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Protegimus

Zeus AI Combat Skills

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I think with this latest version, Nem_AI fix is rendered obsolete am I right? Or at least it will conflict with each other, correct?

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One thing that may or may not be within your power to affect, is there a way to make the friendly bots aware of arcs of fire so they don't walk in front of you as your firing??? How many times..."Blue on blue, your firing on friendly! Wounded!" Grrrr it's a damn big gun! I have been suppressing that area for half clip, don't walk in front!! Anyhow, thanks for your mod and please keep up the good work...

This is a vanilla AI problem.

Lowering shooting accuracy does make things worse.

I think a BIS effort is needed.

I took care to post the problem onto the bugtracker.

Please support here: http://dev-heaven.net/issues/show/5809

Edited by fabrizio_T

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For those interested in running these addons on a dedicated server, the Zeus server uses the following settings for all difficulty ranges in it's ArmA2.cfg file

skillFriendly=0.75;
skillEnemy=0.75;
precisionFriendly=0.45;
precisionEnemy=0.45; 

Protegimus's testing has been done at these values

Thanks for posting the requested information Terox.

AI is great fun to fight against at these settings, however when using the mod I'd recommend setting the ArmA2.cfg values (at least initially, until you adjust tactics) to:

refer to release notes on first page

to keep balance, specifically in wooded areas where AI are very difficult to spot when laying prone in the grass (remember they react to your presence much earlier now), yet unaffected by it themselves. Otherwise there is a good chance you will be engaged with very little chance of effectively returning fire.

You can vote for a bug fix on the bugtracker.

Mr_Centipede - wrt Nem AI fix, yes NeMeSiS was specifically aiming to, "... restores the Sensitivity and SensitivityEar values back to what they were in 1.02."

Post 1.03 release, Sensitivity was halved, SensitivityEar 90% less* which for me rendered the AI pretty useless. No need to use both mods together unless you prefer the 1.02 settings as I've aimed to produce a much better balance of AI skills. Personally I think the 1.03 settings were too extreme - no chance of effective use of cover or CQB and sniper was rendered redundant by regular soldiers with iron sights.

Edited by Protegimus
Removed old skill values

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The hearing that AI's have when they are outside gunners such as in the hummers - could that be turned up? Made more sensitivie? They take bullet after bullet but dont give a damn. They just keep looking the other way lol.

I have mentioned this in various threads and places. Hopefully BIS gets it working, but if its possible for you in this addon then - awesome.

Alex

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Sneaking has been fixed up for next edition.

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Sneaking up to an AI is pretty much impossible with this. Otherwise seems like you nailed the configs. The AI hears you way too soon if you try to get close at the slowest possible speed:

http://www.youtube.com/watch?v=Ly0h2m5fpZc

Updated version 1.02 (download link on first page) fixes this and thanks for the suggestion.

This release has gained more finesse - more respect for players that move tactically and use cover, while still providing good firefights at extended range and pretty aggressive AI.

Note that for those that don't play either in veteran mode, or without the player tags off, the spacebar doesn't reveal enemy before you target them any longer.

One observation during testing of AI's ability to detect stealthy kills of other units in their group using build 600141, it appears the bug:

[58190] Fixed: Prevent killed units reporting who killed them.

might not be fixed as other units immediately knew my position. If this can be verified then it's probably worth adding back to the bugtracker.

The hearing that AI's have when they are outside gunners such as in the hummers - could that be turned up? Made more sensitivie? They take bullet after bullet but dont give a damn. They just keep looking the other way lol.

I have mentioned this in various threads and places. Hopefully BIS gets it working, but if its possible for you in this addon then - awesome.

Alex

Alex I tested this against UAZ DShK and HMMWV M2 and both gunners responded as soon as my rounds hit the vehicle, only exception appeared to be when I was engaging from over 510m away - otherwise I was well suppressed.

Edited by Protegimus

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Alex I tested this against UAZ DShK and HMMWV M2 and both gunners responded as soon as my rounds hit the vehicle, only exception appeared to be when I was engaging from over 510m away - otherwise I was well suppressed.

Hehe well, i meant when you are the driver and the AI you command is the gunner. Too little info from me i guess. So its the AI that is in your squad that cant fucking hear a thing. At least not when i play. Be squad leader over 4 guys. Get in as driver and order the rest into the car. Drive around and get shot from 100 meter something. My gunner always just keeps looking the way he was before bullets hit the car AND the gunner himself. No reaction.

This is what i hoped you could affect somehow. :)

Alex

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It's just not inside the vehicle, also happened on foot (though with AI squads). I set up a scenario where an AI BLUFOR squad walking in patrol stance, ambushed by an AI OPFOR squad 500m away. The OPFOR engage as expected (had to use reveal command though) but the BLUFOR AI wont react to incoming bullets until a bullet hit someone in that group. Maybe it's not the mod itself, but BIS AI in general. I tried upped the sensitivity ear to 5 but they still wont react until someone is hit...

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... My gunner always just keeps looking the way he was before bullets hit the car AND the gunner himself. No reaction.

This is what i hoped you could affect somehow. :)

Alex

Ah, yep, as Mr_Centipede states:

It's just not inside the vehicle, also happened on foot (though with AI squads). I set up a scenario where an AI BLUFOR squad walking in patrol stance, ambushed by an AI OPFOR squad 500m away. The OPFOR engage as expected (had to use reveal command though) but the BLUFOR AI wont react to incoming bullets until a bullet hit someone in that group. Maybe it's not the mod itself, but BIS AI in general. I tried upped the sensitivity ear to 5 but they still wont react until someone is hit...

this behaviour is native to the game and I also observed it while testing. Experienced with version 59026 through 60141 and probably previous official versions since release 1.03.

For an infantry section with a leader, this shouldn't be a problem when running the mod (mod version 1.02 onwards), as long as the shooter is within detection range and can be spotted. Different types of soldier will respond in different manners - as an attempt to distinguish different levels of training.

For the situation Alex described in a vehicle, I've made a change to the base sensitivity (sensitivity ear is not helping here) level for each basic soldier type.

The gunners are now returning fire of their own accord, but in the interest of overall gameplay I've had to balance this so the vehicle will take some damage before the gunner responds. At shorter ranges the AI vehicle gunner will respond more quickly and certainly if injured. Also, it goes without saying that if you designate the targets the gunner will engage them.

Sorry for the rapid fire releases, but this is another worthwhile improvement. Thanks for the feedback gents, keep it coming.

Version 1.02.01 available from the download link.

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It IS Centipede. Your absolutelly correct. It is BIS original ARMA2 that behaves like this. I can even have enemies like 40 meters away shooting my car up and even hitting the gunner in my car, and what does the gunner do? Nada. I can hear the weapon muzzle bangs clear as anything from INSIDE the car yet my gunner in outside position (hummer) cant hear a thing.

Really hope this gets improved in patches by BIS. But i threw it in here as i thaught it might been something Protegimus could "fix" with his addon. Im not very good with scripts and coding but thaught it could be done. Or hoped is the better word hehe.

About this addon: Good work mr.P! Much nicer to play with it. There is some better reactions. :) Thanks.

EDIT: Posted at the same time. :)

Alex

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Please fix this error:

Error in expression <* 2.8 * 1>

Error position: <* 2.8 * 1>

Error Invalid number in expression

Here:

 class USMC_Soldier_Crew: USMC_Soldier_Base
{
 scope = 2;
 accuracy = "(0.5 * 3.4)";
 camouflage = "(1.8 * 0.5)";
 sensitivity = "* 2.8 * 1";
};

Must be:

 class USMC_Soldier_Crew: USMC_Soldier_Base
{
 scope = 2;
 accuracy = "(0.5 * 3.4)";
 camouflage = "(1.8 * 0.5)";
 sensitivity = "2.8 * 1";
};

---------- Post added at 19:10 ---------- Previous post was at 19:07 ----------

And you better not mess with the scope value. Cheers.

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This mod changes the AI's ability to spot and engage enemy.

It also changes the speed at which an AI can get a bead on an enemy and their

reaction to contact.

Finally, accuracy is changed to ensure firefights take place.

Interesting mod.

When I read through this intro on the first post, you clearly say the above AI characteristics have been "changed". And then in the version history you say that many of those original values have subsequently essentually been "tweaked" (either up or down).

It currently seems somewhat unclear as to the original effect of these modifications. For example, does "changed" mean increased or decreased from game defaults? :confused:

Just a suggestion, but maybe go back and update that initial section I quoted above to say what the result of each of the changes will be. That way people will be able to tell at a glance what they'll be getting into without lots of digging through the thread.

Anyhow, just a friendly suggestion. Cheers. :)

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Please fix this error:

Here:

 class USMC_Soldier_Crew: USMC_Soldier_Base

..

Fixed and download updated to version: 1.02.2 - thanks kju.

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Hi there, I already played some missions with the version before 1.02. But because of my skill and accuracy settings in the ArmA 2 config, I probably make playing harder for me than desirable or intended.

Here in the thread a skill setting of 0.50 for AI skill was suggested. What about the AI accuracy setting? Does it get completely overridden by the AI Combat skills addon or should I also put it to a specific value for best compatibility?

Currently, my AI settings in cadet and veteran mode are identical (I play with all veteran like settings in cadet mode because of the unlimited saves)

Here's my current config, whose skill setting -as assumed here in the thread- gave some really able AI shooters which were annoyingly good at distance, but still -if barely- beatable by FPS trained hand-eye coordination.

version=2;

blood=2;

singleVoice=0;

class Identity

{

face="Face08";

glasses="None";

speaker="Male03";

squad="";

pitch=1;

};

anisoFilter=2;

TexQuality=1;

TexMemory=3;

useWBuffer=0;

shadingQuality=7;

shadowQuality=2;

soundEnableEAX=1;

soundEnableHW=0;

customScheme=1;

trackIR=1;

controller="Default";

sensitivity="Medium";

vibrations=1;

class ControllerSchemes

{

};

keyMoveForward[]={17};

keyMoveBack[]={31};

keyTurnLeft[]={30};

keyTurnRight[]={32};

keyMoveUp[]={};

keyMoveDown[]={};

keyMoveFastForward[]={273};

keyMoveSlowForward[]={};

keyMoveLeft[]={};

keyMoveRight[]={};

keyEvasiveForward[]={};

keyEvasiveLeft[]={16};

keyEvasiveRight[]={18};

keyEvasiveBack[]={};

keyStand[]={45};

keyCrouch[]={46};

keyProne[]={44};

keyLeanLeft[]={16,524291};

keyLeanRight[]={18,524297};

keyLeanLeftToggle[]={272};

keyLeanRightToggle[]={274};

keyWalkRunToggle[]={42};

keyWalkRunTemp[]={};

keyToggleWeapons[]={57};

keySwitchWeapon[]={26};

keyFire[]={487653376};

keyDefaultAction[]={65536};

keyReloadMagazine[]={19};

keyLockTargets[]={15};

keyLockTarget[]={65537,157};

keyRevealTarget[]={184};

keyTempRaiseWeapon[]={};

keyToggleRaiseWeapon[]={86};

keyPrevAction[]={1048580};

keyNextAction[]={1048581};

keyAction[]={28,65538};

keyHeadlights[]={38};

keyNightVision[]={49};

keyBinocular[]={48};

keyHandgun[]={27};

keyCompass[]={37};

keyCompassToggle[]={293};

keyWatch[]={24};

keyWatchToggle[]={280};

keyMiniMap[]={39};

keyMiniMapToggle[]={};

keyShowMap[]={50};

keyHideMap[]={50};

keyHelp[]={35};

keyTimeInc[]={13};

keyTimeDec[]={12};

keyOptics[]={65665};

keyPersonView[]={156};

keyTacticalView[]={83};

keyZoomIn[]={78};

keyZoomInToggle[]={334};

keyZoomOut[]={74};

keyZoomOutToggle[]={330};

keyZoomContIn[]={524299};

keyZoomContOut[]={524293};

keyLookAround[]={56};

keyLookAroundToggle[]={312};

keyLookLeftDown[]={79};

keyLookDown[]={80};

keyLookRightDown[]={81};

keyLookLeft[]={75};

keyLookCenter[]={76};

keyLookRight[]={77};

keyLookLeftUp[]={71};

keyLookUp[]={72};

keyLookRightUp[]={73};

keyLookLeftCont[]={524289};

keyLookRightCont[]={524295};

keyLookDownCont[]={524288};

keyLookUpCont[]={524294};

keyPrevChannel[]={51};

keyNextChannel[]={52};

keyChat[]={53};

keyVoiceOverNet[]={314};

keyPushToTalk[]={58};

keyPushToTalkAll[]={};

keyPushToTalkSide[]={};

keyPushToTalkCommand[]={};

keyPushToTalkGroup[]={};

keyPushToTalkVehicle[]={};

keyPushToTalkDirect[]={};

keyNetworkStats[]={23};

keyNetworkPlayers[]={25};

keySelectAll[]={41};

keyTurbo[]={};

keyVehicleTurbo[]={42};

keyWalk[]={};

keyHoldBreath[]={82};

keySalute[]={};

keySitDown[]={};

keySurrender[]={};

keyGetOver[]={47};

keyAimUp[]={1048578};

keyAimDown[]={1048579};

keyAimLeft[]={1048576};

keyAimRight[]={1048577};

keyAimHeadUp[]={1048578};

keyAimHeadDown[]={1048579};

keyAimHeadLeft[]={1048576};

keyAimHeadRight[]={1048577};

keyIngamePause[]={1};

keyMenuSelect[]={};

keyMenuBack[]={14,65665};

keyForceCommandingMode[]={55};

keySwitchCommand[]={221,65539,486539319};

keyHeliUp[]={16};

keyHeliDown[]={44};

keyHeliLeft[]={1048576};

keyHeliRight[]={1048577};

keyHeliCyclicLeft[]={30};

keyHeliCyclicRight[]={32};

keyHeliRudderLeft[]={45};

keyHeliRudderRight[]={46};

keyHeliForward[]={17,1048579};

keyHeliBack[]={31,1048578};

keyHeliFastForward[]={18};

keyAutoHover[]={299};

keyAutoHoverCancel[]={43};

keySeagullUp[]={16,1048579};

keySeagullDown[]={44,1048578};

keySeagullForward[]={17};

keySeagullBack[]={31};

keySeagullFastForward[]={18};

keyCarLeft[]={30};

keyCarRight[]={32};

keyCarWheelLeft[]={1048576};

keyCarWheelRight[]={1048577};

keyCarForward[]={17};

keyCarBack[]={31};

keyCarFastForward[]={18};

keyCarSlowForward[]={16};

keyCarAimUp[]={1048578};

keyCarAimDown[]={1048579};

keyCarAimLeft[]={1048576};

keyCarAimRight[]={1048577};

keyCommandLeft[]={30};

keyCommandRight[]={32};

keyCommandForward[]={17};

keyCommandBack[]={31};

keyCommandFast[]={18};

keyCommandSlow[]={16};

keySwitchGunnerWeapon[]={486539297};

keyVehLockTargets[]={15};

keySwapGunner[]={};

keyHeliManualFire[]={40};

keyTurnIn[]={45};

keyTurnOut[]={44};

keyCancelAction[]={};

keyCommandWatch[]={};

keyTeamSwitch[]={20};

keyTeamSwitchPrev[]={21};

keyTeamSwitchNext[]={22};

keyGear[]={34};

keyGetOut[]={};

keyEject[]={};

keyLandGear[]={-754974685};

keyLandGearUp[]={-754974686};

keyFlapsDown[]={-754974683};

keyFlapsUp[]={-754974682};

keyBuldSwitchCamera[]={210};

keyBuldFreeLook[]={76};

keyBuldSelect[]={57};

keyBuldResetCamera[]={82};

keyBuldMagnetizePoints[]={63};

keyBuldMagnetizePlanes[]={64};

keyBuldMagnetizeYFixed[]={65};

keyBuldTerrainRaise1m[]={22};

keyBuldTerrainLower1m[]={36};

keyBuldTerrainRaise5m[]={23};

keyBuldTerrainLower5m[]={37};

keyBuldTerrainShowNode[]={35};

keyBuldSelectionType[]={31};

keyBuldLeft[]={203};

keyBuldRight[]={205};

keyBuldForward[]={200};

keyBuldBack[]={208};

keyBuldMoveLeft[]={1048576};

keyBuldMoveRight[]={1048577};

keyBuldMoveForward[]={1048578};

keyBuldMoveBack[]={1048579};

keyBuldTurbo[]={42};

keyBuldUp[]={201,16};

keyBuldDown[]={209,44};

keyBuldLookLeft[]={75};

keyBuldLookRight[]={77};

keyBuldLookUp[]={72};

keyBuldLookDown[]={80};

keyBuldZoomIn[]={78};

keyBuldZoomOut[]={74};

keyBuldTextureInfo[]={20};

keyDiary[]={36};

keyUser1[]={17};

keyUser2[]={31};

keyUser3[]={30};

keyUser4[]={32};

keyUser5[]={16};

keyUser6[]={44};

keyUser7[]={72};

keyUser8[]={80};

keyUser9[]={75};

keyUser10[]={77};

keyUser11[]={42,54};

keyUser12[]={57};

keyUser13[]={210};

keyUser14[]={211};

keyUser15[]={};

keyUser16[]={};

keyUser17[]={};

keyUser18[]={};

keyUser19[]={};

keyUser20[]={};

revMouse=0;

joystickSensitivity[]={0.5,0.5,0.5,0.5,0.5,0.5,1,1,0.5,0.5,0.5,0.5,0.5,0.5,1,1};

difficulty="regular";

class Difficulties

{

class recruit

{

class Flags

{

Armor=0;

FriendlyTag=0;

EnemyTag=0;

HUD=1;

HUDPerm=0;

HUDWp=1;

HUDWpPerm=0;

HUDGroupInfo=0;

AutoSpot=0;

Map=1;

WeaponCursor=1;

AutoGuideAT=0;

ClockIndicator=0;

3rdPersonView=1;

Tracers=0;

UltraAI=1;

AutoAim=0;

UnlimitedSaves=1;

DeathMessages=1;

NetStats=1;

VonID=1;

};

skillFriendly=1;

skillEnemy=1;

precisionFriendly=0.5;

precisionEnemy=0.5;

};

class regular

{

class Flags

{

Armor=0;

FriendlyTag=0;

EnemyTag=0;

HUD=1;

HUDPerm=0;

HUDWp=1;

HUDWpPerm=0;

HUDGroupInfo=0;

AutoSpot=0;

Map=0;

WeaponCursor=1;

AutoGuideAT=0;

ClockIndicator=0;

3rdPersonView=1;

Tracers=0;

UltraAI=1;

AutoAim=0;

UnlimitedSaves=1;

DeathMessages=1;

NetStats=1;

VonID=1;

};

skillFriendly=1;

skillEnemy=1;

precisionFriendly=0.5;

precisionEnemy=0.5;

};

class veteran

{

class Flags

{

HUD=1;

HUDGroupInfo=0;

WeaponCursor=1;

3rdPersonView=1;

UltraAI=1;

DeathMessages=1;

NetStats=1;

VonID=1;

};

skillFriendly=1;

skillEnemy=1;

precisionFriendly=0.5;

precisionEnemy=0.5;

};

class mercenary

{

class Flags

{

UltraAI=0;

DeathMessages=0;

NetStats=0;

VonID=0;

};

skillFriendly=1;

skillEnemy=1;

precisionFriendly=1;

precisionEnemy=1;

};

};

showTitles=1;

showRadio=1;

lastSPMission="Operation Hammer";

class MainMap

{

class Compass

{

inBack=0;

position[]={0.01645714,-0.039566103,0.2};

positionBack[]={0.0070000053,0,0.1};

};

class Watch

{

inBack=0;

position[]={-0.06174,-0.046856251,0.20999999};

positionBack[]={-0.0076999958,0,0.11};

};

class WalkieTalkie

{

inBack=1;

position[]={0.093999997,-0.043000001,0.25};

positionBack[]={0.28,-0.155,0.625};

};

class GPS2

{

inBack=0;

position[]={-0.021559991,-0.04908751,0.22};

positionBack[]={0.016800005,0,0.12};

};

};

activeKeys[]=

{

"BIS_SOM_INFO_HINT_1",

"BIS_SOM_INFO_HINT_2",

"BIS_T06",

"BIS_T07",

"BIS_T01",

"BIS_T03",

"BIS_T04",

"BIS_T02",

"SP_Sniper_RUS",

"differentkind01",

"LAC_Beachhead"

};

currentCampaign="Campaigns\pullercamp";

lastCampaignMission="Force Recon";

armoryPoints=100055;

browsingSource="Internet";

class Filter

{

serverName="";

missionType="Coop";

missionName="";

maxPing=0;

minPlayers=0;

maxPlayers=0;

fullServers=0;

passwordedServers=0;

battleyeRequired=0;

};

difficultyMP="regular";

lastMPMission="co30 DomiA2!(T10) West Revive [1.00]";

keyHeliThrottlePos[]={};

keyHeliThrottleNeg[]={};

tripleHead=0;

mouseSensitivityX=1.15;

mouseSensitivityY=1.15;

floatingZoneArea=0.19767882;

mouseSmoothing=30;

headBob=0;

teamSwitchOffsetX=0;

teamSwitchOffsetY=0;

sceneComplexity=300000;

viewDistance=2014.9282;

terrainGrid=12.5;

volumeCD=2.1772959;

volumeFX=7.4691505;

volumeSpeech=10;

gamma=1;

brightness=1;

fovTop=0.75;

fovLeft=1;

uiTopLeftX=0.15000001;

uiTopLeftY=0.15000001;

uiBottomRightX=0.85000002;

uiBottomRightY=0.85000002;

IGUIScale=0.69999999;

The good thing about these values was the AI didn't suck that much in CQB. They were a lot more challenging than one expects from ArmA 2 AI OPFOR.

But what do you suggest for accuracy? Leave it as it is or change to some other value?

In the meantime, I will check out what happens if I put AI skill to 0.50 while leaving AI accuracy at 0.50 as well.

Bye,

touristo

Edited by touristo
post size too big

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Interesting mod.

...

Just a suggestion, but maybe go back and update that initial section I quoted above to say what the result of each of the changes will be...

Anyhow, just a friendly suggestion. Cheers. :)

Following feedback from extended multiplayer testing and this thread, I've completed configuration for the next version. On release, the front page feature list will be updated to detail all the features/fixes that have been developed:

This mod improves the ability of AI soldiers in a number of key areas:

- Improves AI's ability to spot and engage enemy, extending engagement ranges

out to 500m and beyond

- Changes the speed at which an AI can get a bead on a target

- The AI now reacts to effective enemy fire, before taking casualties

- Accuracy is changed to ensure sustained firefights take place, allowing

movement under contact with good use of cover. Ammunition dispersion and

weapon accuracy are not changed

- AI hearing ability is reduced to realistic levels, enabling a player to make

stealthy close quarter approaches providing he can remain unseen

- Vehicle gunners now react to enemy fire

- Sniper teams that make effective use of tactics, cover & concealment can now

carry out their mission, especially at extended engagement ranges

- Careful movement and correct use of formation is now an important factor in

improving survivability, as are planned ingress and egress routes

- AI react more aggressively under contact and don't give up as easily

- Injuries occur more frequently in firefights. Good drills and wise medics are now an essential part of the game

Hopefully that clarifies what you can expect if you're thinking of trying the mod.

Generally, results have been very good - where people have made mistakes the AI have punished them brutally, but when a good plan has come together engagements have surpassed anything previous.

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Just to know - will AI with binocs/scopes etc have more engagement range or do all AIs have the same extented engagement range?

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Following feedback from extended multiplayer testing and this thread, I've completed configuration for the next version. On release, the front page feature list will be updated to detail all the features/fixes that have been developed:

This mod improves the ability of AI soldiers in a number of key areas:

- Improves AI's ability to spot and engage enemy, extending engagement ranges

out to 500m and beyond

- Changes the speed at which an AI can get a bead on a target

- The AI now reacts to effective enemy fire, before taking casualties

- Accuracy is changed to ensure sustained firefights take place, allowing

movement under contact with good use of cover. Ammunition dispersion and

weapon accuracy are not changed

- AI hearing ability is reduced to realistic levels, enabling a player to make

stealthy close quarter approaches providing he can remain unseen

- Vehicle gunners now react to enemy fire

- Sniper teams that make effective use of tactics, cover & concealment can now

carry out their mission, especially at extended engagement ranges

- Careful movement and correct use of formation is now an important factor in

improving survivability, as are planned ingress and egress routes

- AI react more aggressively under contact and don't give up as easily

- Injuries occur more frequently in firefights. Good drills and wise medics are now an essential part of the game

Hopefully that clarifies what you can expect if you're thinking of trying the mod.

Generally, results have been very good - where people have made mistakes the AI have punished them brutally, but when a good plan has come together engagements have surpassed anything previous.

Hi Protegimus, nice to see how this project is progressing.

I've already run FlexiAI on top of your mod and it runs almost fine (just had to tweak a couple of params).

For your information the video:

is based on slightly tweaked Zeus AI Combat Skills settings (v.1.02).

I'll try latest version, since i noticed problems with stealthy tactics and disengage ranges in old version.

Now it seems i haven't to fiddle with configs anymore ;)

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Sounds very good, I'm using the current public version and the firefights really got alot more intensive now, which is simply great and I'd like to thank you for these AI upgrades, makes the game alot better.

Is it just me, or is the AI in ArmA2 alot more friendly to all kinds of editing?

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