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Death1081

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About Death1081

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  1. Okay I restarted mission and I didn't have the problem of mines in the town so I must of dropped a cluster bomb of AP mines that I couldn't remember doing last time I played. All good now I have managed to complete the mission.
  2. I can't remember if I used those i'll have to restart the mission and make sure I don't use them. So u never encounted any mines in the town?
  3. I'm having a problem where friendly AI solders are stepping on mines and getting blown up & I'm getting the blame for it and the msg "Friendly fire will not be tolerated" comes up and I get automatic mission fail! WTF? Has anyone else had this issue? Am I supposed to remove the mines first or something?
  4. Death1081

    ASR AI 3

    Units are classified into skill sets between 1 and 10 By default, a lower level number means a better skilled unit Levels 8-10 are special: - 8-9 are for pilots, very good by default, but some of their skills are now automatically reduced when they leave the aircraft (aimingshake, courage) - 10 is for trained snipers */ class sets { // only classes of arrays under this class level_0 { // super-AI (only used for testing) aiming[] = {1.00, 0.00}; spotting[] = {1.00, 0.00}; general[] = {1.00, 0.00}; units[] = { // add class names to this to override their default (or inherited) skill set }; }; class level_1 { // sf 1 aiming[] = {0.40, 0.00}; // skilltype = {<min value>, <random value added to min>}; spotting[] = {0.60, 0.00}; general[] = {0.70, 0.00}; units[] = { }; }; class level_2 { // sf 2 aiming[] = {0.40, 0.00}; spotting[] = {0.60, 0.00}; general[] = {0.70, 0.00}; units[] = { }; }; class level_3 { // regular 1 aiming[] = {0.30, 0.00}; spotting[] = {0.50, 0.00}; general[] = {0.60, 0.00}; units[] = { }; }; class level_4 { // regular 2 aiming[] = {0.30, 0.00}; spotting[] = {0.50, 0.00}; general[] = {0.60, 0.00}; units[] = { }; }; class level_5 { // militia or trained insurgents, former regulars aiming[] = {0.30, 0.00}; spotting[] = {0.45, 0.00}; general[] = {0.50, 0.00}; units[] = { }; }; class level_6 { // civilians with some military training aiming[] = {0.25, 0.00}; spotting[] = {0.40, 0.00}; general[] = {0.50, 0.00}; units[] = { }; }; class level_7 { // civilians without military training aiming[] = {0.20, 0.00}; spotting[] = {0.30, 0.00}; general[] = {0.40, 0.00}; units[] = { }; }; class level_8 { // pilot 1 aiming[] = {0.30, 0.00}; spotting[] = {0.60, 0.00}; general[] = {0.60, 0.00}; units[] = { }; }; class level_9 { // pilot 2 aiming[] = {0.30, 0.00}; spotting[] = {0.60, 0.00}; general[] = {0.60, 0.00}; units[] = { }; }; class level_10 { // sniper aiming[] = {0.70, 0.00}; spotting[] = {0.70, 0.00}; general[] = {0.70, 0.00}; units[] = { }; }; };//sets // apply skill coefficient by faction to the skills the units would get based on their skill levels and settings above // if a faction is missing the coefficient is assumed to be 1 class factions { class BLU_F { // BLUFOR A3A coef = 1.1; }; class OPF_F { // OPFOR A3A coef = 1.0; }; class IND_F { // A3 Guerrilla coef = 1.0; }; class IND_G_F { // Greek Army coef = 1.0; }; class USMC { // US Marine Corps coef = 1.1; }; class CDF { // Chernarussian Defence Forces coef = 1.0; }; class RU { // Russia coef = 1.0; }; class INS { // Chedaki Insurgents coef = 1.0; }; class GUE { // NAPA Guerilla coef = 1.0; }; class BIS_TK { // Takistani Army coef = 1.0; }; class BIS_TK_INS { // Takistani Insurgents coef = 1.0; }; class BIS_US { // US Army coef = 1.1; }; class BIS_CZ { // Czech coef = 1.1; }; class BIS_GER { // Germany coef = 1.0; }; class BIS_TK_GUE { // Takistani Guerilla coef = 1.0; }; class BIS_UN { // UNO coef = 1.0; }; class PMC_BAF { // Private military coef = 1.1; }; class BIS_BAF { // UK coef = 1.1; }; };//factions };//skillsets I have done a lot of play testing to come up with these settings and a feels about right to me, I find setting ai accuracy to 50 is bout as accurate as I am but u will die a lot. With 30 u will most of the time hear 2 to 4 shots or bursts fly near u before u get hit allowing u time to find cover, go prone, get behind a tree etc. Close in fighting around 50m away will be leathal though but I would expect at those rangers anyone would be on target. I took the randomization out for balance reasons and personal preference. Oh and these settings were tested on regular difficulty. One thing I did change in the tpwcas a3 config was that 3 bullets will cause suppression not 7 since I felt that to many AI solders were not hitting the deck quickly enough before being killed! I know when I hear a few bullets wiz past realy close I go for cover. That is my personal preference though.
  5. Death1081

    ASR AI 3

    Numrollen here is a list of mods I am using with ASR AI and I find they work fine together. JSRS2.1, TPW MODS, TPWCAS A3. I am using tpw mods for the bleedout and fall with everything else disabled. I then use tpwcas a3 for suppression and JSRS2.1 for the awsome sounds. I have not encountered any problems using these together. The reason why I use tpwcas for suppression and not tpw mods suppression system is because tpw mods suppression system only works 500m from a player and I wanted suppression to work no matter where the player is on the map. (tpwcas suppression works by detecting bullets to any soldier weather its ai or player). I also changed the ASR AI accuracy and spoting in the config to match my personal preference. I'll post them if u would like. As for DAC & Alive I don't know since I haven't used them.
  6. Death1081

    ASR AI 3

    I think ASR takes care of that already.
  7. Death1081

    AI looking up into the sky

    Yes I use ASR but I tested it with no mods and noticed the same thing happning, i'll test again with no mods to be sure.
  8. Death1081

    AI looking up into the sky

    Has anyone else seen this? Since the latest update I have noticed that at random during a firefight some AI solders are just aiming there gun strait up into the sky. The will just lay on the ground looking up into the sky even if there are bullets flying past them and ignoring the fight! :confused:
  9. Death1081

    ASR AI 3

    Yes I am also using JSRS & TPWMODS and I find they all work well with one another. I use CBA_A3, JSRS, TPWMODS & ASR_AI3 in that order.
  10. Death1081

    ASR AI 3

    Robalo I have a question with the skill sets. What solders that I place in the editor correspond to the classes in the config? example does a rifleman use the regular 1 or 2 skill set. Do squad & team leaders use regular 1 and all other solders like rifleman, autorifleman, combat life savers etc use regular 2? I assume that any special forces will use the sf 1 & 2. Are special forces leaders sf 1 and all other special forces sf 2?
  11. Death1081

    ASR AI 3

    Okay so I did some changes to the skill sets in the asr_ai3_settings.hpp and changed the min aiming value for all classes exept for sf 1 & 2. So instead of regular 1 & 2 aiming being 0.25 & 0.20 there are now 0.45 & 0.40. That has seem to of done the trick. The ai still won't one shot u but if u stand still for more that a few secs or run in a strait line towards a enemy solder they will hit u. Much less bullets flying all around me and more on target now, It feels about right now. Thanks for your help Robalo. BI must of changed something with the ai accuracy with the latest patch since the default settings that come with the mod worked fine for me before!
  12. Death1081

    ASR AI 3

    Done some testing with the latest release and I still think there is to much dispersion for the ai, its better then the last version but I can still stand/run at an enemy at a distance of 100-200m away and the ai can sometimes use an entire mag up before hitting me. I see lots of rounds hitting all around me but not close enough for me to think my life is in danger enough to take cover and so can easly take my time and line up a good kill shot and take the enemy out before he even has a chance to hit me. I have tried using different precision levels from 0.5 to 1 and it doesn't seem to make much difference. I also tested this out without using asr_ai3 and at a 0.5 precision rating they will hit me after a couple shots.
  13. Death1081

    ASR AI 3

    Hey guys just a quick question. What skill & precision settings do u use in your arma3 profile with this mod? Robalo what would u recommend?
  14. Death1081

    ASR AI 3

    Awesome! i'll try it out tomorrow arvo
  15. Death1081

    ASR AI 3

    That's realy weird, the only problem I have with the latest version of asr_ai3 is the extreme inaccuracy and slower reaction. So perhaps doing a clean install of the game will fix the problem with the latest mod? If doing that will fix the problem then that is again strange. I'm using the asr_ai3 version that comes in this zip file (asr_ai3_102501.zip) which u can get from here http://dev-heaven.net/projects/asr-ai/files and it works fine for me on the latest version of arma 3
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