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fidai
Sep 11 2010, 10:53
I have 2 problems when i send apachi with 2 AI pilots to combat area,

1- The gunner aint shooting anyone they just fly over the enemies, he only shoots where i command them to shoot but 60% of time they ignore my order even tho the enemy soldier still standing there, this only happens when i have Zeus ai on.

2- All air planes and heli fly very low altitude and they get shoot down very easly even if there is no anti air in the area, this also happens without Zeus ai.

I have the lates version from the test link, also had the same problem with the latest version on armaholic.

CorporalCody
Sep 11 2010, 14:21
Hey Prot. You know me from the UO forums, but heres another video showcasing your incredible mod.

We've tweaked the settings a bit over there.

vuN8b-yhjLs

acidd
Sep 12 2010, 13:48
acidd: at what range do the default AI break that order?
Given one of the functions is to extend the AI's ability to recognise enemy and therefore the threat presented to them and that is one of the parameters an AI considers before engaging (from what I've read), then yes, the envelope will also be correspondingly greater.

Last time I tested this was OA 1.52 and it was significantly better than ArmA 2 v1.07, less than 10m as opposed to +30m respectively.

Protegimus

I am certain it was much more than 10 m.. I think it was about 100 meters - they were firing javelins if that matters.

SpetS15
Sep 13 2010, 15:12
Hello, If I play with ACE2 do I have to install both Zeus AI? I mean the Normal and ACE version? or only the Zeus ACE version? thanks!

ArmaholicBR
Sep 14 2010, 12:33
I have been tweaking the configs for recognition and I can't get good values for it, actually changing the parameters seems to have little to no effect during my testmission..

zeu_OA_c_ai.hpp: What are good values for a more realistic AI? I've trying to get AI that can spot you further, and hear better so they don't seem so dumb.

I'm using a small test mission as a parameter, player is aprox. 500m from enemy and I can shoot and run until half way so they start seeing me..that in an open field, in the middle of Utes airport. You can get the mission for repro here: http://www.megaupload.com/?d=FSSY3NHP

I wish I could get something like: shooting from that player position might alert enemy, and they might see me at aprox. that range 400-500m if open place like an airport..is that possible?

Awesome mod, it just needs to be adjusted to set each server's needs.

Tyvm :p

Nephris1
Sep 14 2010, 15:28
Is it possible to deactivate several features in a mission?
Lets say for a sniper e.g.

GossamerSolid
Sep 14 2010, 18:16
Hey Prot. You know me from the UO forums, but heres another video showcasing your incredible mod.

We've tweaked the settings a bit over there.



what sound mod(s) are you using btw.

gopherman
Sep 14 2010, 20:44
I've got AI able to recognise any vehicles and air out to a K, and even engage them when armed with appropriate weapons - just not infantry. Must agree with others and say recognising infantry is duff!

Still cannot live without this mod though!

ArmaholicBR
Sep 15 2010, 07:21
I've got AI able to recognise any vehicles and air out to a K, and even engage them when armed with appropriate weapons - just not infantry. Must agree with others and say recognising infantry is duff!

Still cannot live without this mod though!

Yes, after some time tweaking zeu_OA_c_ai.hpp I can't get AI to hear me shooting / running until aprox. 250m....

That's not really realistic if in an open environment, maybe the creator could help us understanding the cfgs better for a "simulation" environment.

Thanks again :rolleyes:

Hunter123
Sep 15 2010, 19:25
Protegimus will we get an ace version soon or you will finish the normal version and then create an ace version?

The only files usable with the latest zeus ace version in the actual build are core and find cover, arent it?

Im using it in that way and IA see to much at night and silenced weapons are useless, looks like they ear the weapons perfectly.

Same here. guess ace users have to wait.

Protegimus
Sep 15 2010, 21:38
I have been tweaking the configs for recognition and I can't get good values for it, actually changing the parameters seems to have little to no effect during my test mission..

zeu_OA_c_ai.hpp: What are good values for a more realistic AI? I've trying to get AI that can spot you further, and hear better so they don't seem so dumb...

Yeah, that's what I'm trying to do too and it's not that easy to accomplish.

I've found that it is relatively straightforward to influence individual factors such as hearing, but what about others here that want the ability to make a covert approach, or maintain some ability to engage without being instantly located and then perfectly tracked even when AI do not have line of sight on them?
From the feedback in this thread maintaining this balance appears more important than outright ability to detect enemy, so that is how I've tuned the mod.

AI 'hearing' plays a pivotal role in keeping this balance and it would be great if BIS took some time to properly sort detection of different sounds at appropriate range.

Another thing is what happens when you shoot an AI - how do they, plus apparently every member of their group, instantly know your firing position and everything about you?

What parameters you've been tweaking btw, you don't say?


I've got AI able to recognise any vehicles and air out to a K, and even engage them when armed with appropriate weapons - just not infantry. Must agree with others and say recognising infantry is duff!

Still cannot live without this mod though!
Interesting, care to share?

Nephris1: not yet.

Protegimus

gopherman
Sep 15 2010, 21:53
Its already in there Protegimus... Put an M107 on a hill and a vehicle it can harm a k away and the sniper will happily fire away. He'll even shoot at infantry *IF* he knows they are there (like if I shoot at him from a K away).

I discovered it in a mission I am making where I had a sniper team overlooking an LZ. The Mi 8 came in, landed and the sniper engaged it.

CaptainBravo
Sep 17 2010, 10:07
excellent mod. Only draw back, is in stealth missions, as many have said, silencers are pretty mush useless as enemy can hear you from 150-200 meters.

Day time, it is great!

Protegimus
Sep 17 2010, 15:00
CaptainBravo: You are using an old version or settings other than those recommended then, as it was quite some time ago when this aspect was improved and feedback received to say it was working well.

Protegimus

CaptainBravo
Sep 17 2010, 15:45
CaptainBravo: You are using an old version or settings other than those recommended then, as it was quite some time ago when this aspect was improved and feedback received to say it was working well.

Protegimus

Hey Protegimus,

I am using v0.04e for ACE. Is that the latest? If so, is there anything I need to change in settings??

NickLomas
Sep 19 2010, 17:52
Hi, i'm experiencing problems with the AI ignoring the hold fire button, is this something thats being fixed? Has anyone else experienced this?

RobertJ
Sep 19 2010, 18:23
I just finished a few missions of the OA/BAF campaigns and had the greatest time of my life, ever.

My settings were Skill friend/foe 0.98500001
Precision friend: 0.5 Precision foe : 0.2

I had ACE 2, WarFX, J.S.R.S sounds and a myriad of other atmosphere enhancing mods. In 'Good Morning Takistan' my squad landed and nearly dealt with the T-55's single handedly. They covered each other, the LMG laid down supressing fire and they moved into cover, when the M1A1 Abrams tanks appeared they stormed forward, taking ground and firing on targets multiple kilometers away with their cannons.

Not once in the campaign did I see AI just standing in the open looking around. They used the numerous walls for cover, gave each other covering fire and they used vehicles intelligently. Landrovers laid back and supressed infantry with their .50 cal. The AI tried to flank me and used complex tactics. The only thing I can complain about is that sometimes the AI just refuses to move and sits in prone doing nothing but I think that's just a standard ARMA 2 problem rather than a Zeus AI one.

Out of interest what appears to be the best skill/precision values for use ingame? I just used the ones recommended in the readme. What aspects of AI behaviour does skill affect.

galzohar
Sep 19 2010, 22:54
They seem to be just fine with everything set to max. With it humans still kill a couple of AI bots before dying.

Protegimus
Sep 19 2010, 23:22
CaptainBravo: ok, the problem originates with default/ACE.
The old version of Zeus AI was better than default, but not specifically optimised for silenced weapons with subsonic ammunition.

The latest build for ArmA CO/OA has a few changes in this area, to increase AI detection of shots fired, with minimal effect on silenced weapons.
In open ground, I was able to engage without immediately being located in the 150-200m range you mentioned, much closer in a built up area where sound obstruction was a factor.

NickLomas: What version are you using and in what configuration?
Have you tested with/without Zeus AI and what other mods are you using?
If you are certain it is Zeus AI that is causing this, then I'll take a look, though you should try the latest build first in addition to the above.
What weapons/mission do you see the problem in as acidd did post about AI using Javelin.

Protegimus

Eagleone
Sep 20 2010, 06:31
Hi Protegimus

This link (on Armaholic too):
http://zeus-community.net/important/@<hidden>
is not working for me, can you put this on another source?
Version for ACE downloading fine, version for vanilla - don't downloading at all.
Sorry for my english.
Thx.

domokun
Sep 20 2010, 07:09
@<hidden>: I also discovered that URL was no longer valid. By browsing the root of the download directory:
http://zeus-community.net/important/
(http://zeus-community.net/important/)
I was able to find the correct URL:
http://zeus-community.net/important/zeu_AI.7z

Hope that helps

Eagleone
Sep 20 2010, 10:52
site http://zeus-community.net/ and his folders is not avaible for me

Mr_Centipede
Sep 20 2010, 11:18
If it's not too much work, can you guys seperate the smoke throwing routine? It's actually great to have, but it can be taxing to performance... not to mention some particles wont be rendered properly when there's too many of them... so if it's seperated, I would be very much gratefull

zordak
Sep 20 2010, 13:51
Hi, do u think http://forums.bistudio.com/showthread.php?t=107526 asr ai is compatible with zeus? or it will override the zeus ai?

Katipo66
Sep 20 2010, 14:03
If it's not too much work, can you guys seperate the smoke throwing routine? It's actually great to have, but it can be taxing to performance... not to mention some particles wont be rendered properly when there's too many of them... so if it's seperated, I would be very much gratefull

+1 - Optional would be good, it can be taxing on my machine also when they all decide to throw them.

domokun
Sep 20 2010, 14:23
site http://zeus-community.net/ and his folders is not avaible for me

Works fine for me mate. Sounds like you got a problem. PM if you need help.

NickLomas
Sep 20 2010, 14:33
NickLomas: What version are you using and in what configuration?
Have you tested with/without Zeus AI and what other mods are you using?
If you are certain it is Zeus AI that is causing this, then I'll take a look, though you should try the latest build first in addition to the above.
What weapons/mission do you see the problem in as acidd did post about AI using Javelin.

Protegimus

Thanks Protegimus, i'll see which version i have and report back. Its not a problems with the Javlin, just the units don't seem to like hold fire possible due to changes in the engagment range. Before specualting though i'll check things as you recomended and report back

Protegimus
Sep 20 2010, 17:41
Mr_Centipede & Katipo66: I have an alternative suggestion for you - if you don't want the AI to use smoke, why not simply remove their smoke grenades?

zordak: it's a nice option to add more fine grained control over AI skill and it's great that Robalo has given us a practical way to implement it from GL4.
Developing some good reference values for specific roles will definitely be worthwhile.

NickLomas: that would be appreciated.

domokun: thanks for assisting.

Protegimus

mrcash2009
Sep 20 2010, 18:35
Mr_Centipede & Katipo66: I have an alternative suggestion for you - if you don't want the AI to use smoke, why not simply remove their smoke grenades?Id have to say there a numrouse situations where this would only be a long winded work around. I would love to see a var added for a user config to have smoke on/off to be honest.

Only becuase it gives position away if using AI (friendly) on-line and is sometimes a give away as to enemy position which you might not want to know directly. Seeing as this was an AI specific behaviour mod I see smoke as an option to be honest (my view of course), and anyone with smoke seems to want to throw it, which isnt a great result and can delay while they go about running the routine. I have seen some smoke spamming on occasion from AI enemy and team AI, yes not giving smoke is true, but as its an autoexec addon you have no options in pre made missions.

Could a switch for smoke be added? I noticed you include some on/off option for the mod, a nice user config version would be a great addition if possible :)

EDIT: how about putting the smoke element into a pbo of its own, so it can be included or not included as another way?

galzohar
Sep 20 2010, 21:20
AI using smoke is cool, the problem is that they use it way too much. Often I will not even know an AI was in a certain place until I see a big puff of smoke there. Smoke should be used when taking more direct fire, and not as a "look at me I'm right over here shoot me please" signal. So yes to smoke, but no to using smoke over just about anything.

Mr_Centipede
Sep 21 2010, 00:45
@<hidden>: Currently that is what I've been doing... So I guess it's too much work then? I'm okay with it... it's your project and your call.

Cheers :)

Protegimus
Sep 21 2010, 19:11
First of all, to ensure we don't get carried away with our perception of how often AI use smoke due to my mod, the conditions of use are as follows:
1. Unit is injured, 35% chance they will deploy smoke
2. Unit is under direct enemy fire, ~5% chance they will deploy smoke

If an AI is given smoke I think these is reasonable opportunity to use it.

Perhaps condition 1 could be tuned slightly and I could also add a check to stop or reduce probability of AI in a player controlled group from using smoke.
Another very useful thing would be a check for whether an AI is in a building, however my current code for this is too expensive to run frequently, any suggestions would be appreciated.

galz: it's already toned down from initial test versions where it was more about getting AI to deploy it than anything else (documentation appears to be totally inaccurate in this area), so are you referring to the current version or original version you tested?
Where have you been btw, haven't seen you for a few weeks?

Protegimus

MugAben
Sep 21 2010, 19:24
Do you know if the difficulty slider on units in the editor, does it have any influence at all on multiplayer? Just so I'm sure what I should put the slider on, or if I should leave it be.

ArmaholicBR
Sep 21 2010, 19:35
Which version should a Combined Operations + ACE2 server use?

ACE2 version is from june, and vanilla version from August.

My question is, ACE2 version works ok for OA + ACE or just ARMA2+ACE?

Thx

DMarkwick
Sep 21 2010, 20:10
Perhaps condition 1 could be tuned slightly and I could also add a check to stop or reduce probability of AI in a player controlled group from using smoke.
Another very useful thing would be a check for whether an AI is in a building, however my current code for this is too expensive to run frequently, any suggestions would be appreciated.

Perhaps this addon is being augmented in a lot of cases with the VFAI addon that does the same smokeshell logic.

As for the 35% upon injury, is there any logic for a knows-about of the firer? I admit that smokeshell usage seems to be quite effective in that I've not noticed any smokes going in odd directions, but I mention it here.

Also, now that I think on it, DAC also spawns smoke upon enemy contact. So maybe this addon is not all that's happening in some cases.

mrcash2009
Sep 21 2010, 20:52
any suggestions would be appreciated.The reduction method you mention would be good, but I must say that I cent help but refer to my last post about an option for not having it at all.

I guess from your reply the option to not have it is not going to happen, but reduction as mentioned would go along way.

I just see this addon having nothing taken away from it with "optional" smoke realy.

maturin
Sep 21 2010, 21:08
Zeus doesn't directly affect accuracy, but recommends precision settings for us to adjust, right?

Because a machinegunner with a scope really should be able to hit me at 300m at some point in the first hundred rounds, especially when I am at his exact level and not firing back.

And does the ACE version have functionality for AI using smoke? I have never seen it happen.

thearies
Sep 21 2010, 21:20
do i have to use ZeusACE v0.04e for the new ACE2 1.5 or better wait for new ZeusACE ???

Polar Bear
Sep 21 2010, 22:04
I installed Zeus recently and I was pretty impressed. The infantry AI are much more effective than in vanilla! A scenario I set up for myself in the editor that I could always beat became much more challenging and I had to change my tactics.

I do have some suggestions though: The AI still does bone headed things with respect to armored units, both defensively and offensively.

First off the AI's defending against armor do not remain as aware of it as they should. They should always pay attention to the direction that the armor is known to be in. If that could be implemented it would be a huge improvement. Last night my squad came under attack by a tank with some infantry and I ordered my units to take cover: They decided to do that by running across the road in front of the tank to the building on the other side, the result being they all got mowed down.

So that's one thing--if they could become more aware of armored units that would be great, but maybe that's hard to implement.

Here is an easy suggestion:

When an armored unit forms part of a squad that includes infantry be sure and use the infantry to defend that armor against anti-tank weapons. A relatively simple way to do that is to make sure that the tank is held back from the rest of the squad with infantry units out in front, and if there's a large squad, some flankers left and right.

That way if an tank progresses down a street the infantry encounter the AT weapon before the tank does, and it naturally puts the tank in an overwatch position, so that it can effectively suppress the enemy the infantry is advancing on.

When I played last night the enemy squad had the tank in the point position of a wedge which made it a really easy target, I just had to lay in wait for it then when it came into view boom one shot kill.

Finally a suggestion I've made elsewhere--

When an armored unit is hit all the units abandon it. I think whether that's correct is situationally dependent. In some cases the gunner at least should remain in the unit to continue laying down fire, even though it's now immobilized.

Obviously there are cases where that just makes you a sitting duck, I guess it should depend on whether the AI are aware of a viable target to shoot at. If not, if they're getting hit, and they don't know from where, then getting out is probably better.

meade95
Sep 22 2010, 18:37
Dumb question - But once I have Zeus installed (activated mod within A2/OA) it is always "on", isn't it?? Meaning any and all single player games I create via the editor...the AI will be using Zeus, correct?

nolushhere
Sep 22 2010, 21:05
yeah Im a little noob about this stuff as well.

If I download this mod and use it, will the AI be better on the multiplayer servers, or does that solely matter on the server you joined whether they have it or not?

galzohar
Sep 22 2010, 21:11
Current version is still too much smoke. I would guess this is caused by either:

1. The 5% chance is rolled too often, resulting in high chance to use smoke.

2. The definition of "direct fire" is simply not strict enough, and AI decide they are under "direct fire" even when the bullets don't fly anywhere near them.

Most likely it's #2, because a lot of times we would detect AI purely because we saw their smoke being deployed, and since we didn't even see them there is no way someone was shooting directly at them. Of course I'm not sure if much can actually be done about that (that is, if you can actually define "under direct fire" in a more strict fashion).

Terox
Sep 22 2010, 21:16
yeah Im a little noob about this stuff as well.

If I download this mod and use it, will the AI be better on the multiplayer servers, or does that solely matter on the server you joined whether they have it or not?

The AI will be Zeus AI on the machine where the addon is installed.
They do not create addon dependancy for missions, therefore no other client or server needs to be running them. Obviously the ideal situation is everyone is running them.

The addon is a rewrite of the BIS AI behaviour and config values, no new units are created etc

gatordev
Sep 22 2010, 22:25
Protegimus,

I only ask because I haven't seen you mention it in awhile...any luck w/ the aircraft and their ability to attack ground targets? Or their lack of ability to climb? Helos like to stay too low when under fire and end up hitting things, regardless of a setflyinheight command.

I really enjoy this addon/mod, but it limits my use of CAS when I make missions for myself.

CaptainBravo
Sep 23 2010, 11:23
Protegimus,

I only ask because I haven't seen you mention it in awhile...any luck w/ the aircraft and their ability to attack ground targets? Or their lack of ability to climb? Helos like to stay too low when under fire and end up hitting things, regardless of a setflyinheight command.

I really enjoy this addon/mod, but it limits my use of CAS when I make missions for myself.

Place: this setVariable [""zeu_AIBypass"", true] in air unit initfield. That should solve it .. I think.

gatordev
Sep 23 2010, 21:29
Place: this setVariable [""zeu_AIBypass"", true] in air unit initfield. That should solve it .. I think.

I mentioned this back in my first post a couple pages back, but I tried this and it didn't solve the problem. Aircraft won't engage laser targets, helos (and planes) fly lower still, and helos aren't as aggressive shooting soft-target vehicles. I'm only running Zeus and then unit addons. Loading the game w/out Zeus (but same unit addons...Tier One, TF86, RH weapons...) "fixes" the problem, though obviously I lose all the other fantastic things about Zeus.

I'll try it again w/ the new beta, but I doubt that will solve it.

Xerxes-17
Sep 24 2010, 01:46
For the flying ability issue, grab VFTCAS off armaholic. Works great!

Tonci87
Sep 24 2010, 15:49
Please don´t reduce the smoke. I almost never see AI using smoke.....

galzohar
Sep 24 2010, 17:43
Are you sure Zeus AI really working for you? They use smoke all the time. Next time I'll take a screenshot for you...

meade95
Sep 24 2010, 17:53
I don't see smoke hardly ever with Zeus, either. Now, I mainly play small SP missions against Takistan Militia....

galzohar
Sep 24 2010, 19:34
Maybe they don't have any smoke in their inventories?

It's not that I don't want AI to use smoke, it's just that I don't want AI to use smoke in a way that helps me kill them even more easily.

TacKLed
Sep 25 2010, 13:54
Im getting error messages about Missing ca_weapons..... What is it? I can still play the game but it pops up and how do I play the updated version of Zeus? I downloaded something that was called yas2302 from the page that post but that was the mod.

Tonci87
Sep 25 2010, 16:50
Well I still don´t own OA, maybe OA Users see them throwing smoke?
Someone should make a test mission.
Then we could all test this and report how many smoke the AI threw

Perforator
Sep 26 2010, 00:25
Are you sure Zeus AI really working for you? They use smoke all the time. Next time I'll take a screenshot for you...

Yeah I'll back you up on that, the AI often make use of smoke.

galzohar
Sep 26 2010, 00:50
Prot, any chance to make AI engage helicopter gunner/pilot with small arms? They currently would only engage the helicopter with heavy machineguns and RPGs, but if you only give them small arm, the door gunner can just rip them apart and not take any return fire, even though he's just as vulnerable as any infantryman (at least when the helicopter is static). Even einfields and FALs fire, but AKs don't.

Tonci87
Sep 26 2010, 10:23
Yeah to that, would love to see them fire at least at transport choppers

megagoth1702
Sep 26 2010, 17:02
About that smoke...

Last times I saw AI drop smoke it helped me a LOT targeting them with my A10.

Gave them a nice 2 second burst all over the smoke -> guys down. :) Not sure about the current use of smoke.

galzohar
Sep 26 2010, 17:54
Yeah to that, would love to see them fire at least at transport choppers

Of any chopper where the people inside are vulnerable and in-range.

maturin
Sep 26 2010, 19:05
About that smoke...

Last times I saw AI drop smoke it helped me a LOT targeting them with my A10.

Gave them a nice 2 second burst all over the smoke -> guys down. :) Not sure about the current use of smoke.

How often is that really going to be a problem? If it was a chopper gunner with a scope that was hunting you, smoke would be a great idea.

galzohar
Sep 27 2010, 00:26
Well what *should* be happening is that first they should be 100% sure that they have been detected, and only after that use smoke. Right now they use smoke even though you had absolutely no chance to see them, giving away their position and getting themselves killed.

If the enemy doesn't see you, you don't really need to deploy smoke.

Tonci87
Sep 27 2010, 06:12
@<hidden> galzohar, you wouldn´t fire at a Hind with your -16, You would run away as fast as possible, or you would hide. Combat Helicopters usually have bullet-proof windows

galzohar
Sep 27 2010, 07:41
Like I said, they should at least fire at helicopters where the crew/cargo is vulnerable. Never said they should fire at all helicopters.

NoRailgunner
Sep 27 2010, 10:15
Imho AI should not fire at aircrafts with small arms (pistols, rifles or rockets) unless those are not hovering, starting or landing and if there are not more important targets (infantry, vehicles) in range.
Would be great to have different pilot AIs eg:
pilot AI for combat/attack helicopters
pilot AI for transport helicopters
pilot AI for combat/attack planes
pilot AI for transport planes

:)

galzohar
Sep 27 2010, 14:06
What's the difference between the door gunner or pilot in a helicopter as opposed to the gunner or driver on an M2 Humvee? They're both fine targets, and in some situations the guys in the helicopter are actually easier targets...

Sure they shouldn't engage bullet-proof helicopters (or any vehicle for that matter), I never asked for it.

Right now, unless you give the AI rocket launchers or 7.62 weapons, you can clear up hundreds of them with a single blackhawk because they simply won't shoot back. A single human player (with the same 5.56/5.54/7.62X39 weapon) would be more dangerous than 1000 AI...

domokun
Sep 29 2010, 08:15
FOV modification is aimed squarely at those with TrackIR, or if adept with freelook I'm sure this could be used to good effect.
The intention is to make objects and people as close to scale as possible in first person view, reduce the fish eye view and bring a sensible level of zoom to what is a bit of a magic eye for the player.

Without TrackIR/freelook then yes the side effect will be a narrower field of view compared to vanilla, with TrackIR you are able to keep pretty much the same level of situational awareness as you can look around by simply turning your head.

Undeniably yes, if the engagement is at range and for surveillance then an optic provides a clear advantage.
I'm not sure there is anything wrong with that and I made my intention clear that the objective of Zeus AI is to improve infantry based co-op play, so mileage will vary for PvP, etc.

@<hidden>: I noticed that you updated the FOV pbo for OA but not A2. Does the A2 FOV pbo need updating to enjoy the tweaks to the OA version?

Uziyahu--IDF
Oct 3 2010, 04:55
I think poorly trained troops SHOULD engage bullet-proof vehicles at times.

tpw
Oct 3 2010, 11:59
Call me late to the party but I just tried out the latest zeus and I'm absolutely sold on it. I particularly like the FOV change, even without using freetrack. Going back to vanilla FOV feels wierd!

Nephris1
Oct 3 2010, 12:11
I updated via Yoma to the latest version and start my game always with -showscrpterrors.
On each startup i get a

:255

and rpt says:


Error position: <>
Error Ungültige Zahl in Ausdruck
Error in expression <255:>
Error position: <>
Error Ungültige Zahl in Ausdruck
with zcommon.

Any ideas?

stevedrumsdw
Oct 4 2010, 01:29
I have my precision enemy set on 0.55000001, should I set both to this

0.98500001; to get the most realistic combat with while on veteran level?

Also can someone link the yoma page where the OA files z-common files are available, I am having trouble finding the files.


:D

galzohar
Oct 4 2010, 14:15
Prot, any chance to adjust that helicopter engagement? I really don't want to be forced to place many enemies with 7.62 weapons just so that a single blackhawk with miniguns can't finish an entire mission by himself shooting enemies at point blank without taking return fire (where humans would've easily killed the pilot/gunners).

gopherman
Oct 4 2010, 14:30
With Galzohar! Definitely needs to be in there.

Whitebishop
Oct 4 2010, 18:12
I have my precision enemy set on 0.55000001, should I set both to this

0.98500001; to get the most realistic combat with while on veteran level?

Also can someone link the yoma page where the OA files z-common files are available, I am having trouble finding the files.


:D

I think the Mod maker recommends 0.2 for enemy precision!

galzohar
Oct 4 2010, 23:19
They seem to miss just fine with precision of 1.

stevedrumsdw
Oct 5 2010, 01:46
I am confused, what do we do when we have downloaded the link for Zeus for OA on the first page? I get files that I can't open. Sorry, just this yoma sync stuff is confusing to me.


found dis-regurad :)

maturin
Oct 5 2010, 02:09
Okay, now I see people complaining about AI using smoke too much, and I've never seen them use it at all. Tell me, is there any other way to verify that Zeus is running and having effects? Some feature I can easily verify?

galzohar
Oct 5 2010, 13:29
Well one of the easiest tests is have an AI stand in a town with no waypoints scripts or anything, then engage him (don't kill him) and see if he moves around or stays still. If he moves then Zeus AI is probably working.

BeerHunter
Oct 5 2010, 15:03
Hi, i'm experiencing problems with the AI ignoring the hold fire button, is this something thats being fixed? Has anyone else experienced this?

Yes I noticed that too.

Without Zeus they stay put and hold fire , with Zeus they take it upon themselves to engage sometimes.

Any suggestions? Sure I have the latest Zeus as well. (Author: India Kilo Last modified: 07.08.2010).

Txs

soldaten
Oct 5 2010, 16:44
The latest Zeus OA is this compatible with ACE 1.5 ?

NoRailgunner
Oct 5 2010, 17:28
The default AI (without ZeusAI, waypoints, scripts) reacts on bullets or explosions, they move around and shoot on targets. ZeusAI is tuning/improving the reaction and behaviour of the AI. ;)
I suggest that AI should not fire their small arms/rifles etc on helicopters that are not hovering in their effective weapons range. Otherwise you will get ridiculous ammo wasting AIs (watch AI vs Abrams TUSK) and somekind of cheating feature eg "call in the helicopters" = AI will instantly get distracted from ground combat!

stevedrumsdw
Oct 5 2010, 18:55
I am trying to get ACE, GL4 and Zeus to work together for OA, does anyone have any suggestins as to what I should turn of in GL4 to have this setup work? Will GL4 mess up Zeus without configuraion adjustments? Thanks for any help guys.:D

AnimalMother92
Oct 5 2010, 19:26
I am trying to get ACE, GL4 and Zeus to work together for OA, does anyone have any suggestins as to what I should turn of in GL4 to have this setup work? Will GL4 mess up Zeus without configuraion adjustments? Thanks for any help guys.:D

User Add-On Guide for more Realism and Immersion (ACE2-based) (http://forums.bistudio.com/showthread.php?t=96591)

Tawah
Oct 5 2010, 19:33
And take care of using zeus mod for ace from june of this year (zeu_c_ai_recognition.pbo - zeu_c_ai_rof.pbo - zeu_c_ai_skill.pbo) or you may deal with real inaccurate AI.
I mix those pbo with last zeus system AI and find cover.

Protegimus
Oct 5 2010, 20:10
galz I appreciate the suggestion and I'm taking into consideration the discussion on this. I take your point and while not perfect the current choice of having gunners and RPG gunners engage seemed reasonable - at least they would stand some chance of damaging/downing a chopper or its crew and it also serves the purpose of reducing the AI ability to snipe pilots which for many is equally annoying.
Personally, I'm leaning towards better target selection as the preferred solution.


Well what *should* be happening is that first they should be 100% sure that they have been detected, and only after that use smoke. Right now they use smoke even though you had absolutely no chance to see them, giving away their position and getting themselves killed.

If the enemy doesn't see you, you don't really need to deploy smoke.

This isn't correct. AI only use smoke when injured or under fire.
I know you tested an early version where the use of smoke wasn't filtered to enemy fire only - are you referring to that or the current version?

The precisionEnemy recommendation has been revised for the latest betas, upped to:
precisionEnemy=0.4899998;

The objective of my recommendation is as always to allow movement using cover when under fire from AI, while maintaining a decent level of threat and so challenge.

I'm looking into the AI disregarding the do not fire order.

Nephris1: Thanks for the report, fixed.

Protegimus

stevedrumsdw
Oct 5 2010, 20:51
And take care of using zeus mod for ace from june of this year (zeu_c_ai_recognition.pbo - zeu_c_ai_rof.pbo - zeu_c_ai_skill.pbo) or you may deal with real inaccurate AI.
I mix those pbo with last zeus system AI and find cover.

So we should remove the files above from Zeus in order to run ace OA with it?

---------- Post added at 08:51 PM ---------- Previous post was at 08:38 PM ----------


User Add-On Guide for more Realism and Immersion (ACE2-based) (http://forums.bistudio.com/showthread.php?t=96591)

Thanks for helping:

For some reason ACE for OA with GL4 and Zeus is making the AI real innacurate, I can't figure out why? I did not have this issue with ARMA 2, something has changed and the way THE D has the realism mod setup is not working right at the moment for OA anyway. He said he might get to writing a guide that is for OA in the future but the D is strapped for time at the moment.

Yokhanan
Oct 5 2010, 21:03
I am trying to get ACE, GL4 and Zeus to work together for OA, does anyone have any suggestins as to what I should turn of in GL4 to have this setup work? Will GL4 mess up Zeus without configuraion adjustments? Thanks for any help guys.:D

Heya steve,

You may want to take a peek over in The D.'s excellent thread here (if you haven't done so already): http://forums.bistudio.com/showthread.php?t=96591

He gives suggestions on how to use ACE, GL4, Zeus and SLX working together. It's worth a browse for sure, and it's super helpful getting an idea on how to edit precision and skill settings and getting things to play nicely together.

Hope this help! :)

--John

[EDIT] Doh! Just too slow, AnimalMother92 beat me to it. lol

Tawah
Oct 5 2010, 21:19
[QUOTE=stevedrumsdw;1763555]So we should remove the files above from Zeus in order to run ace OA with it?[COLOR="Silver"]

From what I've understood, yes, you should remove
zeu_cfg_core_ai_skills.pbo
zeu_OA_c_ai_recognition.pbo
zeu_OA_c_ai_rof.pbo

and use the ones I've indicated above.
Anyway, that's the way I play with zeus / ace and CO

galzohar
Oct 5 2010, 21:51
Is it possible to make the AI actually target the gunner/pilot rather than the helicopter? And of course if possible make fast moving helicopters lower priority than infantry standing in front of you. But not engaging at all is just silly because that just means a blackhawk can kill 1000 infantrymen if they aren't armed with RPGs/7.62 weapons.


How does the AI define "under direct fire"? If they only use smoke when "under direct fire" maybe the definition of "under direct fire" is the problem. I still find myself detecting AI positions based on them throwing smoke even though nobody in my team had any clue there was an enemy there so obviously wasn't firing at him (but possibly were firing at targets 20-50 meters away from him).

AnimalMother92
Oct 5 2010, 23:00
[EDIT] Doh! Just too slow, AnimalMother92 beat me to it. lol

hehehe :p

@<hidden>
Do you plan on making an ACE version of the new Zeus AI with all the enhanced CQB skills? I ask, because I found seriously odd behavior when I combined the 'old' Zeus for ACE with the recommended newer files. If there was a dedicated ACE version (as there was before) I think that would be really helpful and clear up a lot of the redundant posts here. I know the newer builds are WIP and not officially released to Armaholic and such, but honestly they are leaps and bounds ahead of the old Zeus AI already.

Thnx.

thearies
Oct 6 2010, 05:09
@<hidden>

...agree, there´s a CQB prob here too

oldy41
Oct 6 2010, 20:01
One of the pbo's in zcommon makes my M16 loose its sound. Did not yet find out which addon it really is...

Best regards
A.

Tonci87
Oct 6 2010, 22:07
Which is the newest Version for Combined Operations+ACE ?

langgis08
Oct 7 2010, 16:46
Which is the newest Version for Combined Operations+ACE ?
same question from my side ...
atm I run these addons together with ACE:
;@<hidden>;@<hidden>
(zeu_AI because of comp with CO and zcommon_ace because of ACE)

no .pbos changed or replaced meaning as original as they come via download

my used versions:
zeu_AI => 1.04b (latest change of the .pbos dated september 19th, 2010)
zcommon_ace => 0.04e (latest change of the .pbos dated june 13th, 2010)

some facts I recognize:
- I get no errors
- I see AI throwing smoke grenades
- AI seems to be more aggressive
- sometimes AI squad members don't move/return to formation when ordered to but I guess that's a problem with the game engine itself and has nothin to do with my zeus installation.

I've read above that there could be conflicts with using certain .pbo's from zeus_ai AND from zcommon_ace in the mix, is this fact for making problems ?

domokun
Oct 7 2010, 17:14
I concur that there appears to be a problem with trigger-happy AI. Despite my best efforts my squad will regularly start unloading at the most inopportune moments. Any ideas on how to mitigate this?

Other than that I can honestly say that this and GL4 are my in my top 5 mods for A2.

soldaten
Oct 7 2010, 19:24
Kool!.. Where can I get downloads for 1.04b and 0.04e ?
Are u getting lag when playing with ACE?


same question from my side ...
atm I run these addons together with ACE:
;@<hidden>;@<hidden>
(zeu_AI because of comp with CO and zcommon_ace because of ACE)

no .pbos changed or replaced meaning as original as they come via download

my used versions:
zeu_AI => 1.04b (latest change of the .pbos dated september 19th, 2010)
zcommon_ace => 0.04e (latest change of the .pbos dated june 13th, 2010)

some facts I recognize:
- I get no errors
- I see AI throwing smoke grenades
- AI seems to be more aggressive
- sometimes AI squad members don't move/return to formation when ordered to but I guess that's a problem with the game engine itself and has nothin to do with my zeus installation.

I've read above that there could be conflicts with using certain .pbo's from zeus_ai AND from zcommon_ace in the mix, is this fact for making problems ?

Tawah
Oct 7 2010, 19:47
Here for zcommon_ace 0.04e : http://www.armaholic.com/page.php?id=8688&highlight=ZEUS
and here for zeu_AI 1.04b WIP: http://zeus-community.net/important/zeu_AI.7z

but it's not that hard to search by your own...? No ? :raisebrow:

langgis08
Oct 7 2010, 19:50
Where can I get downloads for 1.04b and 0.04e ?

here (zeus_ai "1.04b") http://www.armaholic.com/page.php?id=8250
&
here (zcommon_ace "0.04e") http://www.armaholic.com/page.php?id=8688


Are u getting lag when playing with ACE?

performance wise / laggyness is the same with or without ace for me (not noticeable for me)

---------- Post added at 07:50 PM ---------- Previous post was at 07:48 PM ----------


but it's not that hard to search by your own...? No ? :raisebrow:

guess with that full force of links he will get them :D
Tawah, you're better in fast typing than me, hmmm :-)

aeggwards1
Oct 7 2010, 22:27
- sometimes AI squad members don't move/return to formation when ordered to

I get this too, not sure what is causing it.

stevedrumsdw
Oct 7 2010, 23:36
I get this too, not sure what is causing it.

Yep same here, frustrating barking orders that fall on deaf ears.

Donosor
Oct 8 2010, 01:04
Hi first i must say thanks to all who helped to create this mod, it's a must for SP and COOP games.

I was searching around and looks like no one reported the same problem yet.
When i fire an AK (tested 74U and 107) in full auto mode the sound is messed up, i get single shot sounds in spaced intervals like 3-4 shots/sec while on burst and single shot modes everything is fine.

Running only Zeus AI version 0.01c (19.09.2010) and CBA version: 0.6.0.123 (and checked i'm running the right version for CO)
With CO (ArmA II ver. 1.07/OA ver. 1.54)
Without Zeus and running other mods i dont have this problem.
Is there a fix for this?

Thanks.

Tonci87
Oct 8 2010, 10:03
@<hidden> In wich Order du you use them? Does ACE have a higher Priority than Zeus?

stevedrumsdw
Oct 8 2010, 17:19
@<hidden> In wich Order du you use them? Does ACE have a higher Priority than Zeus?

I have always used ACE in order before Zeus, thats what was posted in the D's thread about mod combinations.

http://forums.bistudio.com/showthread.php?t=96591

langgis08
Oct 8 2010, 17:25
In wich Order du you use them?
-mod=@<hidden>;@<hidden>;@<hidden>;@<hidden>;@<hidden>;@<hidden>;@<hidden>;@<hidden>;@<hidden>

(remark: "@<hidden>" -> ace_a2_backwards_compat.pbo + bisign)

so the sequence is: CBA is 1st, followed by the ACE-Folders and then Zeus.

Nephris1
Oct 8 2010, 21:13
I expierienced the last sessions playing,a problem, that seem to be related to Zcommon, as i didnt noticed it without Zcommon, means Vanilla ArmA2.

I order my team (player + 2AI) to hold fire.
But as soon as they have enemy contact or are engaged their stance changes directly to "open Fire", without any command by me.
I first expected this to be an issue with the AI handling in generell in ArmA2 but it is not,as it only happens with Zcommon.
Has anyone else expieirenced this?
Or maybe this "feature" is actually wanted?

Whitebishop
Oct 8 2010, 21:24
I expierienced the last sessions playing,a problem, that seem to be related to Zcommon, as i didnt noticed it without Zcommon, means Vanilla ArmA2.

I order my team (player + 2AI) to hold fire.
But as soon as they have enemy contact or are engaged their stance changes directly to "open Fire", without any command by me.
I first expected this to be an issue with the AI handling in generell in ArmA2 but it is not,as it only happens with Zcommon.
Has anyone else expieirenced this?
Or maybe this "feature" is actually wanted?

This is a known feature of this mode. AI becomes very aggressive. Very good mode for firefights - but still work needs to be done on stealth.

tpw
Oct 9 2010, 07:55
- sometimes AI squad members don't move/return to formation when ordered to but I guess that's a problem with the game engine itself and has nothin to do with my zeus installation.


I'm pretty sure it is a zeus problem. On occasion I've had my whole bloody squad become completely unresponsive and have had to just quit a mission. Pretty annoying. All the usual little tricks I use to get AI responding when not using zeus just won't work.

Tonci87
Oct 9 2010, 09:56
Yeah I had this Problem too

aeggwards1
Oct 9 2010, 09:57
Another bug I found is the AK series, full auto sounds like a series of single shots. Problem disappears when not using Zeus.

langgis08
Oct 9 2010, 11:52
I'm pretty sure it is a zeus problem. On occasion I've had my whole bloody squad become completely unresponsive and have had to just quit a mission.
wow, whole squad unresponsive, that's of course a big issue :eek:. So far I've experienced this problem with maximum of 2-3 AI members out of 8-10 squad members in total. They just stand still like statues looking around, the only commands they obey are "go prone,"stand up", "crouch", "salute" and "sit" (meaning all commands for which they don't have to move really) ...ANY other command is wasted time for me (they answer 'yes sir' and stuff but no action to that order will follow) ... and yes, none of the little tricks you mean tpw will do. Maybe it's a Zeus issue, really ... so often and nearly predictable I never had it @<hidden> or @<hidden> only , too. Most of the time it happens after playing a while and after having a big firefight with some injuries in the squad. At the very beginning of a mission there's no problem: they enter vehicles, stay pretty well in formation and so on ... will test further, what else can I do ;)

tpw
Oct 9 2010, 12:18
They just stand still like statues looking around, the only commands they obey are "go prone,"stand up", "crouch", "salute" and "sit" (meaning all commands for which they don't have to move really) ...ANY other command is wasted time for me (they answer 'yes sir' and stuff but no action to that order will follow) ... and yes, none of the little tricks you mean tpw will do. Maybe it's a Zeus issue, really ... so often and nearly predictable I never had it @<hidden> or @<hidden> only , too. Most of the time it happens after playing a while and after having a big firefight with some injuries in the squad. At the very beginning of a mission there's no problem: they enter vehicles, stay pretty well in formation and so on ... will test further, what else can I do ;)

That pretty much sums it up perfectly langgis08.

Tonci87
Oct 9 2010, 14:11
The Game is becoming unplayable because of that bug, The People just stand still and won´t do what you tell them. We really need a hotfix for that and for the AK Soundproblem

Radaman
Oct 9 2010, 14:34
I believe the AK issue is fixed in the latest version, which came sometime this week. Have you checked Zeus Yoma?

auto-config url: http://zeus-community.net/yas/zeus/yas2302.7z

Tonci87
Oct 9 2010, 16:53
I don´t use Yoma, could you please upload this version somewhere?

gatordev
Oct 9 2010, 20:55
A quick bug report...

With the "latest" version (9/19), the AI don't seem to respond to side switches or captive states. I have a mission where once the player is wounded, he is setCaptive True, but the AI continues to shoot at him (me). I tried setFriend and still the same problem. I then made a simple mission w/ an enemy fireteam and me standing across from one another (w/ a wall in between for me to hide). They'll start opening fire, suppressing me. When I activate a trigger making me either a) captive or b) setFriend, they still fire at me for long time. Sometimes one or two of the AI won't ever stop shooting at me.

I even tried it w/ player join BadGuy (which was supposed to be fixed in the betas) and the AI will still fire at me.

When I reload the game w/out Zai loaded, it works "normally" (takes a few seconds for the AI to respond, but they stop shooting w/ in about 10 seconds).

Robalo
Oct 9 2010, 21:31
A quick bug report...

With the "latest" version (9/19), the AI don't seem to respond to side switches or captive states. I have a mission where once the player is wounded, he is setCaptive True, but the AI continues to shoot at him (me). I tried setFriend and still the same problem. I then made a simple mission w/ an enemy fireteam and me standing across from one another (w/ a wall in between for me to hide). They'll start opening fire, suppressing me. When I activate a trigger making me either a) captive or b) setFriend, they still fire at me for long time. Sometimes one or two of the AI won't ever stop shooting at me.

I even tried it w/ player join BadGuy (which was supposed to be fixed in the betas) and the AI will still fire at me.

When I reload the game w/out Zai loaded, it works "normally" (takes a few seconds for the AI to respond, but they stop shooting w/ in about 10 seconds).

Very interested to find out what causes this as I have it without Zeus AI also, but with other mods. I wonder if it's any of the CfgAiskill tweaks. It's a really annoying issue, especially with revive missions.

aeggwards1
Oct 9 2010, 22:37
I believe the AK issue is fixed in the latest version, which came sometime this week. Have you checked Zeus Yoma?

auto-config url: http://zeus-community.net/yas/zeus/yas2302.7z

Just checked last night and the AK issue is fixed. Thanks!!!!

Nephris1
Oct 10 2010, 07:17
I would once again refer to my post from the page before


I order my team (player + 2AI) to hold fire.
But as soon as they have enemy contact or are engaged their stance changes directly to "open Fire", without any command by me.

I yesterday tested the an older Zeus version, which folder seemed to be called "ZeusAI" when i downloaded it (i didnt change the name) and its newest pbo inside was from the 3rd September.
With that version i had no problems in ordering my AI to hold fire.
But several features like popping smoke or use of "far distance handgrenates", which were the most obvious i could notice directly,were not included.

Would be great if that issue could be fixxed.

Another suggestion and question would be if Zeus (what is a must be in our coops) could probably colaborate with Robalo_AS ?!As his latest updates like Rearm are really useful.

I know it isnt Xmas...,but any thoughts about including the use of flares at night on enemy contacts?

Keep up the good work Prot. and thx for ya efford.

tpw
Oct 10 2010, 08:35
I believe the AK issue is fixed in the latest version, which came sometime this week. Have you checked Zeus Yoma?

auto-config url: http://zeus-community.net/yas/zeus/yas2302.7z

The frozen AI seems to be less of a problem with this version too. At least, I played a few high intensity firefights and retained control of the squad throughout. I'll do a bit more testing but it looks promising.

Tonci87
Oct 10 2010, 10:58
Could someone be so king and upload this few MBs somewhere?

wheres my rabbit ?
Oct 10 2010, 12:48
Could someone be so king and upload this few MBs somewhere?

http://zeus-community.net/important/

Tonci87
Oct 10 2010, 14:38
@<hidden> my rabbit ? This is the Version i have (The one with the AK problem). I would like to have the newer Version where this is fixed

wheres my rabbit ?
Oct 10 2010, 14:52
really ? sry i thought that was upto date

updating now try in a few minutes

langgis08
Oct 10 2010, 15:24
updating now try in a few minutes
having just downloaded from your given link, thx wmr
"ARMA OA Zeu_readme.txt" file time stamp is dated 5th Oct 2010 (date of latest change of rocketballistic-.pbo, too), so is this the very latest release ?
the newer, the better, I hope ;)

wheres my rabbit ?
Oct 10 2010, 16:39
so is this the very latest release ?


it is

langgis08
Oct 10 2010, 17:01
it is
great, works fine :)

[LB] boggler
Oct 10 2010, 17:05
it is

Strange things happens...
is it possible, that the last version, posted above, needs a new key?
We're using ZEU.bikey 08.11.2009 and Zeu_test.bikey 25.07.2010 and the server says invalid key while joining.

Protegimus
Oct 10 2010, 18:09
[LB] boggler: I haven't changed the keys.
The existing .bikey and .bisign files included in the upload were valid.

langgis08: yes, you now have the latest release.

Nephris1: thanks for testing the old version, it may help me track down where the problem lies.
Interesting idea regarding the use of flares, anyone know if they now help the AI spot enemy?

rabbit - thanks for taking care of uploading to the web site, appreciated!

Protegimus

gatordev
Oct 10 2010, 21:00
Very interested to find out what causes this as I have it without Zeus AI also, but with other mods. I wonder if it's any of the CfgAiskill tweaks. It's a really annoying issue, especially with revive missions.

Messing around a little more in game (with only some unit and map addons), I have the same issue for a little while, but it eventually gets better. Vehicles still seem to want to ventilate me, though, even w/ the setfriend and captive options, it's just not AS bad as w/ Zeus.

I'm thinking the last two betas may have dorked something up in relation to this...and how aircraft fly and fight, but that's a whole other issue.

Good to hear that I'm not the only one seeing this, Robalo. Just wish it wasn't an issue.

SNKMAN
Oct 10 2010, 21:12
Very interested to find out what causes this as I have it without Zeus AI also, but with other mods. I wonder if it's any of the CfgAiskill tweaks. It's a really annoying issue, especially with revive missions.

This could be the fault of the "doFire" command.

If you order a unit in a script to fire another unit by using "doFire" then the unit will shoot the assigned target even if captive or friendly. ;)

Jblack9
Oct 10 2010, 21:25
I believe the AK issue is fixed in the latest version, which came sometime this week. Have you checked Zeus Yoma?

auto-config url: http://zeus-community.net/yas/zeus/yas2302.7z

Thanks is this the newest version on Yas for use with CO and ACE ?

Whitebishop
Oct 10 2010, 21:44
http://zeus-community.net/important/

If this is the most recent version it certainly does not address the frozen teammates problem .... :(

wheres my rabbit ?
Oct 10 2010, 22:15
rabbit - thanks for taking care of uploading to the web site, appreciated!

Protegimus

i didn't nowt i just pointed terox at it :P

Jblack9
Oct 10 2010, 22:30
i didn't nowt i just pointed terox at it :P

@<hidden>'s my rabbit and anyone else. Which ones do i need to dl for the latest version from your link if i'm using CO and BAF? There's a lot of different files there....Thanks! And should i run this with ASR or is it already included?

http://zeus-community.net/important/

aeggwards1
Oct 10 2010, 22:42
If this is the most recent version it certainly does not address the frozen teammates problem .... :(


Yep, doesn't fix it for me either. Tested by creating 4 squads of OPFOR without weapons running directly towards me and three machinegunners. Both my machinegunners and the some of the opfor stopped moving.

galzohar
Oct 11 2010, 10:16
Lasers, flashlights, flares, streetlights etc do absolutely nothing (at least nothing noticeable) to help AI spot enemy, regardless of who is using them (friendly or enemy).

Also they seem to ignore moonlight, and instead have some detection ability based on actual time/date, which often has nothing to do with the amount of light available (that is, you can easily see them, but they still think it's pitch-black, and on more rare occasions, it'll be pitch-black for you so you see absolutely nothing but they'll see you from 20m away).

SpetsnazOFP
Oct 11 2010, 10:32
They just stand still like statues looking around, the only commands they obey are "go prone,"stand up", "crouch", "salute" and "sit" (meaning all commands for which they don't have to move really) ...ANY other command is wasted time for me (they answer 'yes sir' and stuff but no action to that order will follow) ... and yes, none of the little tricks you mean tpw will do. Maybe it's a Zeus issue, really ... so often and nearly predictable I never had it @<hidden> or @<hidden> only , too. Most of the time it happens after playing a while and after having a big firefight with some injuries in the squad.


The problem of the "Frozen AI" occurs unfortunately very often in my missions, especially just after the firefights, making Zeus AI unplayable at the moment... :(
I hope this bug can be solved with the next update. :)

Nephris1
Oct 11 2010, 14:42
Nephris1: thanks for testing the old version, it may help me track down where the problem lies.
Interesting idea regarding the use of flares, anyone know if they now help the AI spot enemy?

I was friggin around with a solution to make AI spotting enemy.
CarlGustaffa helped me out at this point with a script solution he had.
I dont know if he was able to develop it further, although it already worked in its version, when i used it, but it can end up in a complete flare-o-rama.
This is the link to his script is here (http://forums.bistudio.com/showpost.php?p=1632520&postcount=10).
Tell me if u need a complete demo version.
All credits at this script belong to CalrGustaffa,it wasnt my work!

Jblack9
Oct 11 2010, 17:49
@<hidden>'s my rabbit and anyone else. Which ones do i need to dl for the latest version from your link if i'm using CO and BAF? There's a lot of different files there....Thanks! And should i run this with ASR or is it already included?

http://zeus-community.net/important/

come on can somebody give me an answer?

Tonci87
Oct 11 2010, 18:49
Yep Zeus completely unplayable at the moment (in SP) due to frozen Team members

Nephris1
Oct 11 2010, 18:49
come on can somebody give me an answer?
Why dont u get it via Yoma, which provides always the newest Version.



Yep Zeus completely unplayable at the moment (in SP) due to frozen Team members
Use the older version called "Zeus_AI".

langgis08
Oct 11 2010, 18:52
come on can somebody give me an answer?
I'm running zeu_AI.7z + zcommon_ace atm for CO & ACE (only BAF lite, not the DLC on my side)
what is ASR ?
EDIT: ok, found it http://www.armaholic.com/page.php?id=12105

gatordev
Oct 11 2010, 19:53
Yep Zeus completely unplayable at the moment (in SP) due to frozen Team members

Are you guys sure it's Zeus? I had the same problem w/ my SAW gunner on a mission I made. Completely reproducible every time. But I was also running GL4. When I stopped running GL4 but still ran Zeus, everything worked normal.

I found GL4 to cause me more problems than Zeus, once I narrowed things down, a bit. Apologize for discussing GL4 here, but just wanted to make sure we were talking apples and oranges.

Jblack9
Oct 11 2010, 22:21
I'm running zeu_AI.7z + zcommon_ace atm for CO & ACE (only BAF lite, not the DLC on my side)
what is ASR ?
EDIT: ok, found it http://www.armaholic.com/page.php?id=12105

hmm where do u get the Zcommon_ace? is that another mod folder or is it in the Zeu_AI?

Whitebishop
Oct 12 2010, 08:28
Are you guys sure it's Zeus? I had the same problem w/ my SAW gunner on a mission I made. Completely reproducible every time. But I was also running GL4. When I stopped running GL4 but still ran Zeus, everything worked normal.

I found GL4 to cause me more problems than Zeus, once I narrowed things down, a bit. Apologize for discussing GL4 here, but just wanted to make sure we were talking apples and oranges.

I have replicate this issue multiple times with only CBA and Zeus active

Tonci87
Oct 12 2010, 09:00
I only use ZeusAI and zcommon together with ACE and Combined ops, no DLC, no GL4

SpetsnazOFP
Oct 12 2010, 12:31
Are you guys sure it's Zeus? I had the same problem w/ my SAW gunner on a mission I made. Completely reproducible every time. But I was also running GL4. When I stopped running GL4 but still ran Zeus, everything worked normal.

I found GL4 to cause me more problems than Zeus, once I narrowed things down, a bit. Apologize for discussing GL4 here, but just wanted to make sure we were talking apples and oranges.

Yes I use the "zeu_AI" located at this link: http://zeus-community.net/important/

No other mod is installed.... Only Arma II + Operation Arrowhead + BAF

wheres my rabbit ?
Oct 12 2010, 15:06
@<hidden>'s my rabbit and anyone else. Which ones do i need to dl for the latest version from your link if i'm using CO and BAF? There's a lot of different files there....Thanks! And should i run this with ASR or is it already included?

http://zeus-community.net/important/

zeu_ai is all you need

ASR ? we use an asr grenadier fix in our zcommon modfoder but it does not come with zeus AI.... ::EDIT:: apparently i am full of shit .. i just checked it does come with it

you can use zeu_BAF_c_wep_cfg . again nothing to do with zeus AI , that just allows you to zero your sights with susat and changed rates of fire n stuff like that

............

as for people saying the AI won't respond , i don't get that problem . theres was alot of complaints of it after the last BIS patch i think ?? try the beta patches ?
it did happen to me once while playing the first mission of the BAF campaign but never again and that wasn't on this new supposedly broken zeus_ai

SpetsnazOFP
Oct 12 2010, 17:24
as for people saying the AI won't respond , i don't get that problem . theres was alot of complaints of it after the last BIS patch i think ?? try the beta patches ?
it did happen to me once while playing the first mission of the BAF campaign but never again and that wasn't on this new supposedly broken zeus_ai

I tried the new beta patch (73968) with Zeus_AI but the problem continues ... Just after a firefight at least one of my teammates does not carry out orders that I give to them... "Return to formation, board, move..." They answer but do not move...

Nephris1
Oct 12 2010, 18:13
Are you really taliking about Zeus_AI or Zcommon?
Both are different folders.
As with the latest Zcommon i get those probs, mensioned here, to controll the AI.
The use of Zeus_AI folder is just fine.

Jblack9
Oct 12 2010, 19:21
Guys,

I think everybody's confused because I think that the files here : http://zeus-community.net/important/ are more up to date that the files on YAS?

Or is that wrong?

langgis08
Oct 12 2010, 19:40
hmm where do u get the Zcommon_ace? is that another mod folder or is it in the Zeu_AI?
yes, it's another mod folder and I got it here: http://www.armaholic.com/page.php?id=8688
but I think I'll try without "zcommon_ace" from now on, just using "zeus_ai", maybe this solves the troubles with non-responding/not-obeying AI, indeed.

[LB] boggler
Oct 12 2010, 20:49
[LB] boggler: I haven't changed the keys.
The existing .bikey and .bisign files included in the upload were valid.
Protegimus

Right you are, the zeus bikeys and bisigns are valid. But no one told me that i also need the asr.bikey.:D
It took a while until i looked at the different zeus_ai pbos, unfortunately.

stevedrumsdw
Oct 12 2010, 20:59
So if we are using ACEOA we only need @<hidden> Zeus AI, we do not need @<hidden> ACE?

wheres my rabbit ?
Oct 12 2010, 22:06
Zcommon is a modfolder/ addon pack compiled by zeus community to run on their server , it also includes zeus AI obviously.
It was originally intended to run alongside whatever mod the server was running, back in ofp times that was either fdf+Zcommon or wgl+zcommon etc.

originally protegimus released zeus AI in a @<hidden> folder also , this caused problems as people who had downloaded zeus AI from here or armaholic for example would get kicked from our server for not having all the addons needed to play, so this had to be changed.
Now newer versions of zeus AI (unless you get it from our yoma repo) are in the folder @<hidden>

newer versions of @<hidden> and @<hidden> are the same thing just in different modfolders... you should not have both

as for ACE+zeus_AI ...fuck knows , protegimus will have to clear that one up

Jblack9
Oct 12 2010, 23:11
Zcommon is a modfolder/ addon pack compiled by zeus community to run on their server , it also includes zeus AI obviously.
It was originally intended to run alongside whatever mod the server was running, back in ofp times that was either fdf+Zcommon or wgl+zcommon etc.

originally protegimus released zeus AI in a @<hidden> folder also , this caused problems as people who had downloaded zeus AI from here or armaholic for example would get kicked from our server for not having all the addons needed to play, so this had to be changed.
Now newer versions of zeus AI (unless you get it from our yoma repo) are in the folder @<hidden>

newer versions of @<hidden> and @<hidden> are the same thing just in different modfolders... you should not have both

as for ACE+zeus_AI ...fuck knows , protegimus will have to clear that one up

Thanks!

Tonci87
Oct 13 2010, 06:34
That was exactly my question!
Protegimus released one Version for the standard Arma, named Zeus_AI and one for Arma+ACE wich he named zcommon (for whatever Reason). So you think that even if we use Ace, we don´t need this zcommon Stuff?

Would really like Protegimus to clear this up:

Which Version should I use?:

Arma2:
Arma2 OA:
Arma2 CO:
Arma2+ACE:
Arma2 OA+ACE:
Arma2 CO+ACE:

Are there more possibilities?

SpetsnazOFP
Oct 13 2010, 14:35
Are you really taliking about Zeus_AI or Zcommon?
Both are different folders.
As with the latest Zcommon i get those probs, mensioned here, to controll the AI.
The use of Zeus_AI folder is just fine.


Yes I'm talking about Zeus_AI.... I have not installed "ACE". I have only ARMA 2 + OPERATION ARROWHEAD + BAF. Without the "CBA" and the "Zeus_AI" the problem of the "frozen AI" does not occur...
But when I open the game with "CBA" and "Zeus_AI" occurs that at least one of my teammates freeze and doesn't move.. always after a firefight... in other conditions all is ok.

Jblack9
Oct 13 2010, 17:29
That was exactly my question!
Protegimus released one Version for the standard Arma, named Zeus_AI and one for Arma+ACE wich he named zcommon (for whatever Reason). So you think that even if we use Ace, we don´t need this zcommon Stuff?

Would really like Protegimus to clear this up:

Which Version should I use?:

Arma2:
Arma2 OA:
Arma2 CO:
Arma2+ACE:
Arma2 OA+ACE:
Arma2 CO+ACE:

Are there more possibilities?

if your using CO+ ACE you only use Zeu_AI

D3lta
Oct 13 2010, 18:28
Hi Protegimus,

I tried using the Zeus here with OA, but I do not see improvements on AI, except in flanking tactics. Today, is this the only direct benefit of Zeus with OA?

Best Regards.

galzohar
Oct 13 2010, 22:22
The most important changes of Zeus AI is the detection and engagement range along with accuracy and rate of fire, as well as the recently added find cover function that makes AI try to take cover (as well as deploy smoke) when under fire. Of course if you never tested the AI detection range and/or accuracy you would obviously not notice the difference, but if you played a lot with and without Zeus AI you would definitely notice the difference.

D3lta
Oct 13 2010, 22:40
The most important changes of Zeus AI is the detection and engagement range along with accuracy and rate of fire, as well as the recently added find cover function that makes AI try to take cover (as well as deploy smoke) when under fire. Of course if you never tested the AI detection range and/or accuracy you would obviously not notice the difference, but if you played a lot with and without Zeus AI you would definitely notice the difference.

Do you play a lot with OA?

LondonLad
Oct 19 2010, 17:12
<snip message>
with a standard browser download here:
http://zeus-community.net/important/zeu_AI.7z (http://zeus-community.net/important/@<hidden>)

<snip>
Protegimus

The Standard browser URL isn't working!

SpetsnazOFP
Oct 19 2010, 17:28
The Standard browser URL isn't working!

The new link is: http://zeus-community.net/important/zeu_AI.7z :)

akd42
Oct 19 2010, 18:59
go here:

http://zeus-community.net/important/

then click on file.

Tonci87
Oct 19 2010, 19:12
I am still missing Protegimus Answer on what to use for which Version of Arma, beseide from that I havent seen anything from him a long time, is he ok?

LondonLad
Oct 22 2010, 11:23
The new link is: http://zeus-community.net/important/zeu_AI.7z :)

Thank you.

I should have said the post #539 (http://forums.bistudio.com/showpost.php?p=1704115&postcount=539) needs updating to provide the updated URL :)

galzohar
Oct 22 2010, 12:20
I only played once or twice without OA since OA have been released.

Spork
Oct 23 2010, 10:22
I've tried the zeus versions from both the YAS and browser download, and i'm still getting frozen ai. I'm using the latest beta patch with it. Any chance of this being fixed in the next version? love the addon btw

SpetsnazOFP
Oct 23 2010, 17:03
I've tried the zeus versions from both the YAS and browser download, and i'm still getting frozen ai. I'm using the latest beta patch with it. Any chance of this being fixed in the next version? love the addon btw

It seems a common problem .... :( I hope this bug can be solved with the next update of Zeus AI... It would be perfect .... This AI is fantastic!! :)

soldaten
Oct 25 2010, 15:38
For Single Player only, which Zeus Version do i need to use with ARMa2 OA, ACE2.? I saw several posts with conflicting info.

Tonci87
Oct 25 2010, 18:42
I really would like to know this too!

Nephris1
Oct 25 2010, 21:07
Is Protegimus still around?
He logged in a few days ago, so i am wondering if he could give us a statement about any fixed version or answers to all that questions,although a lot are the same.
I also pmed him already but no answer.
So perhabs another one playing with him in the Zeus Gaming Nights could ask him to look around in his thread.
I am using atm a very old Zcommon release which works but doesnot have all features of the latest one of course.

Tonci87
Oct 26 2010, 13:08
Nephris could you please upload that working version?

Nephris1
Oct 26 2010, 14:47
old Zcommon folder (vanilla + ACE) (http://depositfiles.com/files/ujifcwune)

Protegimus
Oct 26 2010, 22:03
Spork, SpetsnazOFP and for anyone else that has posted about frozen AI - care to post your detailed config and steps to reproduce this.
If you could do some testing by removing .pbo's that would no doubt provide useful information.

Having a reliable way of identifying this will help tremendously with testing a potential fix.

Protegimus

Spork
Oct 27 2010, 02:14
Using latest beta patch, and latest zeus ai (I think, it was Last modified: 04.10.2010) place 2 groups of infantry of opposing factions, make yourself the leader of one group, then attack the other group. To make sure you win, reduce the opposing group's numbers a bit. After the battle is over and your AI are in aware mode, tell them to move some where xxx meters away. usually around 3 members will not move (they might change stance).

After some testing, deleting zeu_sys_ai 'fixes' the problem. Are there other PBOs that rely on the sys_ai? If so, i can do more PBO-deleting testing.

**EDIT**

Deleting zeu_OA_c_ai_rof or zeu_FindCover doesn't fix it.

I think the problem lies within either zeu_cfg_core_ai_skills or zeu_sys_AI

Cookieeater
Oct 27 2010, 05:07
I have to say that after using Zeus AI, I find the AI to be much less effective at fighting. The ability to enter buildings is very cool but often times I see units facing wrong directions. Also in Zeus AI, the units don't really do anything when they're in the house. and really seem like they go there by random.

For example, I made two teams fight each other, one on the fields and one next to the building. Half of all the units ran into the house and went prone behind some corner and never moved again. A quarter of the units went on the outside of the building and leaned from the walls. The half that were outside got mowed down by the enemy squad, which then just went to their destination because the AI inside the house never moved or did anything ever again. While when using the normal AI they fire back instead of running into a building and doing nothing and usually won.

What I think about the Zeus mod is that the ability for AI to enter buildings looks very impressive indeed, its just that the AI isn't meant to move or fight in a building and that really saps the fighting power of the units because they almost never fire inside the house, use windows for their advantage, or lean from doors. The normal AI already use cover thanks to micro AI which applies to outside buildings.

Tonci87
Oct 27 2010, 08:14
I noticed that too, AI in buildings often does nothing, faces the wrong direction, and doesn´t even shoot back. Maybe they are frozen too?

Nephris1
Oct 27 2010, 09:41
To be honest i didnt expiereince "frozen AI" with the latest release (update via Yoma).
I just know about the issue that i cant controll AI in players squad to tell them "hold fire" e.g.
With the use of older Zcommon mod (see link posts above) that problem was gone.The latest features like popping smoke arnt included of course what one surely miss.
I am using OA with latest beta,no mods anymore.

Manzilla
Oct 27 2010, 12:17
I've been getting this as well. It's like the AI is disabled. Even if I team switch to the stuck player and then team switch back, said stuck player still won't move.

I still haven't confirmed it is Zeus though but it is one of the few mod I have running.

El_MUERkO
Oct 27 2010, 12:49
The OP hasn't been updated in a couple of months so where can I get the latest ARMA2:CO + ACE compatible version of Zeus?

SpetsnazOFP
Oct 27 2010, 13:01
Spork, SpetsnazOFP and for anyone else that has posted about frozen AI - care to post your detailed config and steps to reproduce this.
If you could do some testing by removing .pbo's that would no doubt provide useful information.

Having a reliable way of identifying this will help tremendously with testing a potential fix.

Protegimus

:)

The problem of "frozen AI" occurs just after a firefight won by my team. When i call my soldiers in formation or tell them to move or enter a vehicle, they respond but remain still and not moving. A typical example where this problem occurs very often is the mission "SEEK AND DESTROY" of missions of the BAF.

My configuration is: Arma2 + Operation Arrowhead + BAF.

(Beta patch 74123) + Zeus AI - version 0.01c (04/10/2010)

The problem remains with previous versions of the Beta patch.

Tonci87
Oct 27 2010, 13:09
I noticed that sometimes save and revert works for me to get my men back in line, but only until the next enemy contact, then the same men that were frozen before, are frozen again.
Playing with CO+ ACE+Zeus_AI

Manzilla
Oct 27 2010, 13:20
I noticed that sometimes save and revert works for me to get my men back in line, but only until the next enemy contact, then the same men that were frozen before, are frozen again.
Playing with CO+ ACE+Zeus_AI

Yes same here. I'm using the same set-up as you but I'm using the newest OA beta as well.

Nephris1
Oct 27 2010, 14:00
Well ok, so we are speaking about the same issue titled with a different topic.
When i read "frozen AI" i expect the AI to stop reacting on anything, just stuck and wait at their latest position for the end of a misison.

When i interpretate this right we all mean the same with "frozen AI",
AI doesnt react on players command, correct?


I guess it is a bit messy and difficult to sort things for the author if 10 people talking about different things but mean the same.
Furthermore it is a mass more work to reread each post for anything related to fix a problem, so i am sure a structured report of the issue would help a lot.

So lets simply collect facts, with

- minimal mod config. (means no mods but latest Zcommon loaded, as Ace version builds on the default one)
- result on latest stable ArmA Version (1.54)
- result on lastest beta Version(s), as this ones are the basics for the upcomming stable releases.
- latest working version
- any further notes


;===================================
;===================================

Game version: ArmA CO 1.54 - latest Yoma updated Zcommon mod
AI doesnt react on players command


Game version: ArmA CO 1.54 beta 74630 - latest Yoma updated Zcommon mod
AI doesnt react on players command


Game version: ArmA 1.54 CO- Zcommon mod (http://depositfiles.com/files/ujifcwune) from early September (popping smoke not included)
AI reacts as demanded


Game version: ArmA 1.54 CO beta 74630 - Zcommon mod (http://depositfiles.com/files/ujifcwune) from early September (popping smoke not included)
AI reacts as demanded

====================================
===================================
All further notes
......
...

Tonci87
Oct 27 2010, 16:35
So maybe the smoke poping feature is responsibe? I don´t know about this I saw the AI (my guys too) throwing smoke many times with the latest Zeus. When the AI freezes it isn´t necessarily under direct fire, so I don´t think the Smoke feature is responsible

Manzilla
Oct 27 2010, 17:53
Well ok, so we are speaking about the same issue titled with a different topic.
When i read "frozen AI" i expect the AI to stop reacting on anything, just stuck and wait at their latest position for the end of a misison.

When i interpretate this right we all mean the same with "frozen AI",
AI doesnt react on players command, correct?


I guess it is a bit messy and difficult to sort things for the author if 10 people talking about different things but mean the same.
Furthermore it is a mass more work to reread each post for anything related to fix a problem, so i am sure a structured report of the issue would help a lot.

So lets simply collect facts, with

- minimal mod config. (means no mods but latest Zcommon loaded, as Ace version builds on the default one)
- result on latest stable ArmA Version (1.54)
- result on lastest beta Version(s), as this ones are the basics for the upcomming stable releases.
- latest working version
- any further notes


;===================================
;===================================

Game version: ArmA CO 1.54 - latest Yoma updated Zcommon mod
AI doesnt react on players command


Game version: ArmA CO 1.54 beta 74630 - latest Yoma updated Zcommon mod
AI doesnt react on players command


Game version: ArmA 1.54 CO- Zcommon mod (http://depositfiles.com/files/ujifcwune) from early September (popping smoke not included)
AI reacts as demanded


Game version: ArmA 1.54 CO beta 74630 - Zcommon mod (http://depositfiles.com/files/ujifcwune) from early September (popping smoke not included)
AI reacts as demanded

====================================
===================================
All further notes
......
...

Yes, the AI is frozen. Just stands there.

Tested on:

Game version: ArmA CO 1.54 beta 74630 + ACE2 - latest Yoma updated ZEU_sys_AI, ZEUS_FindCover plus existing ACE2 Zeus AI stuff.(3 files there-zeu_c_ai_recognition, zeu_c_ai_rof, zeu_c_ai_skill)

Havent tried with out ACE2. That's all I use. Sorry for that inconvience.

I'm not sure what the last one to not work is. I just remember it's been happening for a while. Maybe a month or so. I was not sure what is was from. I figured it had to do with ACE2, DAC, or OA itself so I didn't know where to report it. It does seem to stop with out Zeus but I can't really say for sure. I can say that it hasn't happened yet when it is not used.

Nephris1
Oct 27 2010, 18:37
..... well at least tried to make a structured beginning, to make things easier for the author.
Like seeds on fruitless fields.

:rolleyes:

maturin
Oct 27 2010, 22:42
Is there any particular reason for future ACE-compatible releases to not work with old (1.3 build) versions of A2 Ace?

LondonLad
Oct 28 2010, 00:49
[Software]
Product: Arma2 (v1.07) / Arma2 OA (v1.54) (both patched to the latest stable version)

[Mods]
Last Working Server: CBA (v129) ,ACE (v398), ACEX (v282), ACEX_PLA (v19), ACEX_SM (v67), JayArma2Lib (v??), ACRE (v1.0.10f), @<hidden><mymod>, zcommon (latest Zeus AI OA version)

Broken Server: CBA (v129) ,ACE (v410), ACEX (v282), ACEX_PLA (v19), ACEX_SM (v67), JayArma2Lib (v??), ACRE (v1.0.10f), @<hidden><mymod>, zcommon (latest Zeus AI OA version)


I'm experiencing difficulty in starting a server with the following mods running (it was working previously until I updated ACE, CBA, ACEX_xxx)

'-mod=@<hidden>;@<hidden>;@<hidden>;@<hidden>;@<hidden>;@<hidden>;@<hidden>;@<hidden><mymod>;@<hidden>'

The error pops up stating (dialog box):

---
ArmaA 2 OA

(x) Include file extended_eventhandlers\script_eventhandlers.hpp not found

---

The ZEUS AI Mod was originally download (latest version on this repository) via Addon Sync from: 'http://zeus-community.net/important/zeu_AI.7z'

Yes there are 2 cba files within the @<hidden> folder (cba_extended_eventhandlers.pbo & cba_extended_eventhandlers.pbo_CBA_v0-6-0.bsign)


[Workaround & Limited Testing]
The server will start without the error if I remove the @<hidden> from the startup (thus Zeus AI is NOT running on the server)

''-mod=@<hidden>;@<hidden>;@<hidden>;@<hidden>;@<hidden>;@<hidden>;@<hidden>;@<hidden><mymod>'

[Test]

OK: Server with mod startup: ''-mod=@<hidden>" or ''-mod=@<hidden>;@<hidden>"

Fail: Server mod startup: ''-mod=@<hidden>;@<hidden>;@<hidden>" - The exact same error message as shown above is displayed


I suspect @<hidden> is the cause of the problem (somewhere between version 399-410)

Last known working version when running Zeus with CBA, ACE and its other components was @<hidden> v398


Any idea's as I'm clueless!

Nephris1
Oct 28 2010, 04:29
Who cares about ACE atm.?
Ace is a well done mod, but I am starting to get very sensible on Ace topic as i have to read in each discussion about any mod sth about ACE, if i want or not....

If Zcommon is working on vanilla properly again, the step to an Ace version would be a lil one.
But instead posting your configuration,your ArmA version and what you expierienced, or even better provide some small testing to help the problem to be done or encircled, users keep on posting like a f***in love novella author.

If u want to get the problem really fixed, listen to the author and what he was asking for above.

And just as general rule:
If u want to test or report a problem about a mod, run the mod alone to get valid result!
;)

I dont want to blame anyone , but it really pisses me,if 20 pages are posted where everyone reports in his problems but it cant be evaluated,coz it would take hours, to get the real important and properly points and statements.

We are all interested the problem to be fixed as soon as possible, so, plz make it as easy for Protegimus as possible to analyze single reports/posts.
A structured report would be a good begining imho,i posted a kind of an example above.

Imagine you would have to reread all the posts of the past 20-40 pages to find valid statements,that could perhabs help fixxing your mod...in your freetime.
It has imho sth to with respect towards mod makers, so plz spend at least 5mins of your time to create a correct and convincing post.

Well, after the past pages this needed to be out now.
I dont want to start a discussion about a non Zcommon topic in this thread nor i want to heat things ,it is actually just a hint, how we could create evt. a more productive and useful thread for both ,mod maker and mod user.
:)


@<hidden>
Looks like sth with your CBA seems to messed.
Is a cba file also in your Zcommon folder?
I suppose you are using Arma2 OA or CO or Vanilla? Stable patch or latest beta .....which version was the latest working one?
What version are u running now?


@<hidden>

Havent tried with out ACE2. That's all I use. Sorry for that inconvience.
Why dont you give it a try and test it without ACE to get a convincing statement, would take ya 5 mins at max.:)

LondonLad
Oct 28 2010, 11:59
@<hidden> Nephris1 - I'd suspect alot of people care about ACE (as well as many other mods out there).

I'll update my thread (#939) to include futher information that you've mentioned.

Yes I should have stated that but my excuse is that I'm no 'games tester' and do not know the procedure to produce a comprehensive report, and the other is that it was late and it had been a long day :P

I do understand the frustration about posting as much information as possible and providing meaningful reproduction steps (if possible) but again you have to realise that alot of the people here are here just wanting to game and may not know the process in how to provide these meaningful reports - Hence why you see alot of short paragraphs mentioning an issue.

At the end of the day, we ALL want issues to be resolved, we just all say/mean it in our own way :)

*anyway - off to edit my post (#939)

Protegimus
Oct 28 2010, 15:34
Thanks for clarifying the 'AI not responding to human group leader commands' issue. It makes sense now and the information should help in resolving it.

Regarding the comments about AI in buildings, I know it's a mixed bag but not only do the AI shoot when in buildings or on them they also enter buildings that you may be taking cover in and this adds an important dimension, completely missing from the default AI.

LondonLad: if you're using ACE or have independently downloaded CBA, try deleting the (old) CBA extended eventhandler version 0.6.0 that is included in zcommon - extended eventhandler should only be loaded once.
Note either CBA version 0.6.0 or v128/v129 work properly by themselves.

Protegimus

Tonci87
Oct 28 2010, 16:46
As we speak about CBA, there is a new CBA Version going to be released next week
http://forums.bistudio.com/showpost.php?p=1777881&postcount=600

LondonLad
Oct 28 2010, 18:38
Thanks for clarifying the 'AI not responding to human group leader commands' issue. It makes sense now and the information should help in resolving it.

Regarding the comments about AI in buildings, I know it's a mixed bag but not only do the AI shoot when in buildings or on them they also enter buildings that you may be taking cover in and this adds an important dimension, completely missing from the default AI.

LondonLad: if you're using ACE or have independently downloaded CBA, try deleting the (old) CBA extended eventhandler version 0.6.0 that is included in zcommon - extended eventhandler should only be loaded once.
Note either CBA version 0.6.0 or v128/v129 work properly by themselves.

Protegimus

Thank you for taking the time to respond.

I had also posted the issue within the BIS ACE thread referencing this post.

They have replied and resolved an issue which can be found here
http://dev-heaven.net/issues/14710

Once again, thanks for the information.

soldaten
Oct 28 2010, 19:29
Im using Arma Combined OPS OA, ACE 2 , GL4 with zcommon_ace.
I'm creating a urban combat campaign and Im having trouble with AI in Buildings. is Zcommon_ace the best mod for AI in buildings?..I don't see GL4 working towards that purpose, I also tried SLX Gl3 with no success.

Manzilla
Oct 28 2010, 21:26
Thanks for clarifying the 'AI not responding to human group leader commands' issue. It makes sense now and the information should help in resolving it.

Regarding the comments about AI in buildings, I know it's a mixed bag but not only do the AI shoot when in buildings or on them they also enter buildings that you may be taking cover in and this adds an important dimension, completely missing from the default AI.

LondonLad: if you're using ACE or have independently downloaded CBA, try deleting the (old) CBA extended eventhandler version 0.6.0 that is included in zcommon - extended eventhandler should only be loaded once.
Note either CBA version 0.6.0 or v128/v129 work properly by themselves.

Protegimus

Wait the Zeus_AI files in zcommon(excluding Zeus_FindCover and Zeus_sys_AI) work for ACE2? I thought we were supposed to use the old ACE2 version. Did that change with an update?

Tonci87
Oct 29 2010, 08:04
Totally confused, did the ACE Devs now sort out the Problem with no responding AI? :confused:

Protegimus
Oct 29 2010, 21:32
The issue with AI gunners not responding to human group leader commands is fixed, thanks to the detailed feedback from Spork, Whitebishop, Nephris1, Tonci87 & SpetsnazOFP to name a few and to rabbit for additional testing.

The other issue reported by domokun and Nephris1 regarding human led AI not respecting the 'hold fire' order (apparent ROE violation) is also improved.
I had chosen to allow the AI to engage with a minimum combatmode status of "WHITE" (Hold fire, engage at will) as the wiki states that when a player orders his units to "Hold fire", the units are set to combat mode Green, i.e. one state below white.
Also, I say 'improved' as the behaviour matches default AI whereby they occasionally appear to still engage.

If you want the updated version to test immediately you can grab it from the Zeus TS3 server:
teamspeak.zeus-community.net:9987
Support & File Repository. The web site & Yoma's should follow once more testing is completed.

Protegimus

stevedrumsdw
Oct 29 2010, 21:52
I am confused now?


What do we use now for combined operations?

Zeus AI?

Zcommon? or both?

Somebody said to remove certain Zeus OA files - ai skills, zeus ai recognition, and zues ai rof,

I am running ACE OA, SLX, GL4, with the recommended settings to work for these to work correctly together. I just don't know what I am doing now as far as Zeus stuff I should run with this.

Spork
Oct 30 2010, 01:52
Sweet! Is zeus-community.net down? I can't seem to access it :(

AnimalMother92
Oct 30 2010, 09:12
Sweet! Is zeus-community.net down? I can't seem to access it :(

Seems so. Looking forward to the update in 7z form :bounce3:

TeilX
Oct 30 2010, 09:20
or yoma^^

Gigahertz
Oct 30 2010, 09:34
How can I check if zcommon_ACE is working? The MOUT course was exceedingly easy and one of the AIs froze. I could even walk in front of it and it wouldn't move.

Manzilla
Oct 30 2010, 13:56
How can I check if zcommon_ACE is working? The MOUT course was exceedingly easy and one of the AIs froze. I could even walk in front of it and it wouldn't move.

I get that as well. I think they may be looking into it. I reported it a few pages back.

And I should clarify what I mean by AI frozen.

Sometimes it's my own AI group members that freeze in place. They will not react to my, as group leader, orders. It's like all animation has been stopped. Other times the group members will bunch up together and not fall back into formation when I order them to do so.

If my AI teammates get "stuck" and I teamswitch to them they will not respond after I've teamswitched back to the group leader(starting player position). Other times it's AI fighting along side me that get "stuck". They just stop moving all together. As someone stated a few pages back, a load seems to get the AI moving again. But I find that they get "stuck" a little while after this load.

galzohar
Oct 30 2010, 15:06
AFAIK "hold fire" means "don't shoot unless enemy spots you" in this game. After all, if they spot you it means they are going to shoot you, so you might as well have your AI fire before they start taking fire. Apparently AI can tell when the enemy spotted them?

Protegimus
Oct 30 2010, 17:26
galz: see here http://community.bistudio.com/wiki/ArmA:_AI_Combat_Modes

Old_Painless
Oct 31 2010, 08:29
If you want the updated version to test immediately you can grab it from the Zeus TS3 server, Support & File Repository.

Hi, does anyone know what link this would be? Tried the zeus-community.net (which was up) but couldn't find the particular location that Protegimus refers to

Cheers,
OP

Protegimus
Oct 31 2010, 08:50
TS3 server info added to post 948 (http://forums.bistudio.com/showpost.php?p=1778721&postcount=948) for convenience. Downloads should be available from the web site/Yoma's later today.

Protegimus

metalcraze
Oct 31 2010, 15:02
BTW it indeed would've been nice if the chance of AI throwing smoke was lowered at least by 2 times. Because any massive infantry battle turns into a smoke spam.
Removing smoke is a 'no' after all because I want AI to use it, just not as often.

Also a suggestion:
Can you make it so that while AI is moving in stealth mode without seeing any enemy (or being engaged in combat) it doesn't go prone? Not only it looks silly but also takes way too much time for AI to move through even 100m of enemy-free zone.

Like let it go prone only when it prepares to engage enemy or is being engaged.
If the player will need AI to make it through the area in the prone stance there is always a command for that.

SpetsnazOFP
Oct 31 2010, 20:54
The issue with AI gunners not responding to human group leader commands is fixed, thanks to the detailed feedback from Spork, Whitebishop, Nephris1, Tonci87 & SpetsnazOFP to name a few and to rabbit for additional testing.

The other issue reported by domokun and Nephris1 regarding human led AI not respecting the 'hold fire' order (apparent ROE violation) is also improved.
I had chosen to allow the AI to engage with a minimum combatmode status of "WHITE" (Hold fire, engage at will) as the wiki states that when a player orders his units to "Hold fire", the units are set to combat mode Green, i.e. one state below white.
Also, I say 'improved' as the behaviour matches default AI whereby they occasionally appear to still engage.

If you want the updated version to test immediately you can grab it from the Zeus TS3 server:
teamspeak.zeus-community.net:9987
Support & File Repository. The web site & Yoma's should follow once more testing is completed.

Protegimus



Thanks!! Perfect!! :D

When the updated version will be on the website? I can't wait to try it!!

Tonci87
Nov 1 2010, 16:40
Ihave done some testing with the new version and it seems that the gamebreakers are sorted out. I didn´t see frozen AI or AI firing when it is not supposed to. So far everything seems perfect but I need more testing. (Tested with CO+ACE+Beta+Zeus_AI)

metalcraze
Nov 1 2010, 18:15
Well AI got stuck for me today in one of AA1's buildings on Fallujah. It was under fire while proceeding to objective - ran there, took position on the rooftop and never moved from there anywhere.

Hope this will be a rare issue at least.

Manzilla
Nov 1 2010, 18:17
nevermind

soldaten
Nov 1 2010, 18:26
Can u guys share the link..plz

langgis08
Nov 1 2010, 18:32
If you want the updated version to test immediately you can grab it from the Zeus TS3 server:
teamspeak.zeus-community.net:9987
Support & File Repository.
hmm, I am logged on your TS3 Server ...
"Support & File Repository":
Name:
SUPPORT & FILE REPOSITORY (2)
Codec:
Speex Ultra-Wideband (32 kHz)
Codec Qualität:
7 (geschätzte Bitrate: 5.32 KiB/s)
Typ:
Perm
Aktuelle Clients:
0 / Unbegrenzt
Abonnement Status:
Abonniert
Voice Verschlüsselung:
Verschlüsselt

 Beschreibung:

WELCOME TO ZEUS
Feel free to ask for help, all required information is available in the
Zeus Community Manual

Other useful Links
1) Zeus Website
2) Zeus Gaming Nights thread
3) irc://quakenet/#Zeus
4) Who Is Online

ArmA2 / OA Specific
1) Latest Beta Patch

-Mod Folder Params
-mod=@<hidden>

-ACRE LINKS
1) Acre
2) JayArma2Lib
3) CBA
Invasion 44 Mod
1) Installation instructions & Links

Leads the link to updated ZEU_AI via "1) Zeus Website" ? do I need to register on ZEUS ? ... asking because I cant find the download for it ...

metalcraze
Nov 1 2010, 19:25
Just right click on the channel and open file browser. The 7z is there

Carl_D
Nov 1 2010, 19:29
hmm, I am logged on your TS3 Server ...
"Support & File Repository":
[<snip>

Leads the link to updated ZEU_AI via "1) Zeus Website" ? do I need to register on ZEUS ? ... asking because I cant find the download for it ...

Use Yoma, as Protegimus indicated in the cited post #948 - which also has the link for the server. Downloaded the update myself a couple of hours ago.

There's an autoconfig file that will set up Yoma for the Zeus server at

http://zeus-community.net/yas/zeus/yas2302.7z

Ciao

Carl

LondonLad
Nov 1 2010, 21:53
Yoma addon sync extraction fails (Status: Extraction Failed) for 2 files:

zeu_OA_c_ai_recognition.pbo.7z

zeu_sys_AI_pbo.7z

[Added after posting]

Resolved: I was stupid enough to forget to shutdown the server that was still running while I was updating.

domokun
Nov 2 2010, 09:54
Hi,

After reading your feedback I'm dying to try the latest version but I don't have Yoma.

So coud a kind soul send me the latest version?

I just re-checked the build on the Zeus website (http://zeus-community.net/important/zeu_AI.7z) but seems to be dated 5th October. That seems to suggest that it isn't the latest version.

If it helps, I can mirror this version.

Tonci87
Nov 2 2010, 10:42
Grab it from the ZEUS TS3 Server

domokun
Nov 2 2010, 12:58
Thanks but http://teamspeak.zeus-community.net/9987/ gives a 404 error.
And the root gives me the tail end of the .RPT log for two A2 servers.
Ideas?

metalcraze
Nov 2 2010, 13:15
Use Teamspeak 3 not browser.

I just logged in there and downloaded Zeus mod without any problems.

langgis08
Nov 2 2010, 17:10
Just right click on the channel and open file browser. The 7z is there
thx metalcraze, found it with your hint

EDIT: ... and thx to all yoma-advisers, too, of course .. good to know there are different ways ;)

AnimalMother92
Nov 2 2010, 23:12
Thanks for the update, got it from TS3 w/o issues

Kroky
Nov 3 2010, 19:25
Can somebody post a downloadlink here?

thearies
Nov 3 2010, 21:08
Can somebody post a downloadlink here?

yes please...

AnimalMother92
Nov 4 2010, 01:56
Sure.

http://rapidshare.com/files/428787655/zeu_AI.7z

thearies
Nov 4 2010, 10:02
thanx

Kroky
Nov 4 2010, 11:27
Thank you Animal Mother.

MugAben
Nov 4 2010, 12:41
Just to make sure, this (@<hidden>) replaces @<hidden>?

domokun
Nov 4 2010, 14:51
Also is this new version compatible with non-ACE setups?

Kroky
Nov 4 2010, 18:40
Just to make sure, this (@<hidden>) replaces @<hidden>?

Yes it also for me not clear what files to use now with ACE. Protegimus can you please clarify on that?

Manzilla
Nov 4 2010, 18:54
Yes it also for me not clear what files to use now with ACE. Protegimus can you please clarify on that?

+1.

I've been wondering that for some time now. I had been using the ACE2 version released this past summer with just the Zeus_sys_ai and Zeus_findCover .pbos from the @<hidden> directory until I had the "stuck" AI problem. I haven't been using any of them since.

Clarity would be appreciated.

Carl_D
Nov 4 2010, 19:01
Hi Protegimus

Thank you for this great mod - currently exploring the March 10 release for A2 using A2Warmod and (not simultaneously!) The.D's collation for ACE. And having a lot of fun, the AI works so much better than vanilla A2.

I have downloaded the latest version and have a query - do the recommended settings for skillFriendly, skillEnemy, precisionFriendly & precisionEnemy in the 31 October apply only to CO/OA, or do the revisions to the core [i.e., version-common] files mean that the new values should be employed for standalone A2 as well? The new value recommended for precisionEnemy is well outside the range recommended for A2 in the earlier release.

TIA

Carl

bhaz
Nov 5 2010, 00:23
Is this new release stable enough for the average player to use, or is it hidden away on your TS3 server pending more updates?

langgis08
Nov 5 2010, 16:00
Is this new release stable enough for the average player to use
since I've been playing actual "TS3-Version" as far as I can say it is stable enough for avg/casual playing ... most important thing: with this version I have never experienced unresponsible/not moving AI anymore :)
so thx to ZEUS-Team !

wheres my rabbit ?
Nov 6 2010, 12:51
as far as i know ace is not supported any more as we stopped using ace on our server when OA came out..
so you'll have to use the old ace version if it even still works with newer versions of ace

Manzilla
Nov 6 2010, 13:34
as far as i know ace is not supported any more as we stopped using ace on our server when OA came out..
so you'll have to use the old ace version if it even still works with newer versions of ace

That's what I thought. Thanks for the info.

Tonci87
Nov 6 2010, 19:05
I´m using ACE together with the latest ZEUS_AI and I don´t have Problems so far...

TheCrusader
Nov 6 2010, 19:11
Hi Tonci,

some of the files or all of them?

Because I thought some are not needed with ACE (ballistics fixes etc.).

Could you please list all the files u use and from which package they are?

Right now I find it a little confusing which files to use for a stable Zeus_AI experience.

Cheers
Crusader

Tonci87
Nov 6 2010, 19:20
I use all files from the new ZEUS_AI that can be grabed from the ZEUS TS3 Server. I would also like to know if it is needed to delete some files to make it work with ACE....

AnimalMother92
Nov 6 2010, 19:25
I would think that the rocket ballistics, recoils, and dispersion pbos might conflict with ACE, but I too would like to know for sure.

Tawah
Nov 6 2010, 22:31
Last time I use whole new ZEUS_AI with ACE (1 month ago approximately) I noticed that machinegunners, for example, spread their bullets in a too much wide cone. I then compared in the same condition with the old ZEUS for ACE (last june) and everything went back to normal.
I think that ACE has some influence on skills and accuracy and the correct values you change in your profile have to be re-estimated when playing with ACE.
But I may be wrong...

Tonci87
Nov 7 2010, 12:51
@<hidden> Protegimus, Please tell us if this is working with ACE or not......

maturin
Nov 7 2010, 14:56
Last time I use whole new ZEUS_AI with ACE (1 month ago approximately) I noticed that machinegunners, for example, spread their bullets in a too much wide cone. I then compared in the same condition with the old ZEUS for ACE (last june) and everything went back to normal.
I think that ACE has some influence on skills and accuracy and the correct values you change in your profile have to be re-estimated when playing with ACE.
But I may be wrong...

Are you running the latest beta patches? ACE makes AI slightly less accurate (not as big as Zeus' penalty) and increases recoil across the board. Now the beta patches make muzzle climb behave like you have a rocket strapped to the end of your gun. So the AI can't hit anything after the first shot, firing automatic.

In view of the BI recoil changes, I would love it if Zeus would reduce the amount of muzzle climb in order to moderate the effects on accuracy from the lack of auto correction. It's no longer possible to hit the same house 200m away more than a few times using automatic fire unless you are prone or really good at using a sensitive mouse.

Tawah
Nov 7 2010, 15:50
@<hidden> maturin : no it was with patch 1.54.
I will try with the last ZEUS_AI beta and put an accuracy of 0.4899997 because last time I kept 0.2049997 as it was before we were told to put 0.4899997.

TheCrusader
Nov 7 2010, 15:54
Thx Tonci!

I also would like to have an "official" explanation by the makers of the mod, 'cause right now there seems to be a lot of conjecture how the mod should be used with ACE.

Cheers
Crusader

maturin
Nov 7 2010, 16:18
I know I'm confused.

Carl_D
Nov 7 2010, 16:38
I know I'm confused.

Me too. As a new player I'm confused about how all the settings in the player profile affect even vanilla gameplay, not to mention those settings tucked away in the config.cpp in /Arma2/dta/bin.pbo. Very much hoping to hear what the settings should be in Zeus AI both with and without ACE.

In the meantime, can anyone point me to a post or thread that discusses these settings without assuming prior knowledge? 'Search' returns a rather long list of threads, some with hundreds of posts. I've waded through dozens of posts but have yet to feel enlightened... :(

TIA

Carl

Manzilla
Nov 7 2010, 17:31
I'm pretty sure Protegimus has stated that we should use the old ACE2 Zeus .pbos and the Zeus_sys_ai and Zeus_findCover from the current Zeus stuff. I can find where he says this numerous times but I don't see anything where he says the other Zeus files in zcommon can now be used with ACE2. The answer to our question is probably still the same.