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Tonci87
Nov 7 2010, 17:57
Yeah but that was a long long time ago, does this still count?

Tawah
Nov 7 2010, 18:26
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.

Here (http://forums.bistudio.com/showpost.php?p=1723225&postcount=643) it is

And that gives me in the Addons folder :
zeu_c_ai_recognition from june zcommon_ace
zeu_c_ai_rof from june zcommon_ace
zeu_c_ai_skill from june zcommon_ace
zeu_FindCover from last zeu_AI beta
zeu_sys_AI from last zeu_AI beta

zcommon_ace is on armaholic (june 14th 2010)

And change precisionEnemy=0.2049998

Manzilla
Nov 7 2010, 18:45
Here (http://forums.bistudio.com/showpost.php?p=1723225&postcount=643) it is

And that gives me in the Addons folder :
zeu_c_ai_recognition from june zcommon_ace
zeu_c_ai_rof from june zcommon_ace
zeu_c_ai_rof.pbo.ZEU from june zcommon_ace
zeu_FindCover from last zeu_AI beta
zeu_sys_AI from last zeu_AI beta

zcommon_ace is on armaholic (june 16th 2010)

And change precisionEnemy=0.2049998

Yes, that's what I've been saying for a while now. That is exactly what I've been using. I'm not sure where people got the impression that this isn't the set-up we are supposed to use for ACE2. As far as I know, Protegimus has never said anything other than this set-up for ACE2.

Tonci87
Nov 7 2010, 18:47
So even if we use ACE + CO this is the setup to use? hmmm...

Manzilla
Nov 7 2010, 18:49
So even if we use ACE + CO this is the setup to use? hmmm...

Yes, according to every post by Protegimus that I've ever seen. I've never seen him say anything else. He's been saying that since the CO version of Zeus came out.

Kroky
Nov 7 2010, 20:52
I can confirm what Manzilla stated.
I also play for about a week now with ACE2 and this ZEUS setup and it works great.

maturin
Nov 7 2010, 22:06
And it works with Arma 2 alone or OA alone, so long as you get the right CBA versions?

Tonci87
Nov 8 2010, 22:20
How are the Skill and Precision setting supposed t be for this setup?
I have Skill on 1 and precision on 0.89999998 now.
Someone said that teh Precision should be 0.2049998 Isn´t that too low? I want them to be able to hit me...

Kroky
Nov 8 2010, 22:41
I lowered the 0.89 setting a little bit, but 0.20 is definitely too low.

Tonci87
Nov 9 2010, 08:14
So what are you using ?

MugAben
Nov 9 2010, 08:27
Here (http://forums.bistudio.com/showpost.php?p=1723225&postcount=643) it is

And that gives me in the Addons folder :
zeu_c_ai_recognition from june zcommon_ace
zeu_c_ai_rof from june zcommon_ace
zeu_c_ai_rof.pbo.ZEU from june zcommon_ace
zeu_FindCover from last zeu_AI beta
zeu_sys_AI from last zeu_AI beta

zcommon_ace is on armaholic (june 14th 2010)

And change precisionEnemy=0.2049998

So.. I should use the official zcommon, and copy zeu_findcover and zeu_sys_ai from the latest beta version from ts3 over to zcommon.

So in all, I have:
zeu_c_ai_recognition
zeu_c_ai_rof
zeu_c_ai_skill
zeu_findcover
zeu_sys_ai

Did you forget the ai_skill in your list, or should this be removed?

Lonestar
Nov 9 2010, 08:36
When is the stable version going to be released?

Tonci87
Nov 9 2010, 11:21
By the way, what exactly does the skill setting?

Tawah
Nov 9 2010, 16:37
So.. I should use the official zcommon, and copy zeu_findcover and zeu_sys_ai from the latest beta version from ts3 over to zcommon.

So in all, I have:
zeu_c_ai_recognition
zeu_c_ai_rof
zeu_c_ai_skill
zeu_findcover
zeu_sys_ai

Did you forget the ai_skill in your list, or should this be removed?

Oops, that's correct, read ai_skill in third line. Thanks

@<hidden> : just looking at the read-me enclosed with zcommon_ace you find :

"Player and server profile skill levels significantly affect gameplay. Empirical
data provides the following recommended skill settings for the .ArmA2Profile:
skillFriendly=0.98500001;
skillEnemy=0.98500001;"

and


"Recommended precision settings for the player/server profile are:
precisionFriendly=0.5;
precisionEnemy=0.2;"

So test by yourself and tell us.
I use skillFriendly=0.98500001 / skillEnemy=0.995
and precisionFriendly=0.5 / precisionEnemy=0.2049998
Enemy AI is still very accurate with those settings AND ZCOMMON_ACE

Old_Painless
Nov 9 2010, 19:06
Sure.

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

Please help - rapidshare has some limit that has been overdrawn :(

Edit: Nevermind - downloaded using the TS3 client, as described a few posts back. That's clever - newer knew TS could do that!

Tonci87
Nov 10 2010, 08:48
Well I have the skill level set to 1 and the precision to 0.7 for both so far it works pretty good with it, its nice and challenging

Old_Painless
Nov 10 2010, 09:18
Hello, I use Zeus AI (the latest one from TS3) and CBA in combined operations. No other addons.

I played a Scenario yesterday (Base of the Day II). As team leader, I got wounded. The medic approached (blue star symbol) and went prone next to me. We were initially under fire, but that eased off. He stayed right next to me but still wouldn't heal me. I spoke "Injured" several times but eventually, I died. Totally crazy, LOL.

Is that a problem with the new Zeus, with the Scenario itself or some third thing?

Thanks for any help
-OP

Rak
Nov 10 2010, 09:27
What does zeu_c_ai_rof does actually? Does it affect players or AI only?

wheres my rabbit ?
Nov 10 2010, 12:13
What does zeu_c_ai_rof does actually? Does it affect players or AI only?

rof = rate of fire
and no it doesn't affect hoomans

Xeilo
Nov 12 2010, 08:28
Has anyone had a problem with AI now following orders while using this mod? And if so is there a fix?

Tonci87
Nov 12 2010, 09:31
Use the latest version from the Zeus TS3 Server. Everything is described on the last few pages

Xeilo
Nov 12 2010, 11:11
Ah yep seems to have worked, thanks a lot, really enjoying this :D

LondonLad
Nov 13 2010, 13:49
There seems to be 2 readme files with @<hidden> (at least from the YOMA Repository I sync from - http://zeus-community.net/yas/zeus/yas2302.7z) that provide conflicting setting information.

Within '..\@<hidden>\Docs\3rd Party' are 2 readme files which conflict the skill/precision levels

ARMA OA Zeu_readme.txt (11.09.2010)
&
Readme_OA_Zeu_AI.txt (04.10.2010)


ARMA OA Zeu_readme.txt (11.09.2010)
Player and server profile skill levels significantly affect gameplay. Empirical
data provides the following recommended skill settings for the .ArmA2Profile:
skillFriendly=0.98500001;
skillEnemy=0.99500001;

Recommended precision settings for the player/server profile are:
precisionFriendly=0.5;
precisionEnemy=0.20499997;

______________

Readme_OA_Zeu_AI.txt (04.10.2010)
Player and server profile skill levels significantly affect gameplay. Empirical
data provides the following recommended skill settings for the .ArmA2Profile:
skillFriendly=0.98500001;
skillEnemy=0.99500001;

Recommended precision settings for the player/server profile are:
precisionFriendly=0.5;
precisionEnemy=0.48999981;

______________

Although I suspect the latter file to be the correct one (assuming the date is correct) I just wanted to get confirmation as to which settings are the recommended settings?

Desiderius
Nov 13 2010, 14:18
yes i was still using the "old" precision value. Now i download the new version and see the new value. I changed it now and will look how it "works".

Greetings
Jack

Protegimus
Nov 13 2010, 14:24
LondonLad: the version on Yoma's and the web site are both out of date, the latest dated 29.10.2010 (available from TS3) readme has the following information:

Player and server profile skill levels significantly affect gameplay. Empirical
data provides the following recommended skill settings for the .ArmA2Profile:
skillFriendly=0.98500001;
skillEnemy=0.99500001;

Recommended precision settings for the player/server profile are:
precisionFriendly=0.5;
precisionEnemy=0.48999981;

Protegimus

Carl_D
Nov 13 2010, 14:48
LondonLad: the version on Yoma's and the web site are both out of date, the latest dated 29.10.2010 (available from TS3) readme has the following information:

Player and server profile skill levels significantly affect gameplay. Empirical
data provides the following recommended skill settings for the .ArmA2Profile:
skillFriendly=0.98500001;
skillEnemy=0.99500001;

Recommended precision settings for the player/server profile are:
precisionFriendly=0.5;
precisionEnemy=0.48999981;

Protegimus

Hi Protegimus

Apologies if I'm being thick, but does that change apply to Arma2 as well as OA/CO?

Love the mod, by the way :)

Ciao

Carl

LondonLad
Nov 13 2010, 16:20
LondonLad: the version on Yoma's and the web site are both out of date, the latest dated 29.10.2010 (available from TS3) readme has the following information:

Player and server profile skill levels significantly affect gameplay. Empirical
data provides the following recommended skill settings for the .ArmA2Profile:
skillFriendly=0.98500001;
skillEnemy=0.99500001;

Recommended precision settings for the player/server profile are:
precisionFriendly=0.5;
precisionEnemy=0.48999981;

Protegimus

Excellent - Many thanks for the clarification :)

Any idea who keeps the Yoma repository updated?
I prefer using it as it's easier to see whats been added/deleted/amended etc

TeilX
Nov 13 2010, 17:16
can anyone upload a normal DL link?or update yoma^^

AnimalMother92
Nov 13 2010, 23:49
I did a few pages back but here it is again

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

Lightspeed_aust
Nov 14 2010, 00:03
im not sure if this has been asked yet - is it possible to incorporate zeus AI into my mission folder like i would UPSMON for example - that way its not a required addon but built into the mission?

thanx in advance

Protegimus
Nov 14 2010, 09:32
Lightspeed_aust: Zeus AI runs as a client side addon, so it doesn't create mission dependency, whether you use it on the server or not.
So, people can play the mission whether they have Zeus AI or not. The differences in experience are documented in the readme.

AnimalMother92: thanks for helping out.

I'll try and get the web site and Yoma's brought up to date.

Protegimus

TeilX
Nov 14 2010, 11:29
thx animal:bounce3::p

jaynus
Nov 14 2010, 17:01
Hey Prot -

Just checking in. Has any progress been made on the "ZuesAI completely makes vehicles idiots" issue?

Rak
Nov 15 2010, 13:15
I still get the "Hold Fire" problem with the newest version. "AI Freeze" issue seems to have gone however. Otherwise, incredible addon.

CombatComm
Nov 15 2010, 18:27
Hey everyone. Does this mod render AI pilots in attack helicopters retarded? They dont seem to use their hellfires or even main gun for that matter. Playing trial by fire they dont shoot at the BMPs at all and are destroyed. I did a test where I placed a helicopter and BMP in UTES. The Cobra didnt fire at all untill it was shot down. Without zeus it imediately fires. Your thoughts on this please?

gatordev
Nov 15 2010, 20:15
Hey everyone. Does this mod render AI pilots in attack helicopters retarded? They dont seem to use their hellfires or even main gun for that matter. Playing trial by fire they dont shoot at the BMPs at all and are destroyed. I did a test where I placed a helicopter and BMP in UTES. The Cobra didnt fire at all untill it was shot down. Without zeus it imediately fires. Your thoughts on this please?

I reported this many pages back and still have the same issue w/ the new version. The problem I have is that everything else about this mod is so good that I put up with it and just use LGBs more than I would normally for CAS.

The other day I did have a Harrier drop dumb bombs on a compound. That's the first time I've seen the AI use those and it was pretty effective.

Tonci87
Nov 16 2010, 08:15
I noticed that too! In "Trial by fire" the chooper engaged the BMP with his unguided rockets instead of the hellfires. They should only engage fortified positions or infantry with the unguided rockets

Breeze
Nov 16 2010, 16:04
Does this mod work with OA ???

Tonci87
Nov 16 2010, 18:39
Yes it does

Protegimus
Nov 16 2010, 22:01
jaynus: good to hear from you. Haven't had so much time recently, now a couple of other issues are out of the way I'll check out armour crew performance.

CombatComm: I'm not sure it's what you intended, but thanks for the repro; I'll look into it.

Protegimus

Tonci87
Nov 17 2010, 08:15
Yesterday I played a mission where my Squad has to capture a town (Falar from the south) together with some Bradley Support. The Bradleys acted fine for me. First they were supressing the enemy from behind, then one of the two Bradleys even flanked a enemy Position wiping out a whole Squad of takis. When the fight was almost over the Bradleys advanced into the Town and killed the remaining takis. That seems pretty good to me.
jaynus, what du you expect to be different?

UGLY58
Nov 19 2010, 07:24
Protegimus,

We run Zeus AI on both our servers and since 1.55 have noticed they are less responsive than previous. They react to sound and activity less, almost as if they have gone deaf.

Affe-mit-Waffe
Nov 19 2010, 18:30
Animal akbar! :eek: :D

Cheers thanks

Enders
Nov 19 2010, 21:08
Keep getting a dependency error when trying to start a mission with Zeus AI on my unit's server:

You cannot play/edit this mission; it is dependent on downloadable content that has been deleted. zeu_oa_c_wep_dispersion

I made the mission without Zeu_AI loaded in my command line, yet the server won't load the mission unless clients have it enabled. Equalmodrequired=0 and VerifySignatures=0 in server profile also, so I know it's not that.

maturin
Nov 19 2010, 22:12
So is there going to be a new update on Armaholic eventually, or is there already an official release that I've missed.

Enders
Nov 20 2010, 16:28
Actually, even with the mod enabled client side, the mission still won't work and dumps me back to the mp lobby...

Protegimus
Nov 20 2010, 19:23
The issue reported by CombatComm with regard to Cobra gunners not engaging is resolved.
Note that improved performance of AI on the ground and in armour is giving the AI pilots a hell of a hard time...they don't seem to like being suppressed and as their tactics are basically fly direct at the target I wouldn't expect much of them - should be a much better opponent for human flyers though.

jaynus: the armour crews seem to be performing pretty well. Might be worth another look.

maturin: releases are in the usual place, TS3 is most up to date, followed by web site/Yoma's when the admins get round to it.

UGLY58: don't know about that, got any indicators?

Enders: what object are you placing in the mission that is creating the problem, any idea?

Protegimus

Enders
Nov 20 2010, 19:50
No idea Pro.

I do know however that none of the other missions on our server are affected, just these 2 in particular (both using the same template).

The 2 missions that are affected both work with no errors when previewing in SP and when hosting in MP, but fet FUBAR when trying to run them on dedi.

I have tried deleting most of the units from the map to try and see if it was hidden somewhere but can't seem to find where the problem is. The mystery goes on...

Tonci87
Nov 21 2010, 10:30
Last Version of @<hidden> uploaded to filefront
http://www.filefront.com/17539932/@<hidden>

HateDread
Nov 21 2010, 10:39
Just to confirm, where can we get the latest version regularly? Seems to be Filefront, then SixUpdater (or I am crazy), then off the Zeus TS... isn't it also on an Addonsync?

What I'm basically asking is, where does everyone get their version?

Enders
Nov 21 2010, 10:56
I'm also getting this 'bug' with a stock OA mission - Steel Panthers. Is there a problem with this, ACE2 and the tank FCS I wonder?

Tonci87
Nov 21 2010, 10:59
I get my latest Version from the Zeus TS Server. Now I´ve been so kind to upload it for the guys that don´t know how to do it with TS

Enders
Nov 21 2010, 11:16
I'm also getting this 'bug' with a stock OA mission - Steel Panthers. Is there a problem with this, ACE2 and the tank FCS I wonder?

Confirmed this now - just created a mission with 1 blufor and 1 t-55 and it gives the same error. Delete the T-55 and it works. Any ideas what is going on here?

LondonLad
Nov 21 2010, 12:08
Just to confirm, where can we get the latest version regularly? Seems to be Filefront, then SixUpdater (or I am crazy), then off the Zeus TS... isn't it also on an Addonsync?

What I'm basically asking is, where does everyone get their version?

Up until the past few weeks I'd been getting my updates from the YOMA Addon-sync, but since the Zeus AI dev has posted that at the moment the Zeus-Community TeamSpeak 3 Server is hosting the latest 'Zeus AI' mod I've been logging into their TS server and downloading the file from there.

I'd prefer the YOMA Addon-sync be updated purely because I'm selfish and have all my other mods (from other sites) setup to sync (as/when needed). It's more of a one-stop shop for me rather having to go to several places for my mods updates.

oldy41
Nov 21 2010, 15:24
Up until the past few weeks I'd been getting my updates from the YOMA Addon-sync, but since the Zeus AI dev has posted that at the moment the Zeus-Community TeamSpeak 3 Server is hosting the latest 'Zeus AI' mod I've been logging into their TS server and downloading the file from there.

I'd prefer the YOMA Addon-sync be updated purely because I'm selfish and have all my other mods (from other sites) setup to sync (as/when needed). It's more of a one-stop shop for me rather having to go to several places for my mods updates.

Me too, absolutely!
Basically, it should simply be a well defined location where you can get the latest version without having to seek through posts...

Thanks in advance ;)
A.

HateDread
Nov 21 2010, 19:33
Me too, absolutely!
Basically, it should simply be a well defined location where you can get the latest version without having to seek through posts...

Thanks in advance ;)
A.

Or, temporarily, if we were told each time a new version was uploaded to the TS server, that'd also help a lot - at present we just have to check every now and again to see if it has been updated.

metalcraze
Nov 21 2010, 22:05
It's being updated at least once a week. So just check it out once a week and that's it.
That's what I do anyway.

Protegimus
Nov 22 2010, 12:15
Enders: thanks for tracking it down, I'll sort it out.

AnimalMother92, Tonci87 & metalcraze: thanks for helping out with download links/advice.

wrt downloads, we don't have the luxury of Terox looking after the download repositories any more, so I guess we'll just have to adapt and overcome.

In terms of development, the base reaction to danger is fairly mature with the latest version providing good performance. Now ACE is on the table again at Zeus there is some integration/selection of modules to do.

I now also have the base implementation of the 'tactical' module coded. At the moment it is limited to basic threat assessment and engagement criteria, with somewhat tactical hold/advance/withdraw. I hope to develop some challenging actions on contact procedures to improve the infantry performance.

Protegimus

SCAJolly
Nov 22 2010, 15:10
Protegimus, thank you for looking into this. I speak of the same issue as Enders in my PM to you, so you don't have to bother replying through that channel. =)

KeyCat
Nov 22 2010, 17:09
Thanks for the update Protegimus and also thanks to Tonci87 for making it easier to grab! Will try it out coming weekend...

Really liked how enemy AI seeked better cover behind trees/rocks/bushes in later versions :)

/KC

oldy41
Nov 22 2010, 17:21
Is that link still up to date?
http://zeus-community.net/important/

Since I do not use Teamspeak, I would prefer some other simple access method...

Again, thanks for all your efforts and the great mod!

Tonci87
Nov 22 2010, 17:44
So Protegimus does that mean that you will do a proper ACE Version again? Oh happy day^^

Mr Burns
Nov 23 2010, 00:12
Nice work on the latest version, keep it up!
Compared to the last one we´ve used the grenade spamming has decreased to a very believeable level and i even thought i´ve seen some of the new combat tactics in action, very awesome stuff once again!

Downloading from TS3 wasn´t as bad as i imagined earlier either, didn´t even have to say one english word, just drop in, get the file and leave again. Count me in as one more very happy (non paying) customer! :yay:

galzohar
Nov 23 2010, 00:21
Did you simply reduce the grenade spamming or did you make them use grenades only when they are more appropriate? Because while I didn't mind that they were spamming me, I did mind that they were totally wasting all their grenades over nothing because they had no chance to hit me with them from where they were throwing them. Also I had an AI blow himself up trying to throw a grenade through a door (though I guess it's only fair as long as it also happens to players :D).

Mr Burns
Nov 23 2010, 00:29
Cannot speak on behalf of Protegimus in this, but my experience was that, while in some older version there were occassions when you knew (& felt!) that 5 enemies simultaneously threw their grenades at you, it now was actually like "i´m throwing a nade at you, you throw a nade at me", and so on. Really cool and as i said, very believable :bounce3:

AnimalMother92
Nov 23 2010, 02:05
Thanks for the info Pro, really looking forward to future versions :)

SCAJolly
Nov 23 2010, 22:16
Nobody else experiencing the dependenciese with armour?

maturin
Nov 24 2010, 04:08
I hate to say it, but the readme instructions and multiple folders are really confusing.

So, If I have Arma 2 standalone with ACE2...

Should I use every .pbo not designated as OA in the title?

Plus the contents of the Arma 2 Only subfolder?


A. Dynamic AI is fully compatible with base ArmA 2 - I did all the original
development work with ArmA 2, so there shouldn't be any problems.

You won't need any of the _OA components, so just use the .pbo's listed
below together with those from base Zeus AI - ArmA 2/CO & OA AI core skills:
zeu_cfg_core_ai_skills.pbo
zeu_cfg_core_ai_skills.pbo.ZEU.bisign

ArmA 2 / CO & OA Zeus AI:
zeu_sys_AI.pbo
zeu_sys_AI.pbo.ZEU_test.bisign

FindCover required by zeu_sys_AI.pbo
zeu_FindCover.pbo
zeu_FindCover.pbo.ZEU_test.bisign
Why are we being told to install just these addons? There are many other addons not on this list. Are those incompatible with ACE, then?


It should look like this:
"C:\Program Files\Bohemia Interactive\ArmA 2\arma2OA.exe" -nosplash -mod=@<hidden> -maxmem=2047
There is no entry for @<hidden> So the Operation Alpha version should be running instead of the old version of Zeus?
Yet the FAQ entry about ACE makes it sound like we should use the existing files of the old version.

And what do the grenade fix and ammo addons do? Both sound like they may conflict with ACE.

xxbbcc
Nov 24 2010, 05:12
In the latest version it seems like my player character keeps giving random orders to my squad members when I'm team leader without me doing anything. Seems to happen when I order my team to combat mode, engage at will. (All - 7,2; All - 3,5; All - 3,3)

For example, my character would tell my 3 to go to a random position and then orders him to stop. This of course breaks up the squad since random squad members stop following.

Is this a know bug and is there a fix for it?

Tonci87
Nov 24 2010, 08:36
I noticed the same issue once. Will test it again

Pellejones
Nov 24 2010, 12:52
I am so confused. Is the issue with the
You cannot play/edit this mission; it is dependent on downloadable content that has been deleted. zeu_oa_c_wep_dispersion
thing fixed? This problem causes error on a few missions which means that they are un-playable...

Also, after reading through a few pages I can still not find any solid place for an updated version of Zeus? Please help.

CombatComm
Nov 24 2010, 15:59
Hey guys. I am a little confused as to what zeus I should have in the folder and if I have too many. I am running combined assault thru steam and have I think every zeus file ever. Zeus regular, Zeus OA and zeus ACE. Im wondering if these are conflicting and If I have too many zeueses in my mod folder. I havent noticed much of a difference. Especially with AI peeking around corners. What should I have?

TheScar
Nov 24 2010, 17:02
Downloading from TS3 wasn´t as bad as i imagined earlier either, didn´t even have to say one english word, just drop in, get the file and leave again. Count me in as one more very happy (non paying) customer! :yay:

Just to bump on that one ... i´m clueless on where to find that to download,i checked the teamspeak.zeus-community.net
Teamspeak,but didnt find a worthy link on it - maybe i m blind too but ... uhm yea

Anyone willing to help,thx alot

LondonLad
Nov 24 2010, 17:17
I am so confused. Is the issue with the thing fixed? This problem causes error on a few missions which means that they are un-playable...

Also, after reading through a few pages I can still not find any solid place for an updated version of Zeus? Please help.

This is the issue which the Zeu AI developer is investigating (as initially reported by Enders).

The best place (at lease for now) to get the latest version of Zeu_AI is from the Zeus Community TeamSpeak 3 Server (teamspeak.zeus-community.net
). You login to the Zeus TS3 server and you will see a 'channel' named 'Support & Repository' (or something to that effect). Right-click on this channel name and select 'Open file for browsing' (or something to that effect). You will then see a list of file/folders that are shared on the Zeus TS3 server.

Note: I don't have TS3 here at work so the channel name and the selection option names may differ slightly.

Pellejones
Nov 24 2010, 17:28
.... that is a lame way to do it but I'll give it a go then,.

TheScar
Nov 24 2010, 17:55
The best place (at lease for now) to get the latest version of Zeu_AI is from the Zeus Community TeamSpeak 3 Server (teamspeak.zeus-community.net
). You login to the Zeus TS3 server and you will see a 'channel' named 'Support & Repository' (or something to that effect). Right-click on this channel name and select 'Open file for browsing' (or something to that effect). You will then see a list of file/folders that are shared on the Zeus TS3 server.

two thumbs up!

KeyCat
Nov 24 2010, 18:10
.... that is a lame way to do it but I'll give it a go then,.

Better than nothing I guess ;)

/KC

langgis08
Nov 24 2010, 19:36
... not really lame when you put zeus server @<hidden> to your TS3-favourites, then just 2 clicks away, DL for that little package seemingly will be finished the moment you will just start DL from that folder ... fair enough for a let's say weekly routine ;) !

maturin
Nov 24 2010, 20:48
I'm running Arma 2 1.08 with ACE 2 1.3.

AI react very effectively to bullets from unseen enemies going past their head. They hear the sonic crack and go into combat mode, running towards cover, staying low, and stopping to scan the horizon.

However, this behavior only kicks in at least two full seconds after the shot. They don't even flinch for a period of time in which I could get a fatal shot in easily.

Reproducing it is simple. Just snipe at an infantryman with his back to you 400m away.

SCAJolly
Nov 24 2010, 23:21
I am so confused. Is the issue with the thing fixed? This problem causes error on a few missions which means that they are un-playable...

Also, after reading through a few pages I can still not find any solid place for an updated version of Zeus? Please help.

Glad it's not just us. But yeah that was a strange bug to be getting.
Looking forward to updates. Great product, though :)

xxbbcc
Nov 25 2010, 00:58
.... that is a lame way to do it but I'll give it a go then,.

Unfortunately I have to agree. Having a clear download link that gets updated would be far more preferable. I do not use TS3. THis is a great addon but the mess around getting updates is sadly a black mark.

Tim987
Nov 25 2010, 01:50
Hello, I'm using the last Zeus available on yoma's zeus#1 server, I have noticed that AI's chopper (AH-64D for example) wont even care to engage AI's ennemy infantery. Without Zeus, I know that the IA barely engage the infantery too, but from time to time, the gunner mind to kill one or two ennemies per fly-by. I have only an issue with the machine gun vs infantery, Hellfire seems to work fine against armored vehicles but I have no ideas about the Hydra though. Is there a fix for this ?

I really like this mod, but I can't get a rid of CAS.

Pellejones
Nov 25 2010, 08:03
You should open a Dev-heaven project for Zeus so we can report bugs there.

Tonci87
Nov 25 2010, 08:20
I think that would be a good Idea!

AnimalMother92
Nov 25 2010, 09:48
I concur. Pro, just PM Sickboy and he can set you up :)

metalcraze
Nov 25 2010, 22:03
AT gunners are extremely unresponsive i. e. often when they spot an enemy vehicle they prep AT... then put it back... then prep it again... then put it back again and so on and so forth without firing for a long time.

Also AT gunners often run waaaaay to close to the enemy vehicle and in the open usually ending up very much dead

Can you do anything about this Protegimus?

Tonci87
Nov 26 2010, 09:02
Tested and confirmed. They tend to run to close to the vehicle.

Enders
Nov 26 2010, 20:26
This is the issue which the Zeu AI developer is investigating (as initially reported by Enders).

I *think* this error only crops up if a T-55 is in the mission somewhere. Doesn't seem to happen with other MBT's or armoured vehicles.

Protegimus
Nov 26 2010, 21:44
...and I can't reproduce it - are you using ACE or something?
Post your config and startup shortcut please.


I *think* this error only crops up if a T-55 is in the mission somewhere. Doesn't seem to happen with other MBT's or armoured vehicles.

Protegimus

Enders
Nov 26 2010, 22:17
Pro, I'm using our custom unit modpack which includes CSM BAF sound pack, RKSL logistics, UKF weps and a few other bits and pieces plus @<hidden>;@<hidden>;@<hidden>;@<hidden>;@<hidden>;@<hidden>

Replace (or delete) all T55's in the mission and the error disappears.

Protegimus
Nov 27 2010, 15:16
If you can confirm whether it's an ACE thing, I'll make a note and address it when I look at integrating the weapon dispersion feature for ACE. If you want rid of the dependency message now, remove the zeu_oa_c_wep_dispersion.pbo

only difference will be that you'll get the ACE flavour of weapon dispersion.
This is consistent with what's already been posted for ACE btw, but you're welcome to push the boundaries, but if you're using your own config then you need to post it and do your own process of elimination like Enders.

AT gunners: yes, I'm working on it - trying to get them to engage clusters of inf as well as vehicles, yet without resorting to the AT weapon when the rifle would be more effective - which as you describe appears to be a fundamental problem for them.

Protegimus

galzohar
Nov 28 2010, 22:28
At least light AT is completely useless against even the most clustered enemies. They have something in the order of 1m kill radius and very low area damage beyond that :( That is, when using AT rounds of course. Anti-personnel rounds such as HEDP or TBG are extremely powerful against infantry.

maturin
Nov 28 2010, 23:19
2m is the number I've heard for most HEAT.

Probably pretty realistic, except for the complete absence of shrapnel, which is deadly to the chronically unlucky out to 200m even for the lowly RPG-7 (according to U.S. manuals).

Edit: And the thing about Zeus' recommended precision values is that it makes snipers several wasted mags beyond useless. They can't hit a thing, and you can't say it's because they're under stress in a firefight. They aren't because they're snipers. Could there be some workaround that sets their accuracy higher?

Protegimus
Nov 28 2010, 23:41
Version 0.02 is available for download.
This is the first release to include basic AI tactical functionality, together with the ability to call for support when a radio is available.

Now the platform is there I'll be working on improving and varying tactics to a greater degree. Thanks as always to Solus for allowing me to modify his original work.

Protegimus

Tonci87
Nov 29 2010, 08:11
This sounds interesting and awesome. I´m looking forward to test it

nikita320106
Nov 29 2010, 08:23
sorry ma bad engiz)
but
0.02 is available for download checked all zeus server yas mirrorz and don't see any actual date version////
any more info/link???

Protegimus
Nov 29 2010, 08:45
Grab it from the TS3 server, File & Support Repository.

maturin: if you don't like the precision values recommended, use your own and post your results - that's what quite a few others have done.

Protegimus

TeilX
Nov 29 2010, 10:36
would be nice to see first post up-to-date with download link and some info's/changes

thread sinking in chaos^^

Pellejones
Nov 29 2010, 10:51
... why not just post a link to it so we dont have to go on to TEAMSPEAK to download the file... Use DevHeaven! You have a file repository there, pleeeease...

Manzilla
Nov 29 2010, 12:30
... why not just post a link to it so we dont have to go on to TEAMSPEAK to download the file... Use DevHeaven! You have a file repository there, pleeeease...

I don't even know what teamspeak would be used for an SP player. I guess after all these years I don't really know anything about it?



Can someone post a temp link(If ok), or PM it to me?

galzohar
Nov 29 2010, 12:42
The thing is that the precision values seem to be a bit of a nerf to snipers in specific. I play with all difficulty settings on 1.0 (highest difficulty), and while riflemen are more or less reasonable, sniper are incredibly bad. You might want to lower sniper ROF and increase their accuracy, and to a lesser degree do something similar for scoped rifles (I noticed scoped rifles already seem to be a bit more accurate, but I think they need just a bit more). Also, increasing detection ability for enemies with scopes would be a good idea, if they already have it it's not noticeable enough.

Another thing I noticed happens a lot is AI throwing smoke while I have direct line of fire to them. I killed countless AI during their "throw smoke" animation. Perhaps you should try make them throw smoke only if they decide returning fire is really not an option. Additionally, they often keep looking into the sky after throwing smoke, which both looks bad and probably makes it harder for them to detect enemies and return fire quickly, so you may want to look into that as well (maybe making them move/find cover after they throw smoke would help).

metalcraze
Nov 29 2010, 13:30
This is the first release to include basic AI tactical functionality

As I see it it now includes Group Link improvements? Sweet

oldy41
Nov 29 2010, 14:01
I don't even know what teamspeak would be used for an SP player. I guess after all these years I don't really know anything about it?


Can someone post a temp link(If ok), or PM it to me?
Same for me: Never used TS, never intended to...:confused:

So please post a link to a website, where we can download the latest versions. A FTP directory would be ok.

Thanks a lot for all your efforts!
A.

Sabre=TE=
Nov 29 2010, 14:39
We've been running zeus on our server for a couple of months now but we can't seem to get a nice balance with server settings for AI skill and precision.

For those running servers what settings are you using currently with the latest version of this mod. We are trying to get a good balance between having a skilled enemy force and a sometimes super AI which appears to have x-ray vision.

Old_Painless
Nov 29 2010, 16:56
I don't even know what teamspeak would be used for an SP player. I guess after all these years I don't really know anything about it?



Can someone post a temp link(If ok), or PM it to me?

You download it from here - it's free:

http://teamspeak.com/

5 minutes later you are able to get the latest Zeus from their TS3 server

Manzilla
Nov 29 2010, 17:09
You download it from here - it's free:

http://teamspeak.com/

5 minutes later you are able to get the latest Zeus from their TS3 server

But don't I need to use voice? I don't even have a mic. I assuming someone will throw it up on YAS. I'm in no hurry to use this but it would be nice.

Protegimus
Nov 29 2010, 17:48
The thing is that the precision values seem to be a bit of a nerf to snipers in specific...
Also, increasing detection ability for enemies with scopes would be a good idea, if they already have it it's not noticeable enough.

For those with a boner for snipers you could try combining Zeus with Robalo_AS's ASR AI Skills (http://forums.bistudio.com/showthread.php?t=107526). ASR config's specifically for class which might help - Zeus config's specifically for infantry firefights.
Snipers/spotters already have better detection capability than any other class, I don't think there's anywhere else to go with that.



Another thing I noticed happens a lot is AI throwing smoke while I have direct line of fire to them. I killed countless AI during their "throw smoke" animation. Perhaps you should try make them throw smoke only if they decide returning fire is really not an option.
Fair one, but BIS don't expose AI decision processes to my knowledge, so I've no idea how to do that unless you can point me in the right direction.



Additionally, they often keep looking into the sky after throwing smoke, which both looks bad and probably makes it harder for them to detect enemies and return fire quickly, so you may want to look into that as well (maybe making them move/find cover after they throw smoke would help).

This is an artifact of the fire (http://community.bistudio.com/wiki/fire) command. This was the only way I knew of getting the AI to fire a specific muzzle (required to chuck smoke/frags, etc.), but I see some kind fella Mikhail updated the wiki entry just last week with another method "USEWEAPON", so I'll see if I can figure that out!

Sabre=TE=: are you using ACE?

Gent's, there has been enough discussion about distribution methods.


Something someone here with math know how can no doubt help me with - how to convert distance/bearings in to grid co-ordinates and vice-versa for the ArmA 2 maps?
Context: I want to be able to plot course to an enemy location, so waypoints taking into consideration other threats, etc.

Protegimus

Tonci87
Nov 29 2010, 17:50
Latest ZEUS AI Mirror

http://www.filefront.com/17581383/zeu_AI.7z

Manzilla
Nov 29 2010, 17:51
Thanks Tonci87!

galzohar
Nov 29 2010, 17:56
I didn't mean class-based, but rather weapon-based. A prone AI with a .50 cal sniper rifle or even an SVD should not spread all over the place, but rather have lower ROF (simulating time it takes to aim) and higher accuracy. Same for marksmen with scoped weapons - Having the right weapon should be enough for the extra detection and accuracy. Or is this not possible?

As for smoke, is it possible to make them only throw smoke if they are under fire yet do not fire themselves for >X seconds? Say, if you are under fire for at least 3 seconds without firing at anything then throw a smoke (either before or after doing the find cover thing). If you can't detect when the AI can fire, can you at least detect when the AI fires?

Old_Painless
Nov 29 2010, 18:04
But don't I need to use voice? I don't even have a mic.

You don't need that to just browse the TS3 server. TeamSpeak is a program like anything else.

-OP

Tonci87
Nov 29 2010, 19:23
Protegimus, I´m still using this setup because I´m playing with ACE

zeu_c_ai_recognition from june zcommon_ace
zeu_c_ai_rof from june zcommon_ace
zeu_c_ai_skill.pbo.ZEU from june zcommon_ace
zeu_FindCover from last zeu_AI beta
zeu_sys_AI from last zeu_AI beta

Is this Setup OK if I want to see the new improvements?

Sabre=TE=
Nov 29 2010, 19:43
Sabre=TE=: are you using ACE?

Protegimus

Sorry should have stated that :o

We run a Combined Op's server currently without ACE.

We may use ACE in the near future so if there are different settings it would be useful to know them.

Regards

Tawah
Nov 29 2010, 20:07
Something someone here with math know how can no doubt help me with - how to convert distance/bearings in to grid co-ordinates and vice-versa for the ArmA 2 maps?
Context: I want to be able to plot course to an enemy location, so waypoints taking into consideration other threats, etc.

Protegimus

Please check PM

maturin
Nov 29 2010, 22:02
Just downloaded the newest version to CO with ACE 2.

Should I be using zeu_cfg_core_ai_skills.pbo?

AnimalMother92
Nov 30 2010, 04:54
The new GLx PBO seems to be causing my game to lock up for ~30 seconds on occasion. Running the latest OA beta, nothing odd in the RPT.

RoME
Nov 30 2010, 13:30
i did browse the TS3 server and couldn't find any file related to ZEUS_AI...
any help plz?

ArmaholicBR
Nov 30 2010, 14:25
I still get the error: You cannot play/edit this mission; it is dependent on downloadable content that has been deleted. zeu_oa_c_wep_dispersion.

It's happening with a mission not designed with Zeus, only running on the server..I've read and some people had this problem with previous versions on some missions..

Any idea how to fix it?

Thanks!

SCAJolly
Nov 30 2010, 15:15
I still get the error: You cannot play/edit this mission; it is dependent on downloadable content that has been deleted. zeu_oa_c_wep_dispersion.

It's happening with a mission not designed with Zeus, only running on the server..I've read and some people had this problem with previous versions on some missions..

Any idea how to fix it?

Thanks!
The problem is confined to T-55s as far as we have been able to surmise. (read, we = Enders)
The problem will happen so long as the server runs Zeus and has _dispersion.pbo.
Prot has said to delete the file. Dispersion will then go back to ACE default or BIS default.

RoME
Nov 30 2010, 16:00
Ok. Tips for new comers as i wasted an hour on this.



---------------------------
To get the last version of Zeus_AI, you need to install TeamSpeack 3.

Then connect to "teamspeak.zeus-community.net" . Once there you'll see a room called "Support and file directory". The several links on the right have nothing to do with what your looking for.
-Just right clik on this "Suport and File Directory"--> Open file Browser.

You then just have to double clik on Zeus_Ai.
---------------------------
That is it. It should be on first page by the way.

LondonLad
Nov 30 2010, 16:07
I still get the error: You cannot play/edit this mission; it is dependent on downloadable content that has been deleted. zeu_oa_c_wep_dispersion.

It's happening with a mission not designed with Zeus, only running on the server..I've read and some people had this problem with previous versions on some missions..

Any idea how to fix it?

Thanks!

Either remove the 'zeu_oa_c_wep_despersion' pbo (as Pro has indicated in an earlier post), or remove the T-55 tanks from the missions (as that has worked for us at 16AA).

It seems to be an issue between ACE and Zeus (although I'm unsure if it's been reported to the ACE team)

Feel free to correct any inaccuracies from my post :)

Protegimus
Nov 30 2010, 18:10
Protegimus, I´m still using this setup because I´m playing with ACE

zeu_c_ai_recognition from june zcommon_ace
zeu_c_ai_rof from june zcommon_ace
zeu_c_ai_skill.pbo.ZEU from june zcommon_ace
zeu_FindCover from last zeu_AI beta
zeu_sys_AI from last zeu_AI beta

Is this Setup OK if I want to see the new improvements?

Yes, if you have the v0.2 zeu_sys_AI and zeu_FindCover together with the above and zeu_glx & zeu_netcode, you've got it.

maturin: see above for reference.

=Sabre=TE=: is the x-ray vision thing when you're in trees on certain islands, or is it something else?

AnimalMother92: did you identify the cause by moving zeu_glx & zeu_netcode out of the addons directory, all else being equal?
Specific circumstances around the lockups? What do you run it with?
I'm also running the latest beta (76067).

System spec's as a guideline?
zeu_glx will no doubt add processing overhead due to the additional scripts, but it shouldn't be a problem.

Tawah: really appreciated thanks, I'm working on it tonight.

Protegimus

maturin
Nov 30 2010, 18:31
Question, what is zeu_glx and zeu_netcode? Is it just for MP?

metalcraze
Nov 30 2010, 22:33
The new version of Zeus seems to be too heavy on the CPU

I just added 3 squads to Chernogorsk and FPS went down from 26-31 (w/o Zeus) to 23-25 (with Zeus).

AnimalMother92
Dec 1 2010, 02:25
AnimalMother92: did you identify the cause by moving zeu_glx & zeu_netcode out of the addons directory, all else being equal?
Specific circumstances around the lockups? What do you run it with?
I'm also running the latest beta (76067).

System spec's as a guideline?
zeu_glx will no doubt add processing overhead due to the additional scripts, but it shouldn't be a problem.

I'm running the old Zeus for ACE PBOs together with the latest sys_AI and FindCover. Thought I'd check out the new GLx and netcode PBOs and that's when I started getting the lockups. I was using Arma 2's Benchmark #1 for testing. Moving the 2 new PBOs to a Disabled folder removed the issue.

Intel Xeon quad core @<hidden> 2.8ghz
EVGA GTX 285 1GB
8GBs RAM
Intel SSD 160GB
Windows 7

metalcraze
Dec 1 2010, 09:08
Some more bugs in the new version:

- when your soldiers go into the 'danger' mode they stop talking. They stop calling out contacts, they stop assigning each other targets vocally etc (and even subtitles aren't there) but the game still counts as if they do.

- when healing the soldier that does the healing seems to be able to turn around thus turning you around too which looks really awkward - as if your body is being stuck to the medic. Also after the healing the animation for my soldier never stopped and so I was stuck.

RoME
Dec 1 2010, 12:06
What ZEUS pbo should i use if i already play with ACE guys?

I'm a bit lost about that. At the moment i use them all but i fail to see any conflict/bug.Some unresponsive AI sometimes but thats all.

Any input?

Tonci87
Dec 1 2010, 12:54
Noticed the same thing like metalcraze, breaks immersion....

KeyCat
Dec 1 2010, 15:38
Version 0.02 is available for download.
This is the first release to include basic AI tactical functionality, together with the ability to call for support when a radio is available.


Thanks for the update Protegimus!

Tried out the new call for support feature and wonder if there are a breif description of criterias when/how AI calls for support (except being equiped with a radio).

Does the distance to other units/groups matter, does it call for every available unit on the map or one group at the time?

/KC

metalcraze
Dec 1 2010, 19:19
I have a question.

If I will remove GL and netcode modules will I get the same old Zeus but without new bugs introduced ATM and worse performance? Or will it break some abilities/scripts in Zeus?

Manzilla
Dec 1 2010, 19:47
What ZEUS pbo should i use if i already play with ACE guys?

I'm a bit lost about that. At the moment i use them all but i fail to see any conflict/bug.Some unresponsive AI sometimes but thats all.

Any input?

Not counting thie most recent release, it should be:


Originally Posted by Tonci87 View Post
Protegimus, I´m still using this setup because I´m playing with ACE

zeu_c_ai_recognition from june zcommon_ace
zeu_c_ai_rof from june zcommon_ace
zeu_c_ai_skill.pbo.ZEU from june zcommon_ace
zeu_FindCover from last zeu_AI beta
zeu_sys_AI from last zeu_AI beta

Is this Setup OK if I want to see the new improvements?

The new version, know one is quite sure yet. Being figured out though.

Protegimus
Dec 1 2010, 20:42
Some more bugs in the new version:
- when your soldiers go into the 'danger' mode they stop talking. They stop calling out contacts, they stop assigning each other targets vocally etc (and even subtitles aren't there) but the game still counts as if they do.

It's due to use of stealth mode to prevent the AI running around like idiots when being fired on. I'll see what I can do.



- when healing the soldier that does the healing seems to be able to turn around thus turning you around too which looks really awkward - as if your body is being stuck to the medic. Also after the healing the animation for my soldier never stopped and so I was stuck.

That bug is in the default game.


Thanks for the update Protegimus!
Tried out the new call for support feature and wonder if there are a brief description of criterias when/how AI calls for support (except being equipped with a radio).
...
/KC

I guess I should really thank you too in public, as I understand Group Link was originally your work (original credit is encapsulated in the mod, btw)!

You're quite right of course, AI can call for cover without a radio if they are within a maximum distance of a known friendly unit, however I didn't necessarily want to put everything up front, rather gauge AI performance from feedback and test/adjust.

With respect to the pausing issue that AnimalMother92 notified me about, post upgrade to version: 1.56 I now too have this and it is due to dumping to the .rpt - I'll update when I've identified the issue.
In the meantime, if you suffer from the problem just move/delete the zeu_glx.pbo from the addons directory.
I know there was an issue with Extended Eventhandlers and 1.56, so I'll check out the beta fix posted and see where we stand.

Finally, any particular reason why the same question is asked about ACE compatibility every day, despite whether the answer is one post above, on the previous page, or the last twenty pages? :P

Protegimus

KeyCat
Dec 1 2010, 21:54
I guess I should really thank you too in public, as I understand Group Link was originally your work (original credit is encapsulated in the mod, btw)!


Thanks! The original Group Link script was written by a community member named "toadlife" so credits should go to him first of all. Back in the OFP days I just picked up the ball and continued to improve on his work and then re-wrote most of it and that led to the Group Link II script.

After that SNKMAN have picked up the ball and have done great improvements and amazing additions in his ArmA and ArmA II versions. So it truly is a group effort and I'm glad to been a tiny part of that.



You're quite right of course, AI can call for cover without a radio if they are within a maximum distance of a known friendly unit, however I didn't necessarily want to put everything up front, rather gauge AI performance from feedback and test/adjust.


Thanks for the info and looking forward to any future updates you may release!

/KC

RoME
Dec 1 2010, 22:07
Finally, any particular reason why the same question is asked about ACE compatibility every day, despite whether the answer is one post above, on the previous page, or the last twenty pages? :P

Protegimus

Because it is not posted on first post,first page... I'm sure that if it was, nobody would ask.

metalcraze
Dec 1 2010, 22:10
And post it in a bold font.
I can understand why people ask. They come - see that this thread is 114 pages long and the first post says nothing they want to know.

galzohar
Dec 1 2010, 22:40
People would still ask if it was on the first post, but less, and you won't have different people giving different answers.

Hunter123
Dec 2 2010, 17:28
I really congratulate you to this mod! However there are two really annoying bugs you surely have noticed as well: ai do ignore "hold fire" command, and ai helicopter pilots are suicidals. Is there any way you can fix this, please?

Pellejones
Dec 2 2010, 17:41
Just ran a mission without a T55, still got the Weapon disperstion bug! We had T-90, BRDMs, BTR90s and UAZ.

DayGlow
Dec 3 2010, 01:31
when BIS releases a new version that has AI tweaks, does Zeus simply addon on top of the new AI abilities or does Zeus override them?

metalcraze
Dec 3 2010, 03:42
Another bug found.

AIs ignore speed settings on waypoints. Even if the speed is set to limited they often prefer to rush to the next waypoint instead of walking there. This makes making AI to look like they are patrolling impossible and also gives a player a wrong idea about him being spotted.

It's pretty much in every single mission with patrols I've played with the new version of Zeus but is easily seen in recent Wolle's Lone Wolf remake. You start on the hill from where it's pretty easy to observe AI running around for no reason. It doesn't happen without Zeus.

Other problems include:
- AI breaks formation and decides to move around on its own (in the meaning that the icon shows "moving" status) when spotting an enemy not too far away forcing you to order him back
- This maybe an original game bug but even when ordered not to shoot and seeing an enemy 100m away AI engages him. Would be nice to see this fixed in Zeus if it's AA2 bug.

---

Also can anyone upload the last pre0.2 Zeus version (from Nov 21)?
Because the one on Zeus web-site is from Oct 05 and the one in TS3 is obviously the latest one.

Trekari
Dec 3 2010, 22:29
With all due respect, I don't think there's been enough discussion about distribution methods, because you're still insisting on a very NON user-friendly method of distribution.

I'm a bit sick of having to figure out what version number I have, what the latest version is, and continue to wonder why we have to log onto a TS3 server to get it, when the first post could easily be updated as new releases come out and make it a direct download.

The best mod in the world doesn't mean a damn thing if the creator makes it difficult to keep up to date.

TheScar
Dec 4 2010, 06:42
what he said ... exactly my thougts



also,using the latest (?) available zeus (29.11) i find that the enemy AI is on a constant hunt for me or anyone that opend fire on em
I yesterday played AirborneAssault which features some randomly placed ZU23s guarded by 2 infantry as AA in this mission,anyway we took out one ZU and returned to base and 5min later we got shot @<hidden> base ... "by who?" you might ask - well it was those 2 infantry takis that guarded the ZU ... they jumped in a car,drove down to our base and then engaged us there :eek:

Not rly a thing you would consider perfect for any mission
The enemy AI is atm way to aggressive or their pathfinding is ridicoulously OP

Protegimus
Dec 4 2010, 12:35
metalcraze: what you are posting as bugs are due to features of the grouplink behaviour. If you can't get on with it then better to stop using the new features simply by moving:
zeu_glx.pbo
zeu_netcode.pbo

& .bisign's files out of the addons directory.

Regarding AI breaking a hold fire command, referring to the previous discussion (http://forums.bistudio.com/showpost.php?p=1778721&postcount=948) about this, the order you give is a setCombatMode "GREEN" (Hold fire - defend only) order, reference the biki (http://community.bistudio.com/wiki/ArmA:_AI_Combat_Modes).

Hunter123: Same for you dude, if you can test without/with the mod and post back which unit is ignoring the "hold fire" when doing what, it'll help me to help you tremendously.

TheScar: yes, if the AI considers the odds are in their favour in taking you on, they will do so, even if it means travelling to get there.
As above, you can revert to old behaviour if you don't like the new abilities.

Pellejones: remove ACE ...or follow the instructions in the readme.

Protegimus

Manzilla
Dec 4 2010, 14:03
With all due respect, I don't think there's been enough discussion about distribution methods, because you're still insisting on a very NON user-friendly method of distribution.

I'm a bit sick of having to figure out what version number I have, what the latest version is, and continue to wonder why we have to log onto a TS3 server to get it, when the first post could easily be updated as new releases come out and make it a direct download.

The best mod in the world doesn't mean a damn thing if the creator makes it difficult to keep up to date.

Then don't use it. I don't think the new updates are final/stable versions anyway. I'm under the assumption that the distribution method is for those who want to help test the mod. If it was a final/stable version I'd imagine they'd ask for mirrors.

Lt Gunner
Dec 4 2010, 14:40
I'm a bit sick of having to figure out what version number I have, what the latest version is, and continue to wonder why we have to log onto a TS3 server to get it, when the first post could easily be updated as new releases come out and make it a direct download.

The best mod in the world doesn't mean a damn thing if the creator makes it difficult to keep up to date.

Its really not that hard dude, stop being lazy and deal with it. Also consider how your comments make Prot feel, when you say your sick of having to take 2 minutes of your time to find his mod.... how much time do you think he has spent on making this mod, that you have done literally NOTHING to help create. This is one of the overall best mods for this game, since the AI are otherwise window licking retards without it. This mod makes the game exciting and worth playing, and you want to piss off the guy who is making it? wtf is wrong with you!? go kick rocks dude.

AnimalMother92
Dec 4 2010, 14:44
This is one of the overall best mods for this game, since the AI are otherwise window licking retards without it.

QFT

Keep up the good work Pro, it's appreciated :cool:

Humvee28
Dec 4 2010, 16:07
*signed* :)

KeyCat
Dec 4 2010, 18:18
Keep in mind that all/most addonmakers/island creaters/scripters/mission makers/etc. do all the hard work mainly for themself so we should be happy they [eventually] share their work for free in one way/form or another!

Be greatful! It's a good feeling.... ;)

/KC

metalcraze
Dec 4 2010, 18:29
metalcraze: what you are posting as bugs are due to features of the grouplink behaviour. If you can't get on with it then better to stop using the new features simply by moving:
zeu_glx.pbo
zeu_netcode.pbo

& .bisign's files out of the addons directory.

What I'm more interested in knowing is which script inside GLx.pbo causes this. Because there are other features of GLx I'd like to keep (like AI garrisoning the buildings). I suspect "manoeuvres" causes the problem with AIs inside your group moving on their own (and quite ironically it has a code commented with 'AIs shouldn't do anything without orders if in player's group')

Trekari
Dec 4 2010, 22:53
Its really not that hard dude, stop being lazy and deal with it. Also consider how your comments make Prot feel, when you say your sick of having to take 2 minutes of your time to find his mod.... how much time do you think he has spent on making this mod, that you have done literally NOTHING to help create. This is one of the overall best mods for this game, since the AI are otherwise window licking retards without it. This mod makes the game exciting and worth playing, and you want to piss off the guy who is making it? wtf is wrong with you!? go kick rocks dude.

1) Other mod makers find the ability to keep a first post updated with version numbers just fine.

2) As to how my comments make Prot feel, I'm not here to blow sunshine up his arse. It is a valuable mod, and I use it for a reason, but the distribution method is lacking. If such a comment makes him emotionally pained, I'm sure he can speak for himself on the matter and does not need your assistance.

3) I don't "want" to piss him off, despite your allegation. If you insist that I go kick some rocks, how about some up your tailpipe, followed shortly by my foot.

Bottom line, this mod is useful, but the distribution method and version tracking is a serious flaw.

oldy41
Dec 5 2010, 00:07
1) Other mod makers find the ability to keep a first post updated with version numbers just fine.

2) As to how my comments make Prot feel, I'm not here to blow sunshine up his arse. It is a valuable mod, and I use it for a reason, but the distribution method is lacking. If such a comment makes him emotionally pained, I'm sure he can speak for himself on the matter and does not need your assistance.

3) I don't "want" to piss him off, despite your allegation. If you insist that I go kick some rocks, how about some up your tailpipe, followed shortly by my foot.

Bottom line, this mod is useful, but the distribution method and version tracking is a serious flaw.

I second that.
[Edited] though I would not have chosen that rather harsh wording. Please calm down everybody!

I really appreciate all the efforts going into this mod, and I liked using it.
I think it is by no means ungrateful to state that a good mod would deserve good distribution.
I think the mod woul benefit, if it would be made a bit easier to access and test the latest version.

Thanks! ;)
A.

galzohar
Dec 5 2010, 00:58
I do think you should at least try to keep the first post up to date. It is the first people see when they look for this addon after all.

Lt Gunner
Dec 5 2010, 02:28
Your point is valid, despite the majority of us reading this thread are able to keep up to date. Yes it would simplify things and make it easy on us, and its not that much work for Prot to do. The work he does on the mod, could be made more accessible by just a little more work, this is true...


Much good work is lost for the lack of a little more. ~Edward H. Harriman

Making the updates to the front page would be nice, and make the tiny amount of work we have to do, in order to use the mod, that much smaller. I get it, and honestly I do agree... But when you basically attack the developer of the mod, and insult the mod because of the way its released and make demands for change, thats not going to be received well.


I don't think the new updates are final/stable versions anyway. I'm under the assumption that the distribution method is for those who want to help test the mod. If it was a final/stable version I'd imagine they'd ask for mirrors.


That being said, and if it is true, i can understand why the mod would be released the way it is. In order to better prevent a flood of people like metalcraze and hunter123 from coming in and posting bogus error reports in the topic, making Prot's job of finding and fixing the errors that much harder due to having to sift through all the ignorant postings.

So chill out, it takes all of 2-3 minutes to locate and update the mod as it is, and I'm sure you've wasted double that just writing a reply to me...

xxbbcc
Dec 5 2010, 02:32
Its really not that hard dude, stop being lazy and deal with it. Also consider how your comments make Prot feel, when you say your sick of having to take 2 minutes of your time to find his mod.... how much time do you think he has spent on making this mod, that you have done literally NOTHING to help create. This is one of the overall best mods for this game, since the AI are otherwise window licking retards without it.

It's definitely not 2 minutes. I wouldn't mind helping with testing, since my version of Zeus seems to be buggy as hell, however, I don't even know what version I have. I got it from some place that had a newer date than the "official" 1.4.

I appreciate Protegimus' work a lot - this AI addon is great and badly needed but I do agree that version tracking is terribly bad. I don't know when problems will be fixed (or if they're already fixed in some unreachable version) and no one has any idea where to get updates or even if updates have been released or not. I agree that the first page of this thread should be updated with release updates - this is pretty much community standard plus user-friendly.

I wouldn't mind posting bug info and help Protegimus track them down as he has time if I knew about the updates.

Devil Dogs SF
Dec 5 2010, 03:28
Just for clarification, for use with ACE I just use the stuff from the Arma 2 ACE release and place the zeu_sys_AI.pbo, zeu_Findcover.pbo from the latest version in that folder along with the .pbo's from the Arma 2 release?

Rak
Dec 5 2010, 10:45
How does the new "tactics" functionality work? The readme seems like it hasn't been updated for a long time and going through the last pages hasn't revealed anything.

Protegimus
Dec 5 2010, 17:25
Version 0.02a is available for download from the TS3 server.

Added zeu_ACE_c_wep_dispersion.pbo for ACE compatibility.

AI engaging too soon when in combatMode "WHITE" (Hold fire,
engage at will), i.e. perceived ROE violation. AI hold fire now matches default ArmA 2 performance (zeu_GLx.pbo not yet fully tested)

Version numbers are in the readme Changelog section, together with instructions, including what to do for ACE.

CBA version: 0.7.1 (http://forums.bistudio.com/showpost.php?p=1804570&postcount=168) is tested and works fine.


Some more bugs in the new version:

- when your soldiers go into the 'danger' mode they stop talking. They stop calling out contacts, they stop assigning each other targets vocally etc (and even subtitles aren't there) but the game still counts as if they do.

Can you post more detail about what behaviour is different with Zeus to without, as after comparing it there doesn't seem to be any.

With regard to some of the big opinions about how things should or shouldn't be done, I'm sure we'd all appreciate less noise on these pages and more insight into how the mod is/isn't working for people.

zeu_GLx feature: as the leader of an AI squad, if you are close to buildings and change your formation to "Vee", your section will garrison the nearest building.

Protegimus

AnimalMother92
Dec 5 2010, 17:57
Thanks for the update, especially the ACE support is welcome. I noticed that the ACE dispersion PBO was lying around separately from the 7z on TS3, even though it's in pack as well. The files are slightly different, which should be used?

Also, here is an alternative mirror (hope that's ok)
http://dev-heaven.net/attachments/download/9441/zeu_AI.7z

Protegimus
Dec 5 2010, 18:20
Thanks for the update, especially the ACE support is welcome. I noticed that the ACE dispersion PBO was lying around separately from the 7z on TS3, even though it's in pack as well. The files are slightly different, which should be used?

Also, here is an alternative mirror (hope that's ok)
http://dev-heaven.net/attachments/download/9441/zeu_AI.7z

The zeu_ACE_c_wep_dispersion.pbo from the channel has been removed and it should be disregarded - was uploaded separately for the Zeus server.
Thanks for the mirror.

Post back if you still get the pausing you were experiencing.

Protegimus

AnimalMother92
Dec 5 2010, 18:23
Roger, will test.

Additionally I've uploaded a pre-configured mod-folder for ACE users, that I'll try to keep up2date on Dev-Heaven.
"ZeusAI_ACE.7z"
http://dev-heaven.net/projects/anm-missions/files
Contains the old Zeus for ACE PBOs combined properly with the latest Dynamic AI files. :)

xxbbcc
Dec 5 2010, 20:09
Can someone please get the latest from the TS3 server and put it on a download service?

AnimalMother92
Dec 5 2010, 20:12
Can you please look 3 posts back?

*edit*
@<hidden>

Still getting the lockups. Some hopefully helpful RPT info

Error in expression <argetGroup))) == 0) then {

if (_ldrint select 5 < 20) then {
(leader _hg) revea>
Error position: <select 5 < 20) then {
(leader _hg) revea>
Error select: Type Number, expected Array,Config entry
File x\zeu\addons\GLx\f\zeu_AlertedGroup.sqf, line 633

Bad conversion: array
Error in expression <eader _tg) ) >500)
) then {
_vehicles = nearestObjects [(vehicle (leader _group)>
Error position: <nearestObjects [(vehicle (leader _group)>
Error 0 elements provided, 3 expected
File x\zeu\addons\GLx\f\zeu_Travel.sqf, line 78

Error in expression <derisgunner'))) || (isplayer (commander (_this select 0)) && (1 == getNumber(con>
Error position: <(_this select 0)) && (1 == getNumber(con>
Error Missing )
Error in expression <derisgunner'))) || (isplayer (commander (_this select 0)) && (1 == getNumber(con>
Error position: <(_this select 0)) && (1 == getNumber(con>
Error Missing )
Error in expression <derisgunner'))) || (isplayer (commander (_this select 0)) && (1 == getNumber(con>
Error position: <(_this select 0)) && (1 == getNumber(con>
Error Missing )
Error in expression <derisgunner'))) || (isplayer (commander (_this select 0)) && (1 == getNumber(con>
Error position: <(_this select 0)) && (1 == getNumber(con>
Error Missing )
Error in expression <derisgunner'))) || (isplayer (commander (_this select 0)) && (1 == getNumber(con>
Error position: <(_this select 0)) && (1 == getNumber(con>
Error Missing )
Error in expression <derisgunner'))) || (isplayer (commander (_this select 0)) && (1 == getNumber(con>
Error position: <(_this select 0)) && (1 == getNumber(con>
Error Missing )
Error in expression <derisgunner'))) || (isplayer (commander (_this select 0)) && (1 == getNumber(con>
Error position: <(_this select 0)) && (1 == getNumber(con>
Error Missing )
Error in expression <derisgunner'))) || (isplayer (commander (_this select 0)) && (1 == getNumber(con>
Error position: <(_this select 0)) && (1 == getNumber(con>
Error Missing )
Error in expression <derisgunner'))) || (isplayer (commander (_this select 0)) && (1 == getNumber(con>
Error position: <(_this select 0)) && (1 == getNumber(con>
Error Missing )
Error in expression <derisgunner'))) || (isplayer (commander (_this select 0)) && (1 == getNumber(con>
Error position: <(_this select 0)) && (1 == getNumber(con>
Error Missing )
Error in expression <derisgunner'))) || (isplayer (commander (_this select 0)) && (1 == getNumber(con>
Error position: <(_this select 0)) && (1 == getNumber(con>
Error Missing )
Error in expression <derisgunner'))) || (isplayer (commander (_this select 0)) && (1 == getNumber(con>
Error position: <(_this select 0)) && (1 == getNumber(con>
Error Missing )
Error in expression <derisgunner'))) || (isplayer (commander (_this select 0)) && (1 == getNumber(con>
Error position: <(_this select 0)) && (1 == getNumber(con>
Error Missing )
Error in expression <derisgunner'))) || (isplayer (commander (_this select 0)) && (1 == getNumber(con>
Error position: <(_this select 0)) && (1 == getNumber(con>
Error Missing )
Error in expression <derisgunner'))) || (isplayer (commander (_this select 0)) && (1 == getNumber(con>
Error position: <(_this select 0)) && (1 == getNumber(con>
Error Missing )
Error in expression <derisgunner'))) || (isplayer (commander (_this select 0)) && (1 == getNumber(con>
Error position: <(_this select 0)) && (1 == getNumber(con>
Error Missing )
Error in expression <derisgunner'))) || (isplayer (commander (_this select 0)) && (1 == getNumber(con>
Error position: <(_this select 0)) && (1 == getNumber(con>
Error Missing )
Error in expression <derisgunner'))) || (isplayer (commander (_this select 0)) && (1 == getNumber(con>
Error position: <(_this select 0)) && (1 == getNumber(con>
Error Missing )
Error in expression <derisgunner'))) || (isplayer (commander (_this select 0)) && (1 == getNumber(con>
Error position: <(_this select 0)) && (1 == getNumber(con>
Error Missing )
Error in expression <derisgunner'))) || (isplayer (commander (_this select 0)) && (1 == getNumber(con>
Error position: <(_this select 0)) && (1 == getNumber(con>
Error Missing )
[5534,163.736,0,"XEH: PostInit Finished; [true,false,false,true,false,true,true,true,true,false]"]
Error in expression <nt _units>0) then {
if(isNull commander _x && _x emptyPositions "commander" >0) >
Error position: <_x && _x emptyPositions "commander" >0) >
Error Missing )
File x\zeu\addons\GLx\f\zeu_Defend.sqf, line 307
Error in expression <nt _units>0) then {
if(isNull commander _x && _x emptyPositions "commander" >0) >
Error position: <_x && _x emptyPositions "commander" >0) >
Error Missing )
File x\zeu\addons\GLx\f\zeu_Defend.sqf, line 307
Error in expression <ull (gunner _x))
||
(!isNull (commander _x))
||
(damage _x >0.5)
||
(!canmove _x>
Error position: <_x))
||
(damage _x >0.5)
||
(!canmove _x>
Error Missing )
File x\zeu\addons\GLx\f\zeu_Travel.sqf, line 86
Error in expression <ull (gunner _x))
||
(!isNull (commander _x))
||
(damage _x >0.5)
||
(!canmove _x>
Error position: <_x))
||
(damage _x >0.5)
||
(!canmove _x>
Error Missing )
File x\zeu\addons\GLx\f\zeu_Travel.sqf, line 86

metalcraze
Dec 5 2010, 21:35
Can you post more detail about what behaviour is different with Zeus to without, as after comparing it there doesn't seem to be any.

Let's say I'm in a mission led by AI.

When I don't have GLx and Netcode in my Zeus folder everything is fine.
However when I add them back the problems start. As soon as any engagement begins I can't hear anything I'm saying via context menu, there are no subtitles showing that I'm saying something - and the same goes for AI. However I still see targets they assign to me. This however isn't of much use because f.e. I can't hear or see any subtitles at all when AI calls out targets. Basically everyone goes mute.

Devil Dogs SF
Dec 5 2010, 22:27
I am getting same issue as metalcraze.

EDIT:

Disregard my post, it seems to happen even without Zeus_AI active for me, at least on the "amazingly fun, bug-free" PMC campaign.

xxbbcc
Dec 6 2010, 03:10
Can you please look 3 posts back?

Thank you, I missed than entry.

Xeilo
Dec 6 2010, 05:51
Roger, will test.

Additionally I've uploaded a pre-configured mod-folder for ACE users, that I'll try to keep up2date on Dev-Heaven.
"ZeusAI_ACE.7z"
http://dev-heaven.net/projects/anm-missions/files
Contains the old Zeus for ACE PBOs combined properly with the latest Dynamic AI files. :)

Thanks a lot for the mirror, downloading now :)

langgis08
Dec 6 2010, 17:10
http://dev-heaven.net/projects/anm-missions/files
Contains the old Zeus for ACE PBOs combined properly with the latest Dynamic AI files. :)
thx for this one, AM !! :)
I've put this link to my favourites

I guess, the ACE-Version (ZeusAI_ACE.7z, unpacked: @<hidden>) fits for CO+ACE and/or OA+ACE, too ?!

SpetsnazOFP
Dec 6 2010, 17:32
When I don't have GLx and Netcode in my Zeus folder everything is fine.
However when I add them back the problems start. As soon as any engagement begins I can't hear anything I'm saying via context menu, there are no subtitles showing that I'm saying something - and the same goes for AI. However I still see targets they assign to me. This however isn't of much use because f.e. I can't hear or see any subtitles at all when AI calls out targets. Basically everyone goes mute.

Same problem for me.

Only with @<hidden> + @<hidden> CBA version 0.7.1.

Tonci87
Dec 6 2010, 19:17
Same for me

lecholas
Dec 6 2010, 19:36
I've got the same problem. As far as I can tell it's because when using Zeus AI you allways get your radio removed from your equipment as soon as the battle starts (I think the feature of having your radio enabled only when you actually have a radio in your inventory was added with OA). And I think it's the same with most of the AI soldiers. When you look in the inventory of a dead AI most of them doesn't have radios (but some have it, maybe those who were killed at the start of the battle? so the script wasn't fast enough to steal their radio?)

spangg
Dec 6 2010, 20:39
It looks like a bug in PMC camp. as it does not happen in the editor or elsewhere. Even in the campaign only certain missions affected.

lecholas
Dec 7 2010, 09:42
I don't think it's a PMC campaign related bug. I haven't even run PMC campaign with zeus AI so far and I keep getting this bug when playing for example official BAF single missions or Wolle's CWC classics converted missions.

maturin
Dec 7 2010, 15:54
You don't really notice how much the new Zeus changes things until you do the good old Utes runway firefight thing. I was testing the updated sonic cracks in JSRS and single enemies placed in the open behave radically different now.

Instead of lying down and shooting at you until you're dead, they take occasional shots while running away, usually to the side and vaguely towards cover. Put yourself in full view of an enemy standing near the control tower and he will run away behind the building! It's actually sort of hard to get them to kill you.

Entire squads will do the same. Their formations sort of melt apart as they displace, gradually moving behind cover using bounding overwatch. It looks chaotic and resulted in pauses in fire, suppressive or otherwise, and friendly fire causalities from machinegunners whirling on their axis (a vanilla bug apparently exacerbated by the new behavior). They didn't get much in the way of rounds downrange, but they ended up standing behind a hanger with the guys on the edges poking their heads out to shoot.

Very interesting.

---------- Post added at 11:54 AM ---------- Previous post was at 11:51 AM ----------


Roger, will test.

Additionally I've uploaded a pre-configured mod-folder for ACE users, that I'll try to keep up2date on Dev-Heaven.
"ZeusAI_ACE.7z"
http://dev-heaven.net/projects/anm-missions/files
Contains the old Zeus for ACE PBOs combined properly with the latest Dynamic AI files. :)

Bless you. By the way, are any of those other files on there SP-compatible?

langgis08
Dec 7 2010, 17:06
By the way, are any of those other files on there SP-compatible?
yep, they are (dont know if all of them but most of them, at least) ... I've played already some of them and they are GOOD :)

EDIT: just checked my download from some time ago and they are all single player missions, I'm pretty sure --- I had put them in my \missions-folder and so they are stored as sp ;-)

AnimalMother92
Dec 7 2010, 17:20
Bless you. By the way, are any of those other files on there SP-compatible?
All should work in SP and coop. See wiki or thread
http://dev-heaven.net/projects/anm-missions/wiki
http://forums.bistudio.com/showthread.php?p=1461914

yep, they are (dont know if all of them but most of them, at least) ... I've played already some of them and they are GOOD :)
Thanks, feedback is always appreciated :cool:
____

Regarding this latest version, things are really good apart from the GLx related freezing. I've actually decided to put up with it for now just because of how good the features of that pbo are, makes for some great battles.
If it helps, the freezing seems to come shortly after contact and lasts 30-40 seconds for me.
1.56
ACE
Latest Zeus

metalcraze
Dec 7 2010, 23:58
BTW I was getting freezing issues like AM too. Except for me they usually go for 4-5 secs, but very rarely for 30 too.

Saying that I really want to see GLx being smoothly integrated with Zeus without issues. It's a great addon.

neofit
Dec 8 2010, 10:04
Hi,

I haven't read all the 118 pages of this thread, mind you, but I DID search the thread for the word "bead", and came up with nothing but an unanswered question. So here goes:


- Changes the speed at which an AI can get a bead on a target

Could you please be more specific? Friendly/Enemy/All AI? They do it faster or slower with the mod? Any more details?

My problem is not so much with the stock AI in the open, but with enemy AI inside vehicles. As soon as I get out of cover, at a 90 degrees angle, AI gunners "sense" me, get an exact bead and lock, instantly turn the turret, choose the right weapon and hit me with the 1st or 3rd bullet, even at hundreds of meters away, and all of this within ONE second. So does this mod make the AI crews, currently acting like Robocops, into more human-like entities?

Also, is there a way to do something to bailed out crews? Imagine you are in a tank or APC. You are hit with something that damaged the vehicle, which probably took fire, and you bail out. You are in physical shock since you probably hit a wall or piece of equipment when you were hit. You are in psychological shock. You bail out into the open, a world of noise and smoke, and you feel extremely vulnerable, not even sure you are in one piece, and you know you still are in the line of fire since you were just hit. Your only thought is to gtfo. So I am afraid that the only thing you will NOT do, and not even be able to do properly, is: lie down right where you bailed out on the enemy side, find him take a bead lock on snipe with your short AK at 100+ meters and hit with the 3rd bullet, all within 1 second again. /poetry_end :)

TeilX
Dec 8 2010, 11:25
try Zeus + ACE seems very similar to what you want

G.I. NO
Dec 8 2010, 20:10
Hi,

I am new to Arma, but have been following the forums for awhile, in particular this Zeus thread.

I have OA, and want to say thank you for all of the hard work you must have put into this great mod. Using this with GL4 has made for great fire-fights and combat experiences.

I am still slowly learning about Arma, and have been playing around in the editor to get used to everything. I loaded Zeus, but wasn't sure how to check if it was working, so I decided to test by dropping an AI controlled squad (me on the 240) at each end of the Takistan airport runway, both with, and without, Zeus running.

In vanilla, the AI would just drop to prone and shoot, but with Zeus, suddenly people were flanking, covering, bounding, popping smoke and it even looked as if they would search out bushes to hide behind on the flat, open runway!

So thank you again for all of your hard work with this fantastic mod :)

maturin
Dec 8 2010, 21:20
Hi,

I haven't read all the 118 pages of this thread, mind you, but I DID search the thread for the word "bead", and came up with nothing but an unanswered question. So here goes:



Could you please be more specific? Friendly/Enemy/All AI? They do it faster or slower with the mod? Any more details?

My problem is not so much with the stock AI in the open, but with enemy AI inside vehicles. As soon as I get out of cover, at a 90 degrees angle, AI gunners "sense" me, get an exact bead and lock, instantly turn the turret, choose the right weapon and hit me with the 1st or 3rd bullet, even at hundreds of meters away, and all of this within ONE second. So does this mod make the AI crews, currently acting like Robocops, into more human-like entities?

Also, is there a way to do something to bailed out crews? Imagine you are in a tank or APC. You are hit with something that damaged the vehicle, which probably took fire, and you bail out. You are in physical shock since you probably hit a wall or piece of equipment when you were hit. You are in psychological shock. You bail out into the open, a world of noise and smoke, and you feel extremely vulnerable, not even sure you are in one piece, and you know you still are in the line of fire since you were just hit. Your only thought is to gtfo. So I am afraid that the only thing you will NOT do, and not even be able to do properly, is: lie down right where you bailed out on the enemy side, find him take a bead lock on snipe with your short AK at 100+ meters and hit with the 3rd bullet, all within 1 second again. /poetry_end :)
While vehicles may murder you with robotic precision at times, all the other times they are numb and dumb as fifteen C-130 loads of bricks. I'm fine with giving them all the help they can get.

And I can confirm that my AI have stopped talking. In fact, I'm not sure my own orders were even showing up in the subtitles. (And it is the subtitles that disappear, my squad still listens and communicates perfectly well via telepathy.)

gatordev
Dec 8 2010, 21:47
I'll second (or 14th) the "no talking" bug. I am using the AI mod from Robalo, but otherwise, it's just Zeus and addons. When in danger mode, everyone communicates using the Force. When in Alert or Safe, people talk.

Kroky
Dec 8 2010, 23:28
looking at these Zeus files like find_cover, zeus_ai, or netcode it looks like this is a reworked copy of the files from SLX mod.

Which is good.

Devil Dogs SF
Dec 8 2010, 23:47
My AI has a tendency to run off when there is nothing around them and I want them to just remain in formation. What .pbo makes them do this?

metalcraze
Dec 9 2010, 01:53
zeu_GLx.pbo

maturin
Dec 9 2010, 03:14
What does GLx mean, anyway?

Sixt
Dec 9 2010, 07:49
Hi, first of all, i like to say it's a wonderful mod.

But have one gameplay problem, sometimes my soldiers who is far from battle begins to go cover, and thats a problem because it takes alot longer to move my soldiers by foot, than when they don't go to cover. Is there any way around this, have tried to give safe order, burt still they go to cover. It's really anoying when you have to move youir soldiers a long distance??

Im not used to write in english, so apology for any missspelling.

Robert

aeggwards1
Dec 9 2010, 10:44
Hi,

I seem to have problem with the new version of Zeus AI and Independents. If I put an independent and a blufor on the same map and as the blufour fire, the independent will shoot at me.

Independents are set as friendly in settings.

Cheers,

metalcraze
Dec 9 2010, 12:45
Aeggwards1's problem confirmed.

neofit
Dec 9 2010, 13:53
While vehicles may murder you with robotic precision at times, all the other times they are numb and dumb as fifteen C-130 loads of bricks. I'm fine with giving them all the help they can get.
I don't know about that. Enemy AI is pretty good at sensing me, while it is MY crew that is usually dumb as a brick. And anyway, I find it more realistic when a tank or AC crew does NOT notice me, even though people are calling this being "dumb". I've played enough tank sims, from inside the tank, to know that finding a target through a small slit, as opposed to a large angle external view, is very difficult. So to me there is no point in giving them any edge by allowing instantaneous target lock an kill, them being "dumb" is the only occasion where they are actually acting human :).

KeyCat
Dec 9 2010, 14:23
What does GLx mean, anyway?

My guess would be "Group Link x", check out SNKMAN's original GL4 thread here...

http://forums.bistudio.com/showthread.php?t=92269

/KC

maturin
Dec 9 2010, 16:01
So it's a lite version of another mod packaged in Zeus? Because I don't have GL4.



But have one gameplay problem, sometimes my soldiers who is far from battle begins to go cover, and thats a problem because it takes alot longer to move my soldiers by foot, than when they don't go to cover. Is there any way around this, have tried to give safe order, burt still they go to cover. It's really anoying when you have to move youir soldiers a long distance??
I doubt that's an ACE problem. Automatic danger mode at inappropriate times has been a headache since it was introduced in an Arma 2 beta patch, and has been gradually improved every since. Put your team in Close Column of Delta (Diamond) formation, which prevents them from using bounding overwatch behavior.

KeyCat
Dec 9 2010, 17:22
So it's a lite version of another mod packaged in Zeus? Because I don't have GL4.


That's how I understand it but it's better Protegimus fills in the details when/if he can.

/KC

A_Blunt_Rifle
Dec 9 2010, 18:26
if i am just playing arma2 OA stand alone. which ones do i download? do i need just the updated one stated at the top of the first page or. the 1.04b as well?

Kroky
Dec 9 2010, 19:14
That's how I understand it but it's better Protegimus fills in the details when/if he can.

/KC

I would rather guess, it's a reworked version of GL3 which was part of the SLX mod. Since a lot of files are very similar to the SLX core files.

G.I. NO
Dec 9 2010, 21:47
if i am just playing arma2 OA stand alone. which ones do i download? do i need just the updated one stated at the top of the first page or. the 1.04b as well?I have OA standalone (no ACE), and I used the zeu_AI.7z link in the quote below, from the 4/12/10 I believe, and it seems to work great :)


Also, here is an alternative mirror (hope that's ok)
http://dev-heaven.net/attachments/do...9441/zeu_AI.7z

A_Blunt_Rifle
Dec 9 2010, 22:09
Does this Zeus mod require cba?

G.I. NO
Dec 9 2010, 22:26
Does this Zeus mod require cba?
Yes, the OA one does


zeu_sys_AI and zeu_FindCover require Extended Eventhandlers (thanks to Killswitch, Sickboy):
cba_extended_eventhandlers.pbo
cba_oa_main.pbo
& .bisign files


I still new to all this myself, but I use @<hidden>, @<hidden>, @<hidden> and @<hidden> and it really seems to work well.

Put a BLUFOR and an OPFOR squad at each end of the airport runway in the editor, both with and without zeu_AI running, and you will notice the difference!

maturin
Dec 9 2010, 22:40
There certainly is a difference. It's not exactly the best behavior for a fight on a flat, featureless runway, but those tactics should prove extremely useful in an actual combat environment.

G.I. NO
Dec 9 2010, 22:48
There certainly is a difference. It's not exactly the best behavior for a fight on a flat, featureless runway, but those tactics should prove extremely useful in an actual combat environment.Yes, like I say, I am still new to Arma, and I wasn't sure how to check if zeu_AI was working or not, so I thought I would try that out :). For a noob, it was pretty impressive to see the difference! And it certainly works great in the more environmentally dense areas of the map.

Thanks Protegimus!

UGLY58
Dec 10 2010, 00:38
Protegimus,

I found that Zeus AI completely overrides any AI init settings for Helicopter Crews. I have a mission with an insert via Chinook, works fine without Zeus AI, even under contact. However with Zeus AI it overrides these settings, the Chinook takes on all the ground contacts, despite be set as careless.

maturin
Dec 10 2010, 00:51
Perhaps Zeus AI changes the definition of Careless? (And justly so, as there is almost no point in placing a unit that behaves as stupidly as a Careless unit.)

Better to set it to Never Fire, and see if that works.

meade95
Dec 10 2010, 01:05
I have the following Zeus, as my mod - It seems to work fine - It is very hard to keep up with this Mod - In wondering if I have an updated version, if it is the right one, am I DL the right one (does Armaholic have the most updated??)

ArmA II Zeus AI Combat Skills
& AI Spotting modular release
Config parameters, tested & built with beta version: 1.05.69782

galzohar
Dec 10 2010, 01:38
Is there any way to change AI turning speed? Currently it is possible to circle strafe around them and avoid getting shot completely if you're close enough, which makes one realize why they seem so bad at CQB (well, not the only reason, but another reason). A bit faster turning speed (so that they are more on-par with players) would go a long way.

A_Blunt_Rifle
Dec 10 2010, 20:49
OK, if i am just playing ARMA2 OA (standalone) where can i find the download that i need, the one under updated at the top of the first page? or at the bottom from the armaholic link??????????? please help, looking for the one most compatable

AnimalMother92
Dec 10 2010, 21:16
OK, if i am just playing ARMA2 OA (standalone) where can i find the download that i need, the one under updated at the top of the first page? or at the bottom from the armaholic link??????????? please help, looking for the one most compatable

http://dev-heaven.net/projects/anm-missions/files

"zeu_AI.7z"

A_Blunt_Rifle
Dec 10 2010, 23:12
thanks, i noticed the one from your link is bigger like 117kb, while the one on the main page from armaholic is like 75kb. i noticed a few extra files between the one on the actual front page and the one from your link, the one from your link has a few extra files like zeu_glx... and zeu_collision, and zeu_netcode, whats the difference of having those?


ps. does animals version require cba?

AnimalMother92
Dec 11 2010, 00:38
Some of the PBOs need CBA, it's covered in the readme. The zeu_AI.7z is just a mirror for the latest build that Pro put on TS, I haven't touched any of those files. The ACE one is a modfolder set up with just the PBOs that OA ACE users need.

metalcraze
Dec 11 2010, 06:51
I hope Protegimus fixes the "hold fire" problem in the new version.

It really breaks some missions where you need to sneak past someone or get close to the target.

Protegimus
Dec 11 2010, 10:45
There is a test build of zeu_GLx.pbo on the TS3 server that should resolve the radio problem.
If someone can confirm the fix that would be most helpful.

Thanks to lecholas for posting useful feedback relating to this - most helpful when debugging development versions.

metalcraze: answered here (http://forums.bistudio.com/showpost.php?p=1805750&postcount=1157) ...
Do we need to follow that circular discussion path, for I fear it will become ever smaller; eventually leading to someone disappearing up their own hooplah.

galz: yes, you can modify the AI turnspeed.

class CfgMovesBasic {
class Default; // External class reference

class Actions {
class NoActions; // External class reference

class RifleBaseLowStandActions : NoActions {
turnSpeed = 7;
};
class RifleBaseStandActions; // External class reference

class RifleProneActions : RifleBaseStandActions {
turnSpeed = 2;
};
};
};


You can then redefine the States to override the default behaviour:

class CfgMovesMaleSdr : CfgMovesBasic {
class States {
...
};
};


maturin: glad you can see things working.
The airfields are great for gaining an overview of how the AI behaves - hopefully you can appreciate the most basic tactical traits they now posess.
I'm reasonably happy with the amount of suppressive fire the AI are putting down while they manoeuvre and with their ability to flank, close and destroy a target - at least in comparison to lying still and dumping all their ammo downrange, or the effectiveness of suicidal direct frontal attacks.
The issue with the AI gunners firing while changing position is rather annoying - I think it's related to suppressFor and should be less of a problem once I have the gun team move to a slightly wider position.

Your comment certainly comes across as criticism; so in your opinion, what should the AI be doing in the scenario you describe?

Kroky: Yes (http://forums.bistudio.com/showpost.php?p=1799098&postcount=1094) and properly credited to Solus for allowing me to use his excellent work.

Protegimus

metalcraze
Dec 11 2010, 11:01
AI engaging too soon when in combatMode "WHITE" (Hold fire,
engage at will), i.e. perceived ROE violation. AI hold fire now matches default ArmA 2 performance

Well it doesn't. Easy to see at Wolle's Oil War mission port (Note that I don't use Zeu_GLX). When I order everyone to hold fire in vanilla without Zeus - they all just go "target acquired/ready to fire/target in sight" while the squad sneaks closer. Nobody fires.

When I do the same with Zeus as soon as MG gunners have enemies in their sights they open fire even when their icon still has a red strikethrough indicating that they are with the 'hold fire' order.

Protegimus
Dec 11 2010, 11:06
metalcraze: remove .pbo's until you have it the way you want it.
Start with zeu_cfg_core_ai_skills.pbo

Please tell others if you get what you want, it may be helpful to them.

Protegimus

G.I. NO
Dec 11 2010, 11:16
The airfields are great for gaining an overview of how the AI behaves - hopefully you can appreciate the most basic tactical traits they now posess.
I'm reasonably happy with the amount of suppressive fire the AI are putting down while they manoeuvre and with their ability to flank, close and destroy a target - at least in comparison to lying still and dumping all their ammo downrange, or the effectiveness of suicidal direct frontal attacks.For me as an Arma newb, this was a great way to see the 'before-and-after' of Zeus in action, a very noticable and fantastic difference in my eyes. Combined with CSM2OA, fire-fights with Zeus are amazingly immersive.

Thanks for all your hard work :)

metalcraze
Dec 11 2010, 11:40
metalcraze: remove .pbo's until you have it the way you want it.
Start with zeu_cfg_core_ai_skills.pbo

Please tell others if you get what you want, it may be helpful to them.

Protegimus

zeu_sys_AI is at fault (I deleted everything but it and FindCover.pbo which it requires).

Then I opened Takistan in the editor.
I placed an enemy 200m away facing the other direction from me and AI MG gunner at the southern airport (we start behind the hangar so I can give a "hold fire" order without any problems).

Without Zeus I got as close as 50-100m away from the enemy and MG gunner was waiting for my further orders.

With Zeus MG gunner opened fire as soon as we came out from behind hangar and spotted an enemy (tried this with both US Army and USMC MG gunners - so looks like it affects anyone holding an MG).
Riflemen also have this issue but to a lesser degree. They still ignore the order and open fire while icon still shows the "hold fire" command but from within 100m range.

So I'd recommend doing it like in vanilla. Hold fire order should be pretty clear and straightforward.

I also tested new Zeu_GLX and the radio issue seems to be gone (didn't do extensive testing though). However stuttering is still there.

Protegimus
Dec 11 2010, 15:08
metalcraze: to be clear, I suppose you are using version: 0.02a (http://forums.bistudio.com/showpost.php?p=1805750&postcount=1157) I referred to above?
You will find the version number in the Changelog section of ARMA OA Zeu_readme.txt and it will be of release date 04.12.2010.

I've re-run my own test mission and re-created the one you described, both without failure - the gunner and I could walk up to within 15m of the back of the enemy before he turned around and shot us.

Thanks for checking the radio issue, I'll incorporate the fix into the next release.

Protegimus

A_Blunt_Rifle
Dec 11 2010, 16:02
For me as an Arma newb, this was a great way to see the 'before-and-after' of Zeus in action, a very noticable and fantastic difference in my eyes. Combined with CSM2OA, fire-fights with Zeus are amazingly immersive.

Thanks for all your hard work :)


where can i find CSM2OA, as well as the most RECENT version of Zeus AI? i don't have TS so is there a direct download link???

Manzilla
Dec 11 2010, 16:33
where can i find CSM2OA, as well as the most RECENT version of Zeus AI? i don't have TS so is there a direct download link???

For the most recent version check the past few pages. Animalmother posted a link to DH. At least I think it is.

For CSM2OA just use the forum search feature:

http://forums.bistudio.com/search.php?searchid=1441819

maturin
Dec 11 2010, 16:37
The airfields are great for gaining an overview of how the AI behaves - hopefully you can appreciate the most basic tactical traits they now posess.
I'm reasonably happy with the amount of suppressive fire the AI are putting down while they manoeuvre and with their ability to flank, close and destroy a target - at least in comparison to lying still and dumping all their ammo downrange, or the effectiveness of suicidal direct frontal attacks.
The issue with the AI gunners firing while changing position is rather annoying - I think it's related to suppressFor and should be less of a problem once I have the gun team move to a slightly wider position.

It wasn't a holistic criticism so much as my own surprise. It messed up my usual method of testing sound mods. :p

The main critique I'd make is that the entire team moves at once. While I'm sure neither you nor any of us wants the AI to move at the glacial pace of BI bounding overwatch, it would be best if one buddy team (they do still operate in pairs, right?) or one man would stay prone and suppress the enemy. I don't mind that they weren't hosing me with bullets. just that there were some pretty significant pauses in the gunfire where I could have gotten in a careful shot, and they were all moving rather than keeping their situational awareness up.

I mentioned that their formation fell apart into apparent chaos, but I can't really think why this should be such a terrible problem. I'm sure real-life soldiers prize cover over wedge formations and spacing, and they did get the job done to hide behind that hangar. It just makes me wonder how my team will behave when I am squad leader. I haven't played as leader much recently, but the one mission I did play panned out pretty much the same as it always does. My men were happy to sit in the open if it meant keeping the line all tidy. What setting will make them run for cover like that? Was it autonomous to the buddy teams or was there a Move order given? Or just Engage At Will?

I was very surprised when a man 50m from me ran away behind a building rather than try to win a Mexican standoff. It's maybe not what you'd expect in a testing environment, but once again, I think it should work in 'real life.'

And how can I test the GLx feature. If I start beating up on an infantry squad in the editor, will they call an unrelated helicopter or mortar for help when it's half a map away?

The only major concern I have is that my AI aren't talking to me when in combat. The subtitles have disappeared, and I hope that can be hotfixed because it has nothing to do with AI.

A_Blunt_Rifle
Dec 11 2010, 16:41
For the most recent version check the past few pages. Animalmother posted a link to DH. At least I think it is.

For CSM2OA just use the forum search feature:

http://forums.bistudio.com/search.php?searchid=1441819

download link is broken. i get a blank white page

metalcraze
Dec 11 2010, 16:42
Yes I'm using 0.02a dated 4.12

Just tried it again. With Zeus AI MG gunner fires despite me giving him an order to hold fire.
Started without Zeus and CBA - everything's fine.
Made a wild guess that maybe CBA breaks something so started only with it - nope. Worked just as good as in vanilla.
Started with Zeus and CBA again - the issue returned.
I should add that I used no other mods during tests, only 1.56 and 1.57 beta. Results were the same with both versions.

After you gave a gunner an order to hold fire did you just run to an enemy or actually try to make a short stop? Because as soon as I make a stop he fires even if the distance is 200+ m (he can't even hit the enemy).

Not sure if this will be of any help but I'll make another wild guess that maybe the issue depends on difficulty settings or something (I use 'regular' to test stuff in the editor)


class Difficulties
{
class recruit
{
class Flags
{
Armor=1;
FriendlyTag=1;
EnemyTag=0;
HUD=1;
HUDPerm=1;
HUDWp=1;
HUDWpPerm=1;
HUDGroupInfo=1;
AutoSpot=1;
Map=1;
WeaponCursor=1;
AutoGuideAT=1;
ClockIndicator=1;
3rdPersonView=1;
UltraAI=0;
AutoAim=0;
CameraShake=0;
UnlimitedSaves=1;
DeathMessages=1;
NetStats=1;
VonID=1;
};
skillFriendly=1;
skillEnemy=0.55000001;
precisionFriendly=1;
precisionEnemy=0.55000001;
};
class regular
{
class Flags
{
Armor=0;
FriendlyTag=0;
EnemyTag=0;
HUD=1;
HUDPerm=0;
HUDWp=1;
HUDWpPerm=1;
HUDGroupInfo=0;
AutoSpot=1;
Map=0;
WeaponCursor=0;
AutoGuideAT=0;
ClockIndicator=1;
3rdPersonView=1;
UltraAI=0;
AutoAim=0;
CameraShake=1;
UnlimitedSaves=1;
DeathMessages=1;
NetStats=1;
VonID=1;
};
skillFriendly=0.98500001;
skillEnemy=0.98500001;
precisionFriendly=0.75;
precisionEnemy=0.41999999;
};
class veteran
{
class Flags
{
HUD=1;
HUDWp=1;
HUDGroupInfo=0;
Map=0;
WeaponCursor=0;
ClockIndicator=0;
3rdPersonView=1;
UltraAI=0;
CameraShake=1;
UnlimitedSaves=0;
DeathMessages=1;
NetStats=1;
VonID=0;
};
skillFriendly=0.98500001;
skillEnemy=0.98500001;
precisionFriendly=0.75;
precisionEnemy=0.41999999;
};
class mercenary
{
class Flags
{
UltraAI=0;
DeathMessages=0;
NetStats=0;
VonID=0;
};
skillFriendly=0.98500001;
skillEnemy=0.98500001;
precisionFriendly=0.75;
precisionEnemy=0.41999999;
};
};

Protegimus
Dec 11 2010, 17:22
maturin: for radio transmissions, there's nothing to stop you using the hotfixed version already available (http://forums.bistudio.com/showpost.php?p=1810251&postcount=1209).

A_Blunt_Rifle: if you won't use TS3 you'll have to depend on someone posting a mirror of CSM2OA for you as the Zeus webserver/Yoma's are complete chaos at the moment.

metalcraze: try veteran then, that's what I use.

Protegimus

metalcraze
Dec 11 2010, 17:42
Nah. As soon as I stop running he opens fire anyway.

I'm out of ideas about what may be causing the problem. I mean it's only AA2 CO 1.56 + CBA + Zeus and nothing else.

Here's the "mission" I use to test this
http://www.mediafire.com/?hrah8uuvbrqnvkv

Just give a ~-3-2 order after the start, run around the hangar to the enemy, keep moving to him till someone of you will call him out - then stop. Always ends the same for me.

P.S. which version of CBA do you use btw? I used 0.7.1 and now use 0.7.2

A_Blunt_Rifle
Dec 11 2010, 17:45
ok, where can i pick up TS3 and how to i get the latest versions from your server?

maturin
Dec 11 2010, 19:10
maturin: for radio transmissions, there's nothing to stop you using the hotfixed version already available (http://forums.bistudio.com/showpost.php?p=1810251&postcount=1209).


I honestly don't know what your link means. Do we have to download Teamspeak and use it to access your files? And if it can be accessed by a web browser, I can't find any links when I look at your posts. I downloaded the files provided by AnimalMother because he seems to know what's going on.

G.I. NO
Dec 11 2010, 20:50
where can i find CSM2OA, as well as the most RECENT version of Zeus AI? i don't have TS so is there a direct download link??? These were the links I used

Zeus AI

http://dev-heaven.net/projects/anm-missions/files

"zeu_AI.7z"


CSM2OA

CSM2 Arma + CSM2OA

CSM2OA

One of the CSM2OA links worked, can't remember which one. One thing I found after newb trial and error is that for stand alone OA, as well as placing your @<hidden> folder in your C:\........\Arma 2 Operation Arrowhead\ root directory, you also need to place the userconfig folder from the CSM2_104i.7z into C:\........\Arma 2 Operation Arrowhead\ , as CSM2OA needs the file csm2_clientside_config_hpp inside that folder to work.

Protegimus
Dec 12 2010, 15:09
metalcraze: post your shortcut Target: and Start in: details

Tested your mission - works fine.
I walked towards the enemy and paused on each join on the prefab concrete.
AI gunner did engage at about 60m when I ran instead of walking.

I'm using CBA version: 0.7.1

For those using ACE, can someone confirm whether the T-55 problem is fixed when zeu_OA_c_wep_dispersion.pbo is replaced with the ACE version
zeu_ACE_c_wep_dispersion.pbo?

Protegimus

LondonLad
Dec 12 2010, 16:25
metalcraze: post your shortcut Target: and Start in: details

Tested your mission - works fine.
I walked towards the enemy and paused on each join on the prefab concrete.
AI gunner did engage at about 60m when I ran instead of walking.

I'm using CBA version: 0.7.1

For those using ACE, can someone confirm whether the T-55 problem is fixed when zeu_OA_c_wep_dispersion.pbo is replaced with the ACE version
zeu_ACE_c_wep_dispersion.pbo?

Protegimus

Protegimus,

I've just tested this out and the issue doesn't appear for me (at least on our test server).

The test utilised the latest ACE updates (v1.7 pre RC), and Zeus AI.

I moved the zeu_ACE_c_wep_dispersion.pbo and .bisign from the 'ACE specific' folder to the main Zeus AI folder, and removed zeu_OA_c_wep_dispersion.pbo & the .bisign.

I didn't test but wanted to ask if I could keep both the zeu_OA_c_wep_dispersion.pbo & zeu_ACE_c_wep_dispersion.pbo (along with the .bisigns) within the main Zeus AI folder.
(In the event we run the server without ACE enabled e.g. running Warfare missions without ACE)?

metalcraze
Dec 12 2010, 16:54
Target: "C:\Games\ArmA 2\arma2oa.exe" -mod=@<hidden>;@<hidden> -nosplash -world=empty
Start in: "C:\Games\ArmA 2"

@<hidden> folder contains Zeus from 5.12 but without ASR fix and GLX+netcode.

Youtube video showcasing the issue:

http://www.youtube.com/watch?v=x3lG096u5Zg

spangg
Dec 12 2010, 17:36
@<hidden>
the new Glx from TS didn't fix the issue for me.

maturin
Dec 12 2010, 17:39
These were the links I used

Zeus AI





I think that one is old now, as I used it and still have the radio bug.

And why are people even talking about Chammy's Sound Mod? :confused:

Munger
Dec 12 2010, 20:41
Must admit this thread has got a bit confusing over time, however after much reading of posts and readme files I think I'm about there.

I have Arma 2:CO and I use Zeus AI in conjunction with ACE. Based on this, would I be correct in stating that the Zeus files I need to use are as follows:

-zeu_sys_AI
-zeu_netcode
-zeu_FindCover
-zeu_GLx
-zeu_ACE_c_wep_dispersion

...and no others?

Thanks in advance for any clarification.

maturin
Dec 12 2010, 20:56
Must admit this thread has got a bit confusing over time, however after much reading of posts and readme files I think I'm about there.

I have Arma 2:CO and I use Zeus AI in conjunction with ACE. Based on this, would I be correct in stating that the Zeus files I need to use are as follows:

-zeu_sys_AI
-zeu_netcode
-zeu_FindCover
-zeu_GLx
-zeu_ACE_c_wep_dispersion

...and no others?

Thanks in advance for any clarification.

Same game setup as you, and I also use zeu_c_ai_recognition, zeu_c_ai_rof and zeu_c_ai_skill.
I think this is right, and that those are the older base Zeus files from before this beta process.

AnimalMother92
Dec 12 2010, 20:59
For using Zeus with ACE you want
http://i139.photobucket.com/albums/q295/macmeister92/zeusace-1.jpg

Munger
Dec 12 2010, 21:32
Thanks maturin and Animal. I wasn't sure if zeu_c_ai_recognition, zeu_c_ai_rof and zeu_c_ai_skill were needed as I thought ACE would already include configs for rate of fire etc, but I guess this is AI rate of fire, not actual weapon rate of fire.

Also, should I use one of the grenadier fix files? There seem to be two of them - one of Arma 2 and one for OA. Or are these no longer required?

AnimalMother92
Dec 12 2010, 21:35
No, ASR grenadier fix is included with ACE. Just to be clear, the rof/recognition/skill files are all from the old Zeus for ACE pack pre-OA.

tpw
Dec 12 2010, 22:48
Thanks so much for this Animal, and for hosting the files in an easy to get hold of manner. The Zeus/ACE combo you host still suffers from the radio bug. Is there any chance of getting hold of the fixed file/s that Protegimus is talking about? If so, thanks in advance! If not, thanks anyway :)

AnimalMother92
Dec 12 2010, 23:09
Thanks so much for this Animal, and for hosting the files in an easy to get hold of manner. The Zeus/ACE combo you host still suffers from the radio bug. Is there any chance of getting hold of the fixed file/s that Protegimus is talking about? If so, thanks in advance! If not, thanks anyway :)

http://dev-heaven.net/projects/anm-missions/files

Zeus/ACE pack updated w/ the new GLx files, gonna test it out now.

ari gold
Dec 13 2010, 00:05
Can the "zeu_AIBypass" variable be added back again, and does this also prevent all the GL shenanigans like garrisoning houses if the mission maker already had the AI in garrisoned positions?

tpw
Dec 13 2010, 00:35
http://dev-heaven.net/projects/anm-missions/files

Zeus/ACE pack updated w/ the new GLx files, gonna test it out now.

Thanks mate, I just tried it and it's great - no missing radio or telepathic squaddies!

vegeta897
Dec 13 2010, 03:12
My friends and I have been playing ACE Takistan Domination lately with this mod (animalmother's version, though we haven't tried this newest one) and we found target towns to be rather empty, with empty UAZ's and static weapons everywhere.

The same sort of thing happens in other missions. We'll have a huge battle when taking the first objective, but then the other objectives are practically unguarded. It's like everyone on the map is drawn to the battle instead of staying where they are.

Is this updated GLx supposed to fix that? Has anyone else had this problem?

Munger
Dec 13 2010, 20:41
For using Zeus with ACE you want
http://i139.photobucket.com/albums/q295/macmeister92/zeusace-1.jpg

Apologies Animal, one more question if I may:

Since I am using Arma 2 + Combined Ops + ACE, should I use:

zeu_c_ai_rof
zeu_c_ai_recognition

Or:

zeu_OA_c_ai_rof
zeu_OA_c_ai_recognition

Realise this is getting tedious but as I said above, it's all somewhat confusing.

Thanks.

AnimalMother92
Dec 13 2010, 20:48
Apologies Animal, one more question if I may:

Since I am using Arma 2 + Combined Ops + ACE, should I use:

zeu_c_ai_rof
zeu_c_ai_recognition

Or:

zeu_OA_c_ai_rof
zeu_OA_c_ai_recognition

Realise this is getting tedious but as I said above, it's all somewhat confusing.

Thanks.

Don't use the "OA" files if you're using ACE for OA/CO.
You want the files from here http://www.armaholic.com/page.php?id=8688

Munger
Dec 13 2010, 20:54
Nice one thanks for clarifying that.

Cheers.

maturin
Dec 14 2010, 03:59
Protegimus: Remember that guy who was complaining about the game freezing for a few seconds?

I have begun to experience episodes where everything simply stops, sometimes for as much as five seconds, then the screen and sound start moving again as if nothing happened. My .rpt is pristine, but I'm beginning to suspect the new Zeus.

Also, have you you found that the new .pbos require more CPU power per AI?

RoME
Dec 14 2010, 09:24
Don't use the "OA" files if you're using ACE for OA/CO.
You want the files from here http://www.armaholic.com/page.php?id=8688

???? that just confuse me even more. :rolleyes:
I thought the "OA" files where from the last Zeu_AI version. You know,the one we can grab from zeus teamspeack server?

So, if i understand correctly, we should not use the last version of Zeu_AI if we use ACE. Is that correct?



Edit: Ok i read again the zeu_ai *readme and well, it is clear enough but one question

Q. Does it work with ACE?
A. You can use the existing ACE ArmA 2 Zeus AI core skills with the following new modules to enjoy the dynamic AI features:

Is this refering to your armaholic link "Zeus AI Combat Skills & AI Spotting modular - ACE"?

The "new modules" are the ones from the Teamspeack server i presume?

zeu_sys_AI.pbo
zeu_sys_AI.pbo.ZEU_test.bisign
zeu_GLx.pbo
zeu_netcode.pbo

& FindCover required by zeu_sys_AI.pbo:
zeu_FindCover.pbo
zeu_FindCover.pbo.ZEU_test.bisign

zeu_sys_AI and zeu_FindCover require Extended Eventhandlers, so you
also need:
cba_extended_eventhandlers.pbo
cba_oa_main.pbo
& .bisign files


Really sorry for being slow here, but my english is not my first language, and i'm always convinced i misunderstood something....

galzohar
Dec 14 2010, 19:08
Protegimus: Remember that guy who was complaining about the game freezing for a few seconds?

I have begun to experience episodes where everything simply stops, sometimes for as much as five seconds, then the screen and sound start moving again as if nothing happened. My .rpt is pristine, but I'm beginning to suspect the new Zeus.

Also, have you you found that the new .pbos require more CPU power per AI?

I actually noticed that too, no idea if it has anything to do with zeus AI though. And for me the freezes are more like 0.5-1 second.

AnimalMother92
Dec 14 2010, 19:23
@<hidden>
If you use ACE, you want these
http://i139.photobucket.com/albums/q295/macmeister92/zeusace-1.jpg
It's the OLD Zeus for ACE files PLUS the new sys AI, FindCover, ACE dispersion, GLx and netcode. And you need CBA of course.
That's why I put together a pack just for ACE users, so there's no need to move around and delete files.
Just click my sig and go to the files tab.

maturin
Dec 14 2010, 19:31
I actually noticed that too, no idea if it has anything to do with zeus AI though. And for me the freezes are more like 0.5-1 second.

True, most of mine are that short as well.

The thing is, I have had them, among other places, while flying a littlebird in the Armory. I'm not sure there were AI on the map, but I guess there could have been some left over from a challenge.

Munger
Dec 14 2010, 19:49
Yep, getting the same freezes myself but they last anything up to 30 seconds at a time. Even numlock etc stops working (no light on the keyboard when pressed) so I first assumed a proper lock up, but then as if by magic the game resumes as if nothing has happened. Really odd.

I can't be certain that it's caused by Zeus as I'm running a huge assortment of mods, including a complex combination of ACE, SLX and GL4 on top of Zeus, so it could be a pig to pin down root cause.

maturin
Dec 14 2010, 19:52
Ok then, you two. Let's pay attention and see if it happens within a decent timespan.

I'll test for it without mods and with only Zeus if it happens reliably.

A_Blunt_Rifle
Dec 15 2010, 01:48
These were the links I used

Zeus AI



CSM2OA


One of the CSM2OA links worked, can't remember which one. One thing I found after newb trial and error is that for stand alone OA, as well as placing your @<hidden> folder in your C:\........\Arma 2 Operation Arrowhead\ root directory, you also need to place the userconfig folder from the CSM2_104i.7z into C:\........\Arma 2 Operation Arrowhead\ , as CSM2OA needs the file csm2_clientside_config_hpp inside that folder to work.


i tried to use the CSM2OA, and i got the clientside config error. i noticed you said i need the folder from the csm3_104i.7z, where can i find that or where can i find the user config folder anywhere???