anything, only depleting ammo. -increase AT launchers (at least scoped ones like MAAWS, SMAW, Metis) engage range and make them more willing to target armoured targets. -if it's already, make it compatible with Zp5's AT launcher fix (it prevents the use of AT weapons against infantry). It has its ownCfgAmmo entries which may conflict with Zeus.. Seconded; those are all very good points. I never play with zp5_at_fix (which zipper5 has recently updated) - it should be an integral part of the game IMO - so any conflict with Zeus would be really disappointing. BR Orcinus Share this post Link to post Share on other sites
naizarak 4 Posted April 24, 2012 awesome work, but i'm curious if there's a way to user-tweak several things: 1. reduce acquisition range 2. reduce accuracy the main problem i have with the vanilla game is that the AI, especially in vehicles, is too frugal with ammunition. they shoot in extremely short bursts that are often inaccurate and have little effect on targets. this mod fixes this so well, that it's actually been over-done(In my opinion). AI in vehicles is way too accurate and wastes hardly any time in pin-pointing enemy troops at long distances. then they go all gung-ho just spamming rounds relentlessly. just last game, my lav25 gunner got a read on a low-flying su34 and proceeded to waste nearly all the ammo until the su34 flew 1000's of meters away. the gunner wouldn't respond to my "hold fire" commands either. also with this mod, AI seem to self-prioritize targets regardless of my commands. so anyways, great mod but i'm just curious if there's a way to tweak it Share this post Link to post Share on other sites
Gunter Severloh 4062 Posted April 24, 2012 (edited) Its in the readme: [b]Player and server profile [/b] skill levels significantly affect gameplay. Empirical data provides the following recommended skill settings for the .ArmA2Profile: skillFriendly=0.98500001; skillEnemy=0.99500001; [u][b]Recommended precision settings for the player/server profile are:[/b][/u] precisionFriendly=0.5; precisionEnemy=0.48999981; Higher precision settings tend to make the AI too accurate, which destroys immersion. These are recommended values borne out of extensive testing. [u]Note[/u] the value for precisionEnemy is considerably higher than Zeus AI for ArmA II. You can of course vary them as you wish to make enemy more lethal, but the window for adjustment is very small. Friendly precision is set higher to mitigate against friendly fire and does not appear to unbalance gameplay when commanding AI squads. [u][b] Additional Options:[/b][/u] To disable Zeus AI dynamic behaviour for a specific combat unit, place the following code in the init line: this setVariable ["zeu_AIBypass", true]; This will be useful if you are hand placing an AI in a mission and do not want them to move of their own accord in reaction to enemy. To disable the default civilian behaviour of stop and dismount vehicles when in danger, place the following code in the init line of the civilian unit, for the driver: driver vehicle this setVariable ["zeu_CivStayInVehicle", true]; or for a passenger (driver stops and gets out, passenger stays in the vehicle): this setVariable ["zeu_CivStayInVehicle", true]; The civis will follow this behaviour unless the vehicle is disabled by shooting out a tyre or disabling the engine (if this is possible). Typical use may be for the driver of a VBIED. It is recommended that enemy tags are disabled for all difficulty levels by setting the server profile entries to: [b]EnemyTag=0;[/b] UltraAI should also be disabled - enabling it makes AI into AK snipers, ruining any chance of movement under fire: [b]UltraAI=0;[/b] [b]// Server Admins Installation Guide ///////////////////////////////////////////[/b] Server installation steps are the same as above. Server profile settings for skill & precision are very important and should be configured to the values listed above. If a server admin decides addon signatures should be verified, he should add the following line to the server.cfg file: verifySignatures=1 A server admin can decide which addon makers' keys he considers trustworthy by placing their public keys in the "keys" directory. Usually (vanilla installation) there's only Bohemia Interactive's signature, called bi.bikey, in this directory. You can find the Public Key for ZEU in this package under the following path: "@zeu_OA\Server Key" [b]// Tips for mission makers ////////////////////////////////////////////////////[/b] - Vary the skill level of enemy you put in a mission. Setting the skill slider to 100% in the editor for every enemy you place may seem like a good idea, but it can be counterproductive to make the AI into a bunch of terminators... Zeus AI reactions are improved over stock AI and they will spot and engage you to a more realistic level. - Use forward spotters. A spotter set to not engage, forward of the main body of enemy can give the AI a useful extension to their combat range or awareness - they will inform the other units in their group when they spot enemy (ref. commandWatch, commandTarget, doWatch, doTarget) The spotter doesn't have to be covert, dickers on motorcycles or walls/roofs of buildings (unarmed with combat behaviour disabled) can lend authenticity to OA scenarios. - Emulate enemy tactics in rural OA scenarios. Enemy tend to concentrate in the green zones, simply because of the cover available. The AI are pretty vulnerable on open terrain against humans, so choose ground with relief/features they can use. They are infamous for 'encirclement' tactics, so make sure you have a distraction group plus groups ready to move to the flank and rear - it will provide much greater interest and a challenge to the human commanders. Zeus AI can make more intelligent use of weapons systems - give some RPG gunners OG-7 rounds if you want them to engage infantry and soft targets. Equip PG-7 rounds if you want them to engage armour. Place random 'groups' on routes that the enemy might use for movement. Use column or compact column formation - insurgents in perfect wedge formation just don't look the part. Vary the group sizes and regularity. Bumping or being bumped by such a group can add a lot to an infantry mission. [b] // Troubleshooting & FAQ //////////////////////////////////////////////////////[/b] Report any issues and constructive feedback on the BIS forum thread: [url]http://forums.bistudio.com/showthread.php?t=89970[/url] Please post your system specification and configuration if you are troubleshooting Q. Does it work with ACE? A. You can use the existing ACE ArmA 2 Zeus AI core skills with the following new modules to enjoy the dynamic AI features: zeu_cfg_core_ai_skills.pbo zeu_cfg_core_ai_skills.pbo.ZEU.bisign zeu_sys_AI.pbo zeu_sys_AI.pbo.ZEU_test.bisign zeu_GLx.pbo zeu_netcode.pbo & FindCover required by zeu_sys_AI.pbo: zeu_FindCover.pbo zeu_FindCover.pbo.ZEU_test.bisign zeu_sys_AI and zeu_FindCover require Extended Eventhandlers, so you also need: cba_extended_eventhandlers.pbo cba_oa_main.pbo & .bisign files [u] Important:[/u] You must use the ACE specific version for: zeu_ACE_c_wep_dispersion.pbo instead of the OA version (zeu_OA_c_wep_dispersion.pbo) or a dependency error message will be generated on mission load: .rpt: "Addon zeu_ace_c_wep_dispersion (entry PKT_veh) not found in the list of active addons." Warning Message: You cannot play/edit this mission; it is dependent on downloadable content that has been deleted. zeu_OA_c_wep_dispersion" Q. Does Zeus AI Combat Skills require CBA? A. Zeus AI Combat Skills requires CBA Extended Event Handlers version: 0.6.0 or later (v0.7.1 tested ok) to work with OA. Required files: cba_extended_eventhandlers.pbo cba_extended_eventhandlers.pbo.CBA_v0-6-0.bisign cba_oa_main.pbo cba_oa_main.pbo.CBA_v0-6-0.bisign Q. What happens if the mod is only installed on the server, i.e. players don't have it? A. If AI is in a player's group then that AI is local to the player. If the player doesn't have the addon and the server does his AI will be less 'skilled' than the server's Q. Is this update for OA-only, or is it also compatible with vanilla A2. A. Dynamic AI is fully compatible with base ArmA 2 - I did all the original development work with ArmA 2, so there shouldn't be any problems. You won't need any of the _OA components, so just use the .pbo's listed below together with those from base Zeus AI - ArmA 2/CO & OA AI core skills: zeu_cfg_core_ai_skills.pbo zeu_cfg_core_ai_skills.pbo.ZEU.bisign ArmA 2 / CO & OA Zeus AI: zeu_sys_AI.pbo zeu_sys_AI.pbo.ZEU_test.bisign zeu_GLx.pbo zeu_netcode.pbo FindCover required by zeu_sys_AI.pbo zeu_FindCover.pbo zeu_FindCover.pbo.ZEU_test.bisign Note, zeu_sys_AI and zeu_FindCover require Extended Eventhandlers (thanks to Killswitch, Sickboy): cba_extended_eventhandlers.pbo & .bisign file Q. Sometimes my soldiers who is far from battle begins to go cover, and thats a problem because it takes alot longer to move my soldiers by foot, than when they don't go to cover. Is there any way around this, have tried to give safe order, burt still they go to cover. It's really anoying when you have to move youir soldiers a long distance? A. Put the AI into Safe or careless mode and compact column or diamond formation - you should be able to command them then, even if they were in danger mode. ref.: beta 60718 [60711] Changed: Units now never enter cover while moving in compact (Delta or File) formations For reference, this is default ArmA 2 behaviour and is not related to Zeus AI Q. Does it work with ACE? A. You can use the existing ACE ArmA 2 Zeus AI core skills with the following new modules to enjoy the dynamic AI features: zeu_cfg_core_ai_skills.pbo zeu_cfg_core_ai_skills.pbo.ZEU.bisign zeu_sys_AI.pbo zeu_sys_AI.pbo.ZEU_test.bisign zeu_GLx.pbo zeu_netcode.pbo & FindCover required by zeu_sys_AI.pbo: zeu_FindCover.pbo zeu_FindCover.pbo.ZEU_test.bisign zeu_sys_AI and zeu_FindCover require Extended Eventhandlers, so you also need: cba_extended_eventhandlers.pbo cba_oa_main.pbo & .bisign files Important: You must use the ACE specific version for: zeu_ACE_c_wep_dispersion.pbo instead of the OA version (zeu_OA_c_wep_dispersion.pbo) or a dependency error message will be generated on mission load: .rpt: "Addon zeu_ace_c_wep_dispersion (entry PKT_veh) not found in the list of active addons." Warning Message: You cannot play/edit this mission; it is dependent on downloadable content that has been deleted. zeu_OA_c_wep_dispersion" Another mod that will help is : Infantry Stealth and Recognition Skills http://www.armaholic.com/page.php?id=9604 This you can tweak the userconfig, to have the AI have a high stealth, or a low stealth, same for you, if you have a high stealth then the AI have a harder time aquiring you, as well as hitting you. Check out the thread and the discussion there as it explains it self, def worth trying! Edited April 24, 2012 by Gnter Severloh Share this post Link to post Share on other sites
Federico 76 12 Posted April 28, 2012 Hello everyone, i'm trying this great mod right now, but i have a problem with it: Even with the "setVariable ["zeu_AIBypass", true]" command the AI soldiers are still moving on their own, and since they're supposed to defend a building and shooting from windows, it's necessary that they stand exact in the place i put them... I could try with "disableAI "move"", but with this they won't be able to turn around anymore. Any solution? Am i missing something? (I also used the "forcespeed 0"; "doStop this" and "disableAI "target"" commands.) Share this post Link to post Share on other sites
Gunter Severloh 4062 Posted April 28, 2012 Federico 76, I got something better, and will work for what your trying to do, try this, it will place enemy soldiers in all windows, balconies, roof, ect,. also comes with a demo mission. Garrison House Area Script http://www.armaholic.com/page.php?id=15241 Share this post Link to post Share on other sites
Federico 76 12 Posted April 28, 2012 Federico 76, I got something better, and will work for what your trying to do, try this, it will place enemy soldiers in all windows, balconies, roof, ect,. also comes with a demo mission. Garrison House Area Script http://www.armaholic.com/page.php?id=15241 Thanks mate, this looks very good for a fast set up of soldiers in cities, and i will use it for sure since it can save a lot of my time... But, let's say that for exemple i want to put some guys behind some cover like sandbags etc... Then i should really find some kind of command that actually tells them to hold the position without going around on their own. I just hope that this is possible to do with this mod, since it is a great improvement of the retarded vanilla AI :)... Share this post Link to post Share on other sites
Gunter Severloh 4062 Posted April 28, 2012 Dont think the mod is specifically setup for what your trying to do, I think what you want is a setpos or get pos command to have Ai sit in a spot and cover behind a sandbag. Actually to think of it this script will do what your asking: Simple Guard Patrol Script http://www.armaholic.com/page.php?id=11209&highlight=GUARD%2BPOST I used this in one of my missions, I put a sandbag wall up,a nd put a soldier behind, it, put the code for the script, and the guy will stay there but looking in various directions while remaining n one spot. Good for guard towers too. Share this post Link to post Share on other sites
Federico 76 12 Posted April 29, 2012 Dont think the mod is specifically setup for what your trying to do, I think what you want is a setpos or get pos command to have Ai sit in a spot and cover behind a sandbag.Actually to think of it this script will do what your asking: Simple Guard Patrol Script http://www.armaholic.com/page.php?id=11209&highlight=GUARD%2BPOST Thx for reply again, but the script seems not to work well with the mod: for some reasons, as they see the enemy, they start moving around as usual... I made some tests and i noticed that this problem is caused by the FindCover.pbo, which seems overwriting any command given to AI (including "setUnitPos" command etc...) as soon as contact with enemy is established. I also tried to remove that file from the mod, and, even if i get the error message when i start the game, i'm still able to play... But then unfortunatly it's not possible to load any saved game made with the mod even if the saved game was created after the FindCover.pbo was removed. Well, it seems there's not much we can do... I'll try to get around the problem somehow. Share this post Link to post Share on other sites