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Robalo

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Everything posted by Robalo

  1. Robalo

    ASR AI 3

    Just think about the implementation. Somehow save that state for each unit then track them to see when to reset them. Doesn't seem worth the trouble, should be handled by mission maker instead.
  2. Yes, issue exists and already addressed in source.
  3. Robalo

    ASR AI 3

    Added a couple new extras at the end of first post: camo configs for Spec4Gear and Military Gear Pack. Config sources available on Github along with everything else https://github.com/robalo/mods/tree/master/asr_ai3/addons
  4. Robalo

    ASR AI 3

    Maybe we'll get there. But even nicer would be to automatically detect the environment type. And some kind of EH to make use of. One can dream ... :) CTRG and Viper are level 1 Recon units, divers and spotters are level 2
  5. Robalo

    ASR AI 3

    Thanks. About the weird behavior, I have no idea, haven't noticed anything like that. Was there some aircraft flying around ? Or maybe their skills were set too low. Yeah, I'm providing a few good examples for them to learn how to do it though. Speaking of which, I should post what I already sent to someone in private about the camo config system:
  6. Robalo

    ASR AI 3

    1. Best case: supported unit with supported gear -> ok (vanilla / rhs / bwmod) 2. supported unit with unsupported gear Unit has base camo value 2, unsupported gear gives coefficient of 1 -> camo final is 2, which isn't that great 3. unsupported unit with supported gear Unit has base camo less that 2 usually, with camo coeff from supported gear, resulting camo is smaller that it should be which is not ideal. It depends how the other mods set up class inheritance too, if they inherit from a base class, they don't get asr camo coeff values, if they inherit from usable piece of vanilla equipment, they do so they're indirectly supported. Debug option for camo helps here. Camo configs are easy to set up too, I will try to set up support for more mods when I can find the time.
  7. Robalo

    ASR AI 3

    There is no consensus. But read change notes. 0.7 and 0.5 is what I prefer for regular difficulty.
  8. Robalo

    ASR AI 3

    After 3 years I think it's time for ASR AI3 v1.0.0 :) Changes [config] - (new) updated green recon units (sof groups for green army) - (new) remove reporting of "unknown contact" - (new) full auto bursts can be interrupted (requires 1.66+) - (new) custom camouflage coefficients added for uniform, vest and backpacks - (mod) per unit camouflage values set to a unique base value on which the dynamic camo coef will be applied - (mod) ammo config tweaked so shots are heard at longer distances - (mod) reworked handheld automatic weapons shooting - slightly shorter bursts but increased intensity - (mod) increase AI rate of fire for single shots - (mod) reduce chance of switching to handguns [scripting] - (new) camouflage depends on actual items soldiers are wearing (uniform, vest and backpack) - (new) can set team to hold fire until I (or another when forced to) shoot with configurable keybind - (new) units inside vehicles can report contacts to near groups too - (new) vehicle gunners may keep manning their weapons even after their vehicle was immobilized - (rem) removed scripted shot detection for performance reasons in favor of config level detection - (rem) removed loners joining other groups - (rem) removed limping units dismissed from their group - (mod) spend less time stationary while shooting - (mod) removed AI teammate speed limiting (potential cause for them getting stuck in place) - (mod) vehicles with ammo cookoff not good for cover (ACE) - (mod) added a few more falling animations (credit: tpw) - (mod) suppression effect for AI when taking hits so they no longer shoot back so accurately - (mod) units caught in the open may throw smoke in panic - (mod) improve units following/regrouping on leader after moving to cover - (mod) prevent units from same side occupying same house position at a time - (mod) re-equip nvg earlier (no longer wait till completely dark) - (mod) medic check uses getUnitTrait - (mod) a great deal of code optimisation [settings] - (new) debug dynamic camouflage into RPT - (mod) default radioing range extended to 700m - (mod) allow up to 10 minute delays on radio reporting - (mod) tweaked default skills in userconfig; meant for regular difficulty (skill 0.7, precision 0.5) Note: FAQ entry #1 has been updated: this mod should be run everywhere for it to work 100% as designed. Also updated configs for RHS and BWA3 in first post. Enjoy !
  9. I was hoping for that, thanks for confirming it !
  10. Quick question: Are the effects of setUnitTrait global ? Or do we need to execute it on all machines in multiplayer ? Thanks
  11. It depends I guess. Some traits like medic, engineer are subjective while others might need to be sync'd for remote units: camouflageCoef, audibleCoef. These are the ones I'm interested in.
  12. Robalo

    ASR AI 3

    Yes. Easier to just increase precision in difficulty settings.
  13. Robalo

    ASR AI 3

    Last time I checked the takeweapon action was broken. Would have been easy to implement otherwise. I'll give it another shot sometime.
  14. Robalo

    ASR AI 3

    Right. But for starters, even a simpler model is better than the default BIS one where camo is hardcoded per unit class. With this mod camo will be dynamically calculated on the fly based on the stuff unit is actualy wearing. Want to become harder to spot ? Drop that big rucksack. Select your camoed gear carefully. Go full ghillied up. Won't matter what class your character was initially. Night op ? dress in black. We'll see how this develops. Will require quite a bit of work to apply on mods since every uniform, vest and backpack will need camo configs but it will again be a matter of fine-tuning. Would love to see this go obsolete and BIS to put camouflage values into the gear items themselves where it would make sense, like they did with armor protection.
  15. Robalo

    ASR AI 3

    That's the effect of the enhanced awareness. On one hand it's an advantage because it looks weird in vanilla for units relatively close to a firefight going on to simply ignore it. On the other hand stuff like you mention can happen. This should be handled in the mission making, like if you place some units inside a base, don't just drop them in there, but give them some waypoints. The mod aims to enhance missions where a quick design approach was taken like you just define a zone and spawn some units in it and at the same time tries to avoid breaking complex missions where more elaborate design was made. That said, new version is coming and one of the things you may notice is I tried to balance this a bit better, awareness versus drawing too many units to the action. Most important change is squad movement from point A to point B is happening a lot faster. Full changelog for version 1.0.0 already posted but while I was writing it an getting ready to release I caught a few minor bugs and them I had an new idea which I started to develop on. Here's a hint: 23:23:21 "ASR AI3: 6923.63 | Unit B Alpha 1-1:4, type: B_Soldier_GL_F, uniform: U_B_CombatUniform_mcam, vest: V_PlateCarrierGL_rgr, ruck: , baseCamo: 2, camoCoef: 0.333333, camoFinal: 0.666667" 23:23:21 "ASR AI3: 6923.63 | Unit B Alpha 1-1:5, type: B_soldier_LAT_F, uniform: U_B_CombatUniform_mcam, vest: V_PlateCarrier2_rgr, ruck: B_AssaultPack_rgr_LAT, baseCamo: 2, camoCoef: 0.55, camoFinal: 1.1" 23:23:21 "ASR AI3: 6923.63 | Unit B Alpha 1-1:6, type: B_Soldier_TL_F, uniform: U_B_CombatUniform_mcam_vest, vest: V_PlateCarrierGL_rgr, ruck: , baseCamo: 2, camoCoef: 0.333333, camoFinal: 0.666667" 23:23:21 "ASR AI3: 6923.63 | Unit B Alpha 1-1:7, type: B_soldier_AR_F, uniform: U_B_CombatUniform_mcam_tshirt, vest: V_PlateCarrier2_rgr, ruck: , baseCamo: 2, camoCoef: 0.366667, camoFinal: 0.733333" 23:23:21 "ASR AI3: 6923.64 | Unit B Alpha 1-1:8, type: B_Soldier_GL_F, uniform: U_B_CombatUniform_mcam, vest: V_PlateCarrierGL_rgr, ruck: , baseCamo: 2, camoCoef: 0.333333, camoFinal: 0.666667" 23:23:21 "ASR AI3: 6923.64 | Unit B Alpha 1-1:9, type: B_Soldier_F, uniform: U_B_CombatUniform_mcam, vest: V_PlateCarrier1_rgr, ruck: , baseCamo: 2, camoCoef: 0.333333, camoFinal: 0.666667" 23:23:21 "ASR AI3: 6923.64 | Unit B Alpha 1-1:10, type: B_medic_F, uniform: U_B_CombatUniform_mcam_tshirt, vest: V_PlateCarrierSpec_rgr, ruck: B_AssaultPack_rgr_Medic, baseCamo: 2, camoCoef: 0.575, camoFinal: 1.15"
  16. Robalo

    ASR AI 3

    yeah, stupid syntax mistake, already fixed for next version
  17. SAW uses the "MG" muzzle slot. Nobody seems to make a MG suppressor and BIS decided to hide the vanilla MG suppressors since last patch, this is why I configured the 3 MG suppressors in CBA JR using vanilla models. They are meant as heavy duty suppressors, usable on MGs for caliber 7.62 and smaller. If anyone makes a nice MG suppressor and assigns it as compatible with the JR MG muzzle slot, it will automatically be usable.
  18. Robalo

    ASR AI 3

    This might appeal to folks to do a lot of SP: Quick way to set AI in your group to hold fire until you open up. https://youtu.be/uaQ2DbjMuB0
  19. Robalo

    ASR AI 3

    Is that an exact error message copy pasted or written from memory ? Because that variable looks incorrect. Make sure you have CBA active.
  20. Robalo

    ASR AI 3

    @lordprimate About the group merging system, you have pretty much summed up how the current system works :) With some minor differences. I only check faction and make sure it's same, IMO mixing spec ops with regulars after they took casualties is fine. Points 4 and 6 I like. The rest is already in. On player broadcasting info to near friendlies, can be done, either automatic or on reveal key.
  21. Robalo

    [SP] Pilgrimage

    Been getting 100% reproduceable CTD with out of memory errors at mission init with recent DEV branch, no mods and your latest unaltered version of the Altis mission (1.94). It has been a bit painful to isolate the cause but there it is finally: _expression = "((waterDepth factor [1,1.4])/(1 + waterDepth)) * ((randomGen(houses factor [0.1,0.6]))/(1 + houses))"; _value = selectBestPlaces [_mapC,_rds,_expression,1,12]; If I increase the precision from 1 to 10, no more CTD. Haven't tried any values in between. _value = selectBestPlaces [_mapC,_rds,_expression,10,12];
  22. Robalo

    ASR AI 3

    Syndikat faction does not use RHS weapons. Compat pbos would be problematic if they were made for a different version. I'm guessing that was the case. Otherwise I'd like to know if you found a bug, would try to reproduce and fix then. I'm (obviously) using all RHS mods and my stuff on top of it and had I ever encountered issues like described, I would've fixed them quicky. This is why I'm never able to finish a mission, I always find some little thing that seems off and it's nagging me so I go tweak or fix that, then start over.
  23. Robalo

    ASR AI 3

    This is a minor feature. The basic idea behind it was that several loners are way less of a threat compared to when they're working as a group. I'm leaning more towards removing it altogether since we also have inter-group info sharing which helps awareness. I would like to see some evidence to this, basic repro scenario would do. Not in TPWCAS but in TPW mods there's the fall feature. If that's present, the one in ASR AI will be skipped. Can you tell which weapons exactly ? Can you reproduce as player ? I'll double-check the fire modes but I'm suspecting conflict with another mod. There is no scripted usage of RPGs in the mod. It's rather a matter of weapon vs. threat cost in the configs, which this mod does not alter. With more detail about this, a repro scenario, I can attempt a fix.
  24. Robalo

    [SP] Pilgrimage

    Anyone able to start the mission with A3 Dev branch ? Getting CTD with out of memory every time. Tried without mods.
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