Robalo
Member-
Content Count
2198 -
Joined
-
Last visited
-
Medals
-
Medals
Everything posted by Robalo
-
0.9.30 is out Changes - configs updated for new 1.62/APEX content - added config fix to prevent this from becoming dependency when editing - tweaked configs for shot detection; scripted fired event handler disabled by default - tweaked detection related config parameters (AI was too good at detecting things in the jungle) - reduced aiming abilities for lower skilled units - removed shooting stance tweaks (were slowing down unit moves too much) - improved code (made a bit prettier and more efficient using newer sqf syntax and commands) - improve debug logging by tagging each line in RPT - settings overhauled; moved most user configurable options to the CBA settings framework (in game) - asr_ai3_settings.sqf no longer used - these settings can't be set in game and remain configurable by editing asr_ai3_settings_ss.sqf: asr_ai3_main_sets, asr_ai3_main_levels_units, asr_ai3_main_factions - added options for radioing delays (prevent enemy calling your position to ther groups by shooting leader in less than x time since detected) - added options for how many mags and first aid kits units are trying to maintain (rearming) - allowed changing settings on the fly using in game settings dialogue (rearming for example) Enjoy!
- 2724 replies
-
- 15
-
Soon. I have to an the update for the main mod and third of the configs for RHS 0.4.1.1 ready What is a 5yo doing messing with the userconfig :) Easiest is to tweak the faction coefficient, say if you set it to 0.8, the skills for that faction will be set lower by 20%
-
CBA - Community Base Addons - ARMA 3
Robalo replied to vipermaul's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Already fixed for next release. Hardly looks like hotfix material. -
Slings in mind, any additional weapon should be allowed to be carried on back (or at least packed in the mean time), mass/stamina restriction alone should be enough to discourage abuse.
-
Right, this was made possible with the new settings framework newly added to CBA by commy2.
-
CBA - Community Base Addons - ARMA 3
Robalo replied to vipermaul's topic in ARMA 3 - ADDONS & MODS: COMPLETE
It's one item, right ? The khaki bipod ? Somehow I missed that. Thanks -
Should work fine but for best results a config to adjust settings similar to the way vanilla units are done is recommended. There is no guide, best way to do is using the configs in the main mod as examples. Something I've been changing recently: in-game settings (not all of them but most):
- 2724 replies
-
- 18
-
CBA - Community Base Addons - ARMA 3
Robalo replied to vipermaul's topic in ARMA 3 - ADDONS & MODS: COMPLETE
We already have the muzzle classes defined: asdg_MuzzleSlot_9MM, asdg_MuzzleSlot_45ACP. But if you mean add these to the vanilla pistols then sure, will do. -
Thanks Armaholic ! Can you see if this is still happening ? Anyone know how to fix this ? RHS AI config I made was for 0.4.0.1, use it with 0.4.1 at your own risk. I'll make new ones eventually, soon after I update the mod for APEX probably. Where ? what weapon? Can you re-check with 0.9.29 ? I'll try to keep in mind for future updates to make that configurable.
-
CBA - Community Base Addons - ARMA 3
Robalo replied to vipermaul's topic in ARMA 3 - ADDONS & MODS: COMPLETE
If BI updates those models to support attachments, yes. -
0.9.29 uploaded - updated configs for Arma3 1.60 - fix author related error message - UAV_AI units have max skill by default - remove CAManBase::{audible,spotableDarkNightLightsOff,spotableNightLightsOff}, cfgAISkill::spotDistance tweaks in favor to updated vanilla settings; may need to re-evaluate and tweak these again. - minor tweaks to userconfig defaults - allow usage of base classes in class level overrides; Example: asr_ai3_main_levels_units[10] pushBack "B_Soldier_sniper_base_F"; Enjoy!
- 2724 replies
-
- 18
-
CBA - Community Base Addons - ARMA 3
Robalo replied to vipermaul's topic in ARMA 3 - ADDONS & MODS: COMPLETE
It is up to mod authors if/how they want to implement JM support. Just to give you some examples of mods I know they do have: RH Acc pack, Niarms AR15 pack, BWA3. No, we won't release nor support a dev based variant as already stated by commy2 few posts back. Nobody stopping you from pulling the source from Github and building your own Apex JR addons in the mean time ;) -
CBA - Community Base Addons - ARMA 3
Robalo replied to vipermaul's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Sounds like another incompatible mod breaking that. Try with CBA and ASDG-JR compatible mods. -
CBA - Community Base Addons - ARMA 3
Robalo replied to vipermaul's topic in ARMA 3 - ADDONS & MODS: COMPLETE
JM support is included and it's configured in CBA for vanilla weapons. What is it that you're missing exactly ? -
CBA - Community Base Addons - ARMA 3
Robalo replied to vipermaul's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I'll make sure to update JR for APEX ahead of release using a dev/rc build. -
CBA - Community Base Addons - ARMA 3
Robalo replied to vipermaul's topic in ARMA 3 - ADDONS & MODS: COMPLETE
More exactly a bug in bis_fnc_compatibleItems function which is used by Virtual Arsenal and was reported but closed prematurely (fix wasn't properly implemented): https://feedback.bistudio.com/T81478 -
Yep, also UAV AI classes inherit from heli pilot classes so you can also tweak the settings for skill level 8. But your way is I think even better. Maybe I should ship the userconfig with that by default. Thanks !
-
I avoid making such potentially disruptive changes. Good to know. I never ran into it since I have't used remotely controlled units neither mess with the UAV skills.
-
I suggest to create a mod folder for it, name it as you wish, ex. @asr_rhs_configs. Be aware they are most likely outdated now that RHS was updated to 0.4.1. I will update them when I can find some time.
-
Thanks. I used to have it set up like that, allowing every subskill to be tweaked independently. IMO it's overcomplicating things with not much gain, but if there's interest in having that kind of complete fine-grained control then I can go back to that.
-
Again, there is no code that sends units your way in this mod, used to be but I removed it a while ago. Info on the config parameter I used: dangerRadiusHit - defines how far the AI gets alerted by the projectile's impact or explosion. Default value -1 makes this distance be automatically derived from the hit and indirectHit properties. Basically for anything that is a rocket/shell/missile I set this to 1000. Worth checking how/where you disabled the scripted features, problem could be they were ignored. Enabling debug might show if the features are still in effect or not.
-
I can tell you that it's not ASR AI that is sending the units your way because that kind of code is no longer part of the mod since long ago. What it could happen is the mod indirectly triggering engine level routines or other mod/mission scripts by helping distant units become more easily aware of enemy presence. I was mentioning things blowing up because in the ammo config I used the dangerRadiusHit parameter to help AI detect explosions up to 1000m. Since this is a config tweak there is no way to disable this.
-
Can't say anything about design unless I get a clearer picture. Do you know what could trigger the AI ? What is going on at the moment they get alerted ? Are things blowing up in a radius of 1000m ?
-
That's a bit hard to accomplish, maybe under certain restrictions. Not even human player can get that done right most of the time. Assuming we're not talking about suicide bombers here, but an AI that would fear for his life while handling explosives.
-
Yes, in next update you'll be able to override skill levels for many unit types just by adding their parent class to the asr_ai3_main_levels_units array in the userconfig.