Robalo
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Everything posted by Robalo
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The main focus is on infantry combat but I can have a look at improving other aspects where possible. Need something more concrete, which vehicle and weapon is too accurate ? A scenario reproducing the issue would be best. Have you reported this to BIS issue tracker ? Thanks Not sure where you got that link, but latest RHS config I posted was for 0.3.6 (they are now at 0.3.8). I will update when I find the time for it. So far I have a config done for the RHS US mod. Sorry to hear you're only getting 40fps. Is that on the game's main screen or running a specific scenario ?
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1. See FAQ 2. You can override any variable in your mission scripts
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Add JR and JM support by copying their configs from @MK18 Mod1\ADSG Optional Configs to @MK18 Mod1\Addons
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Can't repro this, working fine here.
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CBA - Community Base Addons - ARMA 3
Robalo replied to vipermaul's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Ok then sorry, got fooled by that line number in the error. I suggest you set a proper return value in your handler: atm_altimeter_fnc_createDialog (true if you don't want the game to try any other handlers for that keypress, false otherwise). -
CBA - Community Base Addons - ARMA 3
Robalo replied to vipermaul's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Check for an old version of CBA hiding somewhere, seems you're not running latest. -
Yes that sounds very promising. I'm always glad to clean up unneeded code from my mod :)
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Hmm, that sort'of already is a thing, part of the moving to cover routine, but I just noticed a bad condition the script. Lemme fix and see how it turns out...
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The AI already walks in to get you in buildings, no mods required for that. Sure, maybe not as often and quickly as they should. Maybe they're afraid someone's waiting inside just to pick them off as they come in :) If I force them to do that won't they become way too predictable ?
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Sry, the video is too long. Is there a suggestion ?
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Heh, can't give them a brain, just teach them a few new tricks and change the way they do stuff there and there :) Used to have a few scripted actions to attack/reinforce near groups but I took them out because they fall out of the scope of this mod. Seems people tend to overestimate the importance of an AI enhancement mod and underestimate proper mission design.
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New version up 0.9.24 - improved weapon shot detection; better detection overall; depends on weapon/ammo and environment conditions (forest,houses,wind,rain,night). - tweaked hearing (no more spiderman senses) - tweaked visibility at night (no more cat eye vision) - radioing delay reduced a bit (now takes 5 to 10 sec to transmit, taking groups out quickly is recommended) Enjoy!
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I mean even if the rail would permit mounting a long scope you would not do it IRL if it would block the belt feed and you'd have to remove the scope to be able to reload. Anyway I'll add the rail class.
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RFC Was wondering whether I should add another rail for the machineguns, to be able to easily blacklist the longer scopes.
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Read the FAQ in first post. I has been explained several times in this thread. This mod is more than just a few scripts, relies heavily on configs as well. You need those configs on all machines that host AI.
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It's a fair assumption, I haven't tried it with -servermods and don't have more info. If all it does is it hides the fact that the server is running it then yes that should work. So far I have only used -serverinfo for mods like @asm or @aliveserver.
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Skills for all units (local or remote) are set by server. You can enable debug and check RPT to see them.
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Yeah, from first post:
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I don't remember how exactly DAC sets the skills, but ASR_AI does it right after unit is created in a init EH, without any delay. The way to find out would be to enable debug for this in userconfig, then after units are created to run code on them to check the skills, compare to the ones set by mine, found in RPT. Here it does make a difference. In your scenario, the AI detect me when shooting from outside the building or from crouched position. Also very interesting to see they do better with if I turn the hearing aids off (after tweaking ammo configs again), which leads me to believe that reveal with certain value might be able to lower the knowsabout if the value is lower. Will make sure that does not happen anymore. Min range means weapons with final calculated audible range below that do not reveal at all, did not explain it too well before. So if weapon is audible to 1000m, all units within that radius will be alerted, the closer they are the higher the reveal. Shooting from forests or houses reduces the audible range (was half, will crank up the coefficient). Also if near units are in forests or near houses their reveal is reduced same way. My previous comments were based on recent gameplay experience, where after adding the new hearing helper I was getting swarmed inside a compound and defending myself was a lot harder than before. Different scenario/settings, different results. I smiled when I saw you quoted me in your YT video, must be famous :)
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CBA - Community Base Addons - ARMA 3
Robalo replied to vipermaul's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Because of CBA's automagic addon healing powers. Say thank you, CBA :) -
Thanks :-) No vanilla test? Let's review the changes: - cfgaiskill aimingspeed reduced {0,0.5,1,1} -> {0,0.3,1,1} - can't see why aiming speed would be a factor for detection - asr_ai3_main_fnc_firedEH added - this adds a variable reveal based on several factors, does not remove or reduce anything - audiblefire reduced 16 -> 8 - this has to be it, it is about how much AI learns about the shooter So looks like I have to either increase back audibleFire parameters, increase reveal amount on fired EH script or both. Interesting to observe the behavior when you slightly alter the scenario, like shooting from outside the house, shooting from a different stance etc.
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Would not make sense at all to revert adding something that increased awareness and reaction time. Plus as already indicated, that feature is entirely optional. It helped increase awareness, contrary to what you're describing. If you need to learn more about the internals, you can always look at the source. GVAR (loudrange) is calculated in preinit as 1000 * gunshothearing coeff. from userconfig. But hearing aids are not required for close range (<100m) because then engine level detection works just fine. So the script then exits without doing any reveal. Please feel free to provide your test scenario and I'll take a look.
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Beast's inertia should be moved directly under class iansky_nfbeast, it's under iteminfo now.
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What happens with MOCAP mod ? why does it need a config ? If/when I start using this mod, I may configure something for it.
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@foxhound Thanks ! @hellghost Are you serious ?! The last update makes AI detect you better as a result of you shooting a weapon, nothing else. This feature can be tweaked by setting a lower coefficient in userconfig or set 0 to turn it off completely.