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G.I. NO
Dec 15 2010, 07:10
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???Seeing as this isn't about Zeus, I'll take this to a PM :)

maturin
Dec 16 2010, 04:34
Protegimus, about the freezing that's been mentioned:

I just ran a benchmark mission and my game stopped moving (frozen screen, looping whatever ambient sound was playing at the time) for so long that I was sure it had crazed. Perhaps 20 seconds. I minimized the game and the task manager told me that Arma 2 was Not Responding. Then it changed back to Running before my eyes, and the mission started moving again when I switched back to the game. As if nothing had happened.

When I disabled all your new .pbos, I was able to play without this happening, and retraced my steps in situations that caused it. (seemingly coincidentally, but still)

I have played a heck of a lot of Arma 2 and and quite a bit of OA now, and although I get stutters sometimes that act like a quick freeze, this is something quite different. I'm trying to isolate the problematic pbo as we speak.

Gabe_Ruckus
Dec 16 2010, 04:52
Using the non-ace version, I was getting the freezes, until I got rid of the Zeus-GLx pbo. So I think that's the culprit.

maturin
Dec 16 2010, 05:10
I just had the same result.

Disabled GLx and Netcode, and a freeze-free mission.

GvsE
Dec 16 2010, 21:47
Hi,

I was wondering if anyone would recommend or advise against using zeus in conjunction with upsmon script?
Also, have you guys tested Zeus on custom islands? I've been trying it on Lingor and got AI running around like headless chicken (felt almost like I was invisible).

galzohar
Dec 16 2010, 22:03
AI tend to run around like headless chickens on all islands. Other than that, UPSMON+zeus AI seem to be fine when combined.

GvsE
Dec 17 2010, 07:53
Thank you for the reply.
Are you saying then that close quarters combat is almost impossible on Arma? I'm not trying to troll; I'm just looking for something that will let me enjoy cqb and will have me on my toes while going against enemy AI. Thought zeus would do the job, but I can run circles around AI and go rambo against two fireteams.

Edit: I tried both Zeus and upsmon on Thirsk Winter island, and I get the impression that the enemy AI make fewer blunders without Zeus (e.g. they don't throw smoke while under direct fire). On the other hand they do seem to be looking for cover more actively when Zeus is on. Tough choice ;)
Anyways, I do appreciate the effort you guys are putting into this, and I look forward to any and all improvements!

Protegimus
Dec 19 2010, 16:04
Version 0.02b is available for download from the TS3 server.

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

I've added a Known Issues section. Hopefully it will reduce the quantity of me two's that plague the forum.

Fixes/improvements:
- version 0.02b (19.12.2010): Fixed: AI missing radios causing loss of radio Tx
Fixed: Bad conversion: array
Error in expression <eader _tg) ) >500)
...
File x\zeu\addons\GLx\f\zeu_Travel.sqf, line 78
Thx for report AnimalMother
Improved: Error in expression <argetGroup))) == 0) then {
...
File x\zeu\addons\GLx\f\zeu_AlertedGroup.sqf, line 633
Improved: distance AI can call for reinforcement using radio is now dependent
on which faction they are a member of (placebo equipment variation)

neofit: AI vehicle gunners - is that with ACE?
I want to try and improve this aspect of the game too, telepathic vehicle gunners are no fun.

GvsE: you can use Zeus AI with upsmon, though there will be duplication of features and no doubt higher processor utilisation.

gatordev: I see the latest beta (ftp://downloads.bistudio.com/arma2.com/update/beta/ARMA2_OA_Build_76752.log) reportedly fixes the problem you reported with AI engaging captive soldiers:
[76733] Fixed: SetCaptive doesn't stop AI shooting at a unit/player (fix 2.0)

Looking forward to this one too:
[76747] Fixed: doFire did not work on most targets
as it should improve the situation with AI firing when moving which appears exacerbated with suppressFor.

Protegimus

Uziyahu--IDF
Dec 19 2010, 16:34
And where is the TS3 server?

gatordev
Dec 19 2010, 22:31
gatordev: I see the latest beta (ftp://downloads.bistudio.com/arma2.com/update/beta/ARMA2_OA_Build_76752.log) reportedly fixes the problem you reported with AI engaging captive soldiers:
[76733] Fixed: SetCaptive doesn't stop AI shooting at a unit/player (fix 2.0)


Protegimus

Yes it does, and it seems to be working as expected now. Thanks for the follow up post, though. I appreciate your continued support and development of this great mod.

meade95
Dec 20 2010, 04:56
I'm using the following (Older) version of Zeus - And the AI seems to work wonderfully, flanking, looking for cover, etc..... Never (or hardly ever, ever) do they throw smoke. This version seems very good and I've always kept with it (without seeing the need to update).


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

DillonAero
Dec 20 2010, 17:05
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

I have the same issue as you with regards to the hold fire command. I had been using Arma 2 CO 1.56, CBA 0.7.1, and Zeus 0.02a.

I tested on the editor disabling all other mods except Zeus and CBA, and had "autoreporting" disabled in difficulty setting, which keeps my own character from reporting enemy sightings unless you right click on the enemy. (the reason why this is done will be apparent later). I set up a similar scenario where me and my fireteam of ai squadmembers goes around a hangar building to approach a single enemy ai from his rear after issuing hold fire command. Here's what I observed from multiple tests:

The MG guy would always break hold fire by either firing at the enemy (in some cases hitting his own teammates in his eagerness to do so), or tossing a grenade then firing. The only time where he would obey hold fire, is if he was the first to sight and report the enemy contact (which was the reason for disabling autoreport). If someone else other than himself (another ai teammate, or player's character) sighted and reported the enemy first, he would not obey hold fire.

After more tests I also found that the machinegunners and automatic riflemen are not the only ones insubordinate to hold fire. The fireteam leader (not squad leader, as they're ok), the marksmen, and the snipers also suffer the same problem. It seems that other troop types are fine.

I'm not sure what the source of the problem is. The only thing I can do atm is to reluctantly disable Zeu_ai whenever I play SF type missions.

wheres my rabbit ?
Dec 21 2010, 11:50
And where is the TS3 server?

on thee interwebz ...

teamspeak.zeus-community.net

addon is in the file and support channel / file browser

metalcraze
Dec 21 2010, 13:58
I'm not sure what the source of the problem is. The only thing I can do atm is to reluctantly disable Zeu_ai whenever I play SF type missions.
That's what I do too for now. However it doesn't help when you are playing an assault mission where you just need to get closer without firing.

thearies
Dec 22 2010, 03:21
hmmm... cant´t find "Zeus AI Combat Skills v.0.02b" on ts3 ...support ???

:(

galzohar
Dec 22 2010, 15:35
Just noticed this breaks some stuff in UPSMON, for example if you use "fortify" parameter there, without Zeus AI all AI will go into buildings, while with Zeus AI some will end up going back into some kind of a formation out in the street for no good reason. It's like something in Zeus AI is overriding other scripting commands in some way, canceling the "move into buildings" commands that UPSMON is giving.

May want to do some more checks where Zeus AI collides with scripting AI in missions, with all the find cover and other stuff, you still want the AI to generally do what the mission maker is scripting them to do.

maturin
Dec 22 2010, 17:48
on thee interwebz ...

teamspeak.zeus-community.net

addon is in the file and support channel / file browser


That brings me to some .rpt logs for the server. And interestingly enough, it's the first link I've seen in response to many questions. Is Teamspeak a secret?

Greez
Dec 22 2010, 18:16
hmmm... cant´t find "Zeus AI Combat Skills v.0.02b" on ts3 ...support ???

:(

the competition, by its very inconvenient, incomprehensible, confusing, hidden, uncomfortable method of downloading this mod boldly takes the first place.

with the utmost respect for the developer and the complete lack of understanding of why hold such problems with references to mod and carefully concealed from the people, where to take updates

no offense pls :bounce3:

tpw
Dec 22 2010, 20:44
hmmm... cant´t find "Zeus AI Combat Skills v.0.02b" on ts3 ...support ???

:(

AnimalMother92 has latest Zeus stuff for download here, for those who can't fathom/stomach the need for Teamspeak:

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

Breeze
Dec 22 2010, 22:05
WeLl i have been using the Zeus addon for a whopping 3 days and I will say I have never had more fun with the game,

However the range in which the AI interact I believe is almost unrealistic and to be honest I am going to do a Jackal mission tonight because its one where the AI usuallly don't see you quickly if they now do it tells me that zeus wont work well with any type of secret night ops.

I will report my findings !!

galzohar
Dec 22 2010, 22:07
Hey, if you can see them... :)

SafetyCatch
Dec 23 2010, 21:29
Hey guys nice work with this mod. I’ve noticed that in recent versions the AI have a tendency to jump in nearby vehicles (friendly or unfriendly) and drive off. Is there a way to disable this at all as sometimes it’s not quite what you want in a mission?

1in1class
Dec 24 2010, 00:09
What is the latest dl link for Zeus AI Combat Skills? First post for dl link is the one thats been out for an while now, whats the recent one for OA? Im lost with all the dl links on this mod.

wheres my rabbit ?
Dec 24 2010, 01:10
That brings me to some .rpt logs for the server. And interestingly enough, it's the first link I've seen in response to many questions. Is Teamspeak a secret?
right click on the channel name and choose file browser

maturin
Dec 24 2010, 01:31
right click on the channel name and choose file browser

There are only two links, both reading "here," and they lead to the .rpts.

BigMorgan
Dec 24 2010, 19:24
I've noticed in the version I'm using (zeu_SYS_ai.pbo last modified 12/4/2010) that when infantry are grouped with an IFV and placed in cargo at the start of the mission, the IFV crew will sometimes dismount with the infantry and engage the enemy on foot.

Obviously they'd be much safer and more effective if they continued to man the IFV to support the dismounts. :D

Noraf
Dec 24 2010, 21:06
hmmm, run in to a bit of trouble trying to get this running on a dedicated server with verify signatures on.

The download doesn't contain server keyas for the asr files that are included in the dl.

Does that mean those files aren't used? or is it just a misshap?
Anyone got the serverkey for those files?



ohh, and merry christmas folks ;)

Enad
Dec 25 2010, 00:53
Hi, I have a pretty annoying bug I found with Zeus AI ACE.(Haven't tested with regular versions as I use ACE mostly all of the time). All AI placed without a move waypoint or something similar will seem to go into combat mode and walk around and climb ontop of the nearest thing or go inside the nearest building, if not near a building, they will walk all the way to the nearest building, this is seriously screwing up most of my missions I'm working on, but I can't live with out Zeus AI. :(

If you could please release a hot fix for this or tell me something to change in the config, that would be much appreciated.


Thanks

Robalo
Dec 25 2010, 04:08
hmmm, run in to a bit of trouble trying to get this running on a dedicated server with verify signatures on.

The download doesn't contain server keyas for the asr files that are included in the dl.

Does that mean those files aren't used? or is it just a misshap?
Anyone got the serverkey for those files?

ohh, and merry christmas folks ;)

I see the key on YAS in @<hidden>\keys
Alternatively grab it from OFPEC (http://www.ofpec.com/tags/index.php?action=details&tag_id=1497)

Merry Christmas !

Noraf
Dec 25 2010, 08:33
thank you

AnimalMother92
Dec 25 2010, 08:41
Hi, I have a pretty annoying bug I found with Zeus AI ACE.(Haven't tested with regular versions as I use ACE mostly all of the time). All AI placed without a move waypoint or something similar will seem to go into combat mode and walk around and climb ontop of the nearest thing or go inside the nearest building, if not near a building, they will walk all the way to the nearest building, this is seriously screwing up most of my missions I'm working on, but I can't live with out Zeus AI. :(

If you could please release a hot fix for this or tell me something to change in the config, that would be much appreciated.


Thanks

Remove the GLx PBO.

Shuul
Dec 25 2010, 10:13
Hi!! I have problem using ZeusAi with new BE Warfare 2.066, after some time, when one more town was captured, they just stop and do nothing when they supposed to advance to next town. But before this i used your mod without issues, can you make it compatible again?
Im using test version for CO and OA.

metalcraze
Dec 25 2010, 11:12
I just checked the AI-ignoring-hold-fire issue with Zeus AI from Oct 5th and while it's still there it is there to a much lesser degree. MGs don't engage enemies right away, just reporting that they have eyes on contact instead, but they do engage them from a closer distance (which is 100-120m which is still quite too much)

When I placed a recon member armed with M4A1 however we were able to get in as close as 20 meters and not further just because the enemy spotted us. So, Protegimus maybe you will check out the differences between that version and this one to see where the issue might be? It's 100% related to zeu_sys_ai

galzohar
Dec 25 2010, 11:21
IMO it's a real problem that Zeus AI totally takes the control of the AI out of the mission maker's hands. All those features are nice, but only as long as they would save the original commands, so if I script an AI to doMove somewhere, I should count on Zeus AI to make him eventually get there 1 way or another (it's cool if on the way he goes through cover positions or makes a little detour, but in the end he should reach where he was sent), or die trying. He shouldn't just go back into formation or take a different position.

bhaz
Dec 26 2010, 00:40
IMO it's a real problem that Zeus AI totally takes the control of the AI out of the mission maker's hands.

I agree. As cool as some of these newer features are, we're slowly losing compatibility with our missions. On the other hand, it's their mod, and they develop it using their own time and effort - we can't really complain. The best we can do is revert to an older version.

Munger
Dec 26 2010, 17:15
I can't find the latest version (0.02b) anywhere. Going to teamspeak.zeus-community.net just comes up with links to two RPT files and nothing else. I also took a look on AnimalMother's page but it doesn't look like he has updated it to the latest version yet.

Great mod but seriously, it's a nightmare to keep updated.

AnimalMother92
Dec 26 2010, 20:21
I'm not able to update my pack(s) until Jan 3rd, sorry. I'm away from Windows/Arma/TS3 for the holidays ;)

metalcraze
Dec 27 2010, 01:29
I think I did some kind of a fix to the issue with AI ignoring "hold fire" order.

What I did is basically commenting out the "_unit2 doFire (vehicle _dgcausedBy);" line from FireAtEnemy.sqf. Now when AI is under hold fire command it behaves exactly like BIS' one (apart from doing Zeus manouevres of course) not firing at the enemy, yet still fires just fine without the 'hold fire' order.

Now I need to test and see if there is anything badly affected but an input from Protegimus about what that line affects would be nice (and if commenting it out causes any scripts to break)

wheres my rabbit ?
Dec 27 2010, 16:01
There are only two links, both reading "here," and they lead to the .rpts.

yo what ?

http://i10.photobucket.com/albums/a131/wheresmyrabbit/ts3.jpg

maturin
Dec 27 2010, 17:14
yo what ?



Look at Munger's post. We get different results from that link.

Edit: removed image from quote. Amazed no asshole moderator has banned for two weeks yet.

metalcraze
Dec 27 2010, 17:31
There is some issue in zeu_OA_c_RocketBallistics.pbo that prevents Apache AI gunners from firing Hydras.

Tested with the latest beta and no other mods, not even other pbos from Zeus. Just this one.

EDIT: Fixed by changing InitSpeed of FFAR ammo in the pbo's config to anything but 0.

NoBrainer
Dec 27 2010, 19:21
It worked for me 2 hours ago

Protegimus
Dec 28 2010, 00:44
Version 0.02c is available for download from the TS3 server:
teamspeak.zeus-community.net:9987
Channel: Support & File Repository
for graphical instructions, go here (http://forums.bistudio.com/showpost.php?p=1821623&postcount=1289) thanks Rabbit!

Version numbers and fixes are in the readme Changelog section (also reproduced below), together with instructions, including instructions on what to do for ACE.

Fixes/improvements:
- version 0.02c (27.12.2010): Changed: re-inforcement ranges for each
faction are reduced to prevent all enemy forces being sucked in to the
first contact:
East: 2000m
West: 2500m
Resistance: 1400m
others: 1000m
Improved: AI will now only use small boats for transport, not ships
Improved: Rating for helicopters is now more granular, attack helicopters are
treated differently to transport choppers
Improved: information sharing is less efficient between AI groups, variation
added for how long it can take and how likely it is to succeed
Fixed: helicopters that are transporting troops will no longer attack enemy
Fixed: zeu_OA_c_ai_rof.pbo - attack helicopters not engaging targets
Fixed: zeu_OA_c_RocketBallistics.pbo - AH-64D not firing FFAR (FFAR
initSpeed must be 0.05 or greater)

From that we also kill one from the known issues list:
10.12.2010 UGLY58: Helicopter crews engage ground targets irrespective of
what type of helicopter they are in, ref (http://forums.bistudio.com/showpost.php?p=1809429&postcount=1200).

BIS help us again with patch 1.57:
[76747] Fixed: doFire did not work on most targets
CQB should see an improvement due to this and it should be obvious on the Utes airport test (maturin).

metalcraze: very timely information regarding the FFAR's, you must have realised I was looking at the helicopter stuff, so thanks for that.
While it was fun (http://www.youtube.com/watch?v=LAWVK4ofPQo) testing this one thing seems clear -
<object width="480" height="385"><param name="movie" value="http://www.youtube.com/v/LAWVK4ofPQo&hl=en_GB&feature=player_embedded&version=3"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/LAWVK4ofPQo&hl=en_GB&feature=player_embedded&version=3" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="480" height="385"></embed></object>
default AI don't select ordnance according to the type of target they are attacking...one more for the wish list.

Protegimus

Tonci87
Dec 28 2010, 09:39
YOu mean for example tanks that shoot Sabot Rounds at Infrantry?

DMarkwick
Dec 28 2010, 10:01
Looking forward to using the latest version :) however, I installed TS3 just now (not used it before) but I can't see anything to download in the Support & File Repository channel. I see links to other stuff, but nothing in the way of Zeus addon downloads.

*edit*
Thanks for the help :) sorry I didn't have my headphones on :)

NoBrainer
Dec 28 2010, 13:25
@<hidden>
Thanks for the update!

But in the future, can you make a the filename with the respective name like "zeus_ai_0.02c.rar" or something.
Just so I know it's the right one.

Please?

metalcraze
Dec 28 2010, 13:47
Protegimus what about that doFire command in FireAtEnemy that when commenting it out gives AI the default behaviour when Hold Fire is issued and fixes that problem while it does not seem to be affecting anything else?

Also there is a certain problem with tanks that I think needs to be looked into. Basically when I want tanks to move somewhere in, say Fallujah, to block the street or some other area by giving a simple "MoveTo" waypoint in the editor - as soon as they spot an enemy they try to move for cover instead of staying there, facing an enemy - often exposing their rear to an enemy while doing so and thus getting blowed up, not mentioning that they don't do what I intend them to do. Is there a way to disable tanks and apcs running for cover?


YOu mean for example tanks that shoot Sabot Rounds at Infrantry?

I shoot them at infantry too when they are, unfortunately for themselves, are grouped :o

Tonci87
Dec 28 2010, 16:31
Well especially when you use ACE Sabot Rounds won´t do much damage to infrantry at all. The Round will hit the ground and bounce of, thats all. A Fragmentation Round will annihilate the whole squad...

galzohar
Dec 28 2010, 18:31
Fixes/improvements:
- version 0.02c (27.12.2010): Changed: re-inforcement ranges for each
faction are reduced to prevent all enemy forces being sucked in to the
first contact:
East: 2000m
West: 2500m
Resistance: 1400m
others: 1000m


Prot, you realize that not letting the mission maker have any control of those things completely breaks a lot of missions? IMO this needs to be default 0 and have a variable that a mission maker can set to change it to whatever he wants for each faction. Ex, if I do nothing this will be disabled, and if I run ZEU_ReinforcementRange_East=500; somewhere, then it will be enabled with 500m distance.

Right now this results in all enemies abandoning all their defensive positions and attacking the players without any ability of the mission maker to stop it from happening. For example if there are many AI defending the main objective and a few defending some secondary unimportant objective, attacking the secondary unimportant objective will make all the AI abandon the main objective leaving it open to attacks. And besides, often AI do much better sitting in static positions than at attacking the players, and currently it seems like there is no real way to make them do that.

I really like Zeus AI, but this lack of control results in every mission turning into a "find a good spot and sit there until all attacking AI are dead".

metalcraze
Dec 28 2010, 19:10
I agree with Galzohar. Those distances are just all too huge. But as I take it that's related only to GLx pbo which I don't play with because I don't seem to remember if that happened to me without GLx.
I will agree with him on another point as well. In a last month or two Zeus AI started to take more and more control from the player/mission maker which does more harm than good.

And there is another issue I found that is related to zeu_cfg_core_ai_skills

AI in certain vehicles unrealisticly detects an enemy.

This can be easily seen in Death From Above mission. When your chopper comes to the first objective your gunner almost immediately reports 2 AAs 2kms away although on the radar they are shown as unknown objects at best (if they are being shown at all). You can't get a lock on them with your missile at all too. Yet your gunner is better than the radar at detecting them? What doesn't help is that your gunner is unable to target them either. And don't even try to fire your missile there.

Then when you try to sneak the ULB in it will always get shot at by tanks and will be blown out of the sky by AA missile. Considering that the distance to those tanks is about 1km and it's nearly pitch black outside - isn't it all too unrealistic?

I think the latter part is also related to ai recognition pbo. Because none of these issues are there when I remove core AI skills and recognition pbos from zeus folder.

Nomadd
Dec 28 2010, 21:37
I also agree with Galozar.

There needs to be a way a mission maker can set limits on the reinforcements range. As much as I love this mod I have had to stop using it because it breaks so many missions.

Most of my missions are for 6-10 players. I set them up with reinforcements already preplaced. With zeus running I end up with all units coming to the first fight . Which is then impossible and if you survive, there is nothing left to fight.

I know I can go in and set "this setVariable ["zeu_AIBypass", true];" for my missions, but I also download missions that may not be setup with zues reinforcement in mind.

I am also curious, if I put "this setVariable ["zeu_AIBypass", true];"in the init of a unit does it bypass all of the zeus enhancements or just keep it from reinforcing?

I really do think this is one of the best mods for AI. Maybe you could put a file in the userconfig and just be able to choose reinforcement or no reinforcement.

Nomadd

maturin
Dec 28 2010, 22:00
GLx is entirely optional, isn't it?

Xeilo
Dec 28 2010, 22:08
Can someone please mirror the new update please?

metalcraze
Dec 28 2010, 23:17
I think it will be a great idea to externalize some settings to userconfig like other mods do so people will change values (like that reinforcement distance or if vehicles should also take cover) to their liking.


GLx is entirely optional, isn't it?

Zeus AI is modular, you can remove whatever modules you want - the remaining ones will work just fine (sysAI requires FindCover though).


Zeus AI Mirror, update from 28/12/2010
http://www.mediafire.com/?zbvwgfccru3ifn0

Protegimus
Dec 29 2010, 01:00
If we put re-inforcement range it in a config, it will be one size fits all - which is no different to where we are now really.
If it's taken from the mission, be that by .sqf or a game logic it will be mission specific; albeit useless to missions created without it, when it will default to what I set.
As it stands, if AI have an active waypoint sequence they are not eligible to be called as re-inforcement.

I will code some sort of "stay static" option, as I appreciate mission makers want some units to stay exactly where they expect - I'm considering the best way to implement it.
zeu_AIBypass wasn't working the way it was intended so it was removed.

metalcraze: wrt to the AI spotting armoured vehicles, etc. it's not a bug, it was a conscious design decision to make the AI recognise armour/air and vehicle contacts more readily - is that ok, because they were really shit at it before?
I (once again) tested your suggestion regarding AI breaking "hold fire" order, but I can't see a difference in my test scenario and as "doFire" was borked until the latest patch I think that if there is any influence from Zeus it lies with the caller, not the zeu_fireAtEnemy function. I'll do some more testing in the next few days.
Before you play the 'realism' card, do the tanks you are referring to have thermal/NV?

Please keep the feedback succint guys...I only need to read something once and while it may be frustrating for some of you that the mod takes an unwelcome path in its development, it will be refined over time.

Protegimus

bhaz
Dec 29 2010, 01:03
As it stands, if AI have an active waypoint sequence they are not eligible to be called as re-inforcement.
That's really helpful, do hold / guard waypoints count toward this? If so, all my missions are already compatible anyway. :D

Xeilo
Dec 29 2010, 01:03
I think it will be a great idea to externalize some settings to userconfig like other mods do so people will change values (like that reinforcement distance or if vehicles should also take cover) to their liking.



Zeus AI is modular, you can remove whatever modules you want - the remaining ones will work just fine (sysAI requires FindCover though).


Zeus AI Mirror, update from 28/12/2010
http://www.mediafire.com/?zbvwgfccru3ifn0

Thanks for the link mate.

-Coulum-
Dec 29 2010, 04:54
Just got Zeus ai. I like it better than vanilla ai but the enemy seems much to timid in small firefights. They run away instead of trying to suppress me. For example- An enemy will see me will go prone and aim at me. If I then shoot at him he will get up and move 10 metres or so. He then goes prone again starts to aim at me and starts the cycle all over again. Is this behavior normal and is there anyway to make the ai not be so timid and fire at me more?

Xeilo
Dec 29 2010, 05:55
Even with the new update I still find that units in my team still fire even tho given the order to hold fire.

-Coulum-
Dec 29 2010, 06:33
Its not so much my team but rather the enemy that seem to be running all over and not returning much fire. They seem to alway want to move instead of settling into some cover (or just going prone in the open) and start to shoot. But then again I don't know much about the editor yet, and I am probably not giving the teams the right types of waypoints and what not.

NoBrainer
Dec 29 2010, 10:13
Like your update a lot.

Played several missions last night and those missions where a lot more intens.
The f**** AI used artillery on us...hate them for that! :D

Protegimus
Dec 29 2010, 12:23
Well, well, AI engaging under "Hold Fire" order i.e. ROE violation when enemy near...
The biki states units ordered to hold fire are set to combatMode "GREEN" (Hold fire - defend only) - as of build 1.57.76934 this is not the case, they are in combatMode "YELLOW" (Fire at will).
ref.: http://community.bistudio.com/wiki/ArmA:_AI_Combat_Modes#Engagement_rules

Can someone test and confirm AI hold fire finally matches default ArmA 2 performance. The file you want is:
zeu_AI_v0.02d.7z

NoBrainer: the only reason the files weren't versioned as well was because if you followed the thread this was meant to be a casual test release.

I've tested with a specific scenario and my AI both hold fire and cease fire on order.

Protegimus

G.I. NO
Dec 29 2010, 13:07
New to Arma for the past month, and have been trying to get my head around it all.

I have been using GL4 and Zeus together (and in that order in the command-line) and been really enjoying the challenge they provide, but as of yet have not done any tinkering to try and get the best out of them working together, and I am also not sure what over-rides what between the two when they are in that order in the command-line.

I have just read the entire GL4 thread, and I am wondering if this still applies for using Zeus for OA and GL4 together


A note for everyone that wants to enjoy GL4 together with the combat skills of Zeus AI, edit the
...\@<hidden>\GL4_Settings\GL4_Global.sqf

file and set:
Code:

// GL4 Enemy A.I. Difficult:
// ================================================== ====
GL4_Global set [29, False];

When set this way, AI perform to much more realistic levels, they do not hesitate when engaging at close quarters, plus use a better mix of weaponry when doing so and the benefits of GL4 make missions even more challenging.

If I don't do this, is Zeus affected in some way so that I don't get the benefit of all it has to offer?

Without having done this currently, the AI is still seems really challenging, but would I get even more benefit from making this alteration to GL4?

Thanks.

metalcraze
Dec 29 2010, 15:09
metalcraze: wrt to the AI spotting armoured vehicles, etc. it's not a bug, it was a conscious design decision to make the AI recognise armour/air and vehicle contacts more readily - is that ok, because they were really shit at it before?
The point was that AI manages to see enemy vehicles while the radar doesn't even "know" they are enemy. Meaning AI is now at the opposite extreme of being shit. I think it needs to be balanced more. I've checked the config at it looks like you have 0.85 at the lowest skill setting and 1 at the highest for spotDistance - shouldn't it give the AI even with the worst skill setting eagle eyes?


Before you play the 'realism' card, do the tanks you are referring to have thermal/NV?
In Death From Above they are T-55s so no thermal sights at least. Besides they perfectly see a not all that loud and quite small Little Bird 1km away which they shouldn't be able to do considering they are in safe mode by default e.g. not looking for targets.
I've played with those config settings a bit and managed to bring them to a more "adequate" level while not making crews blind but I need to test them more. What I recommend you to do is make a skill spread higher, not 0.85 as the minimum setting for the zero skill which is way too high IMO.

There's another possible issue with Apaches (and probably other assault choppers too). Now I need to test this more but with Zeus Apaches seem to fly too slow when in combat, making them easy targets even for tanks when they are out of Hellfires. When I remove Zeus from the startup line they tend to be faster, managing to survive and seem to manoeuver more. I think the problem lies in either sysAi or FindCover.
To easily test this put one tank and an apache some 1.5kms away flying towards it with Hellfires removed (so they won't blow the tank up right away) and compare.


Can someone test and confirm AI hold fire finally matches default ArmA 2 performance. The file you want is:
zeu_AI_v0.02d.7z

Nope. The issue is only partially fixed (MG breaks hold fire from a closer distance now).
I think I understand why you can't experience it in that test SQM I gave you. When you test it who reports the enemy contact - you or MG gunner?
Because if MG gunner detects him first 'hold fire' will work. If you will detect him first than the issue will be there.
When I comment out that doFire line from FireAtEnemy everything works fine. When I order my AIs to hold fire - they will hold fire no matter what - won't break the order even 30m away from the enemy. At the same time I've never seen an issue with somebody not firing at an enemy during all these days since I commented out that line when not under hold fire orders. I've played both 300m+ engagement missions and CQB missions. They work fine (with bot 0.02b and 0.02c at least)

TheDudeAbides
Dec 29 2010, 16:18
Any chance you could put in a code or param to call for defensive positions? I know there is the disable param but I would like to see what you guys could do with a editor called defensive stance for the AI ie look for cover or occupy buildings/static weapons maybe set up ambushes in the area. I love the enhancements you guys have already made and think this would help alot of us mission makers.

Protegimus
Dec 29 2010, 16:40
Nope. The issue is only partially fixed (MG breaks hold fire from a closer distance now).

ok, thanks for testing. Version:
zeu_AI_v0.02d1.7z

passes your test mission (at least for me) and mine, irrespective of who calls the enemy.

For aircraft recognition, please test without:
zeu_OA_c_ai_recognition.pbo

btw, you can simply ask questions in a reasonable manner and I'll try to point you in the right direction.

Protegimus

duffbeeer
Dec 29 2010, 16:50
Hi Protegimus!

First thank you for your outstanding mod. It makes Arma2 much better!

Ive testet your new version yesterday in Warfare BE. Watched the AI flying in particular. The Ah64 is finally using his whole armament, thanks for that. But there still seem to be an issue when it comes to landing. The AI is now much more willing to land on open spaces and not looking for a good spot 1 km away but there is still some problems. Ive commanded a UH60M to land on an open spot in a valley, there was litterally no object in 100m radius. The Blackhawk was even autohovering over a promising spot, so i told the pilot to disembark. The helo began to land but when he was like 2 -3 m above the -empty- ground , it autohovered to the next tree 150m away and crashed my whole delta force team in it :P I know this must be one of the most difficult features to code and im seeing lots of progress on that in the last versions. Anyway keep up the good work man, its really appreciated.

metalcraze
Dec 29 2010, 17:25
ok, thanks for testing. Version:
zeu_AI_v0.02d1.7z

passes your test mission (at least for me) and mine, irrespective of who calls the enemy.
Confirmed. Passes my test mission here as well the same as in vanilla. Got within 30m, MG was still holding fire. Opens fire the moment I order him too.
I noticed another thing but I need to check it in vanilla as well. When we are close to the enemy (20-30m) and the enemy notices us - when I order MG to open fire he hesitates. He fires just well when the enemy is not spooked. This takes an effort to reproduce though.
I think it can be because of such close distance and enemy moving - MG can't aim fast enough at him I believe.


For aircraft recognition, please test without:
zeu_OA_c_ai_recognition.pbo
Yeah I did. I'm reporting about 'core skills' only without 'recognition'.


Edit
I find another Zeus AI related issue.
Fire up End of the World mission from EW Campaign and see the camera running for cover in panic as soon as it spots *spoiler*, being afraid to even look at it from behind trees until it deems it's safe enough to. A pretty funny glitch. But who knows what else it may affect in a bad way.
And it's related to 'core skills' and 'recognition' as well because when I remove them the cutscene plays as intended.

Protegimus
Dec 30 2010, 12:47
Confirmed. Passes my test mission here as well the same as in vanilla. Got within 30m, MG was still holding fire. Opens fire the moment I order him too.

Good, we'll count that one as closed then.



I noticed another thing but I need to check it in vanilla as well. When we are close to the enemy (20-30m) and the enemy notices us - when I order MG to open fire he hesitates. He fires just well when the enemy is not spooked. This takes an effort to reproduce though.
I wouldn't bother, line 23 of the readme:
- Changes the speed at which an AI can get a bead on a target
No one that enjoys doing infantry stuff likes playing against aimbot AI.

metalcraze, the speculation is getting a little out of hand.

From the description you gave in Death From Above, do you think the two AA units you were detected by and which fired missiles on your LB may have had an influence? AA units can realistically operate at night.

If you want to play carefully scripted campaign missions designed for ArmA 2, remove Zeus AI; or accept that it changes stuff.

What I'm interested in with regard to AI observation at the minute is whether it is possible to improve the AI vision at night (without NV and before contact is initiated).
This has always been very closely linked to AI hearing ability and the recent patches do appear to have changed this ability again (AI seems less sensitive).
Solus also mentioned that during his testing he obtained different values than I for spotTime[]= which affected this, so I will revisit that.

spotDistance[] = values, no I've always been satisfied that the low skill level was essential to improving the AI spotting...tested in broad daylight on a flat runway.

By all means test spotting related stuff and report data from your observations, different values for cfgAISkill and such. The source information is deliberately included in the .pbo, for you or anyone else that's interested in contributing - there's nothing to say it can't be improved upon and just as with AI "Hold fire", I'm not too proud to revisit it and sort it out if I can.

Protegimus

-Coulum-
Dec 30 2010, 18:17
Is it normal for enemy rifle men not to fire much while using Zeus ai? I am playing combined ops with only zeu_AI and CBA. The enemy ai armed with assault rifles rarely if ever fire a lot of shots at me. Automatic rifle men fire a fair bit but the rifle men just run around go prone get up and run around some more. They don't often fire at me. I even set up a 1 on 1- me against a rifleman on the airfield in utes. I was able to run and zig zag from one end of the runway all the way to the other end and touch him before he finally shot me. He fired between 5 and 10 shots the whole time.

I doubt that this is the way that the mod is supposed to run but I can't find out what I am doing wrong. I've reinstalled Zeus several times but still get the same results. Has anyone else had this problem before? Is there something I can do to fix it?

DeclaredEvol
Dec 30 2010, 19:34
Version 0.02c is available for download from the TS3 server:
teamspeak.zeus-community.net:9987
Channel: Support & File Repository
for graphical instructions, go here (http://forums.bistudio.com/showpost.php?p=1821623&postcount=1289) thanks Rabbit!

Version numbers and fixes are in the readme Changelog section (also reproduced below), together with instructions, including instructions on what to do for ACE.

Fixes/improvements:
- version 0.02c (27.12.2010): Changed: re-inforcement ranges for each
faction are reduced to prevent all enemy forces being sucked in to the
first contact:
East: 2000m
West: 2500m
Resistance: 1400m
others: 1000m
Improved: AI will now only use small boats for transport, not ships
Improved: Rating for helicopters is now more granular, attack helicopters are
treated differently to transport choppers
Improved: information sharing is less efficient between AI groups, variation
added for how long it can take and how likely it is to succeed
Fixed: helicopters that are transporting troops will no longer attack enemy
Fixed: zeu_OA_c_ai_rof.pbo - attack helicopters not engaging targets
Fixed: zeu_OA_c_RocketBallistics.pbo - AH-64D not firing FFAR (FFAR
initSpeed must be 0.05 or greater)

From that we also kill one from the known issues list:
10.12.2010 UGLY58: Helicopter crews engage ground targets irrespective of
what type of helicopter they are in, ref (http://forums.bistudio.com/showpost.php?p=1809429&postcount=1200).

BIS help us again with patch 1.57:
[76747] Fixed: doFire did not work on most targets
CQB should see an improvement due to this and it should be obvious on the Utes airport test (maturin).

metalcraze: very timely information regarding the FFAR's, you must have realised I was looking at the helicopter stuff, so thanks for that.
While it was fun (http://www.youtube.com/watch?v=LAWVK4ofPQo) testing this one thing seems clear -
<object width="480" height="385"><param name="movie" value="http://www.youtube.com/v/LAWVK4ofPQo&hl=en_GB&feature=player_embedded&version=3"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/LAWVK4ofPQo&hl=en_GB&feature=player_embedded&version=3" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="480" height="385"></embed></object>
default AI don't select ordnance according to the type of target they are attacking...one more for the wish list.

Protegimus

Holy crap!!! what sound pack is this o.O

metalcraze
Dec 30 2010, 19:35
I've unpacked Death From Above mission and checked it out.

Tank crews do have NVGs and ULB is easily seen with them so that's fine.
Their skill levels are also set to ~0.8 so they are supposed to be good with Zeus.

However crews manning anti-air cannons have no NVGs (their skill level is as high though). They can't see Apache. However as soon as Apache fires a missile they can easily get a lock on the chopper and launch their missiles in response. I as an Apache pilot can't get a lock on them even if they are firing no matter what I do. Now here comes the interesting part. As soon as I team-switched to a takistani manning AA gun I could see Apache starting to engage me and a neighbouring AA gun with hellfires and M230 - something I can't force my gunner to do while I'm a pilot (note that while I'm a pilot AAs are reported as enemies by the gunner but radar shows them as unknowns so I can't get a lock on them).
What can be an issue here?

Now that we are talking about choppers it seems that the issue with choppers not landing after they ever were engaging or engaged by an enemy is still there

AnimalMother92
Dec 30 2010, 22:00
Holy crap!!! what sound pack is this o.O
It's listed in the video description, CSM2OA.

AnimalMother92
Jan 3 2011, 03:04
Finally back from holiday, Zeus packs updated for Vanilla and ACE users :)

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

DeclaredEvol
Jan 3 2011, 04:04
Finally back from holiday, Zeus packs updated for Vanilla and ACE users :)

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

Btw, SLX and Zeus AI do not work together. It crashes the game pretty fast into action, I have tested your project and its been very good. But I have come to the conclusion that SLX and Zeus AI are conflicting with each other. If you could fix this issue, or help me trouble shoot the problem I would be very honored to attribute to the success of your mod :D

AnimalMother92
Jan 3 2011, 04:05
Eh? I don't use SLX, and it's not my mod I'm just mirroring it :confused:

DeclaredEvol
Jan 3 2011, 04:53
Eh? I don't use SLX, and it's not my mod I'm just mirroring it :confused:

I have finally figured out the true issue... and it is SLX it self. I had only started SLX and CBA for Extended Eventhandlers... and very soon had found that SLX was crashing because of a Extended Eventhandler library of functions mismatch. I will notify the creator of SLX about this issue, and possibly the creators of CBA. Sorry for the inconvenience, and for the false conclusion that you were the creator of Zeus AI. Thank you for your time!

Tonci87
Jan 3 2011, 09:10
One Question Protegimus: If I don´t want the AI comming to help their buddies I´m currently slaying and leaving their positions while doing so, do I just need to remove glx.pbo and netcode.pbo? What are thos two files exactly doing? Is this only the reinforcement feature or are they doing other stuff as well?
Well that turned out to be more than one question^^

spangg
Jan 3 2011, 09:31
@<hidden>
As far as I know it is a modification of gl3, probably from slx and responsible only for the communication in between the different ai groups. At least for the time being.
Yes, remove netcode and glx.

Rubberkite
Jan 3 2011, 13:12
Hi protegimus,

thank you a lot for continuos development of this outstanding addon, I use from long time and I complete agree with you about AI accuracy settings.
default value also without zeus are unreal and immersion of firefight is really lower!

I'm oraganizing a warfare tournament, and I plan to use zeus for all player
can you release a signed version with balanced spotting range

Redfor 1900
Bluefor 1900
Resistance 1400
Other 1400

so I will use that for tournament.

I suppose that is possible to tweak but I really prefer that you relase a signed default balanced for that purpose.

thank you in advance

and a little question what the optional addon does?

cheers

Rubber

Xerxes-17
Jan 3 2011, 14:32
I think Mi24's doing air attacks are broken with zues.

sowens
Jan 3 2011, 16:41
Is there any way to leave GLX and netcode on but limit how far they chase you? We have choppers, vehicles and sometimes infantry moving multiple kilometers chasing either a chopper or people respawning.

maturin
Jan 3 2011, 17:38
I think Mi24's doing air attacks are broken with zues.

Example...

soldaten
Jan 3 2011, 17:43
can I get a link for the most stable ace compatible zeus.

AnimalMother92
Jan 3 2011, 18:06
can I get a link for the most stable ace compatible zeus.

1 page back

Manzilla
Jan 3 2011, 18:14
Hey thanks AnimalMother! I appreciate it.

megagoth1702
Jan 3 2011, 18:58
Thanks Animal! Really appreciate you keeping track of this...

Hey, whats that ACE_Dispersion? Does it change ACE dispersion or what? oô I dont really want to toy around with ACE guns that much...

soldaten
Jan 3 2011, 19:32
1 page back

Thank you brother

AnimalMother92
Jan 5 2011, 07:17
@<hidden>

I'm pretty sure ZeusAI is allowing setCaptive units to engage and fire freely. I'll keep testing to make sure, but I ran across this in a mission where a "captive" unit had wasted all the enemies around him using a pistol :p

Xeilo
Jan 5 2011, 08:57
I seem to be having a problem with AI, the AI after leaving the danger mode back to safe seem to follow me in a line and not change formation. I have the latest update with the correct ACE files too.

bhaz
Jan 5 2011, 09:57
I'm pretty sure ZeusAI is allowing setCaptive units to engage and fire freely.
According to this (http://community.bistudio.com/wiki/setCaptive), it's the default behaviour and is intended.

AnimalMother92
Jan 5 2011, 10:31
Guess so, oddly never noticed that before. Thanks.

Concurssi
Jan 5 2011, 12:46
I seem to be having a problem with AI, the AI after leaving the danger mode back to safe seem to follow me in a line and not change formation. I have the latest update with the correct ACE files too.

I have a similar problem with AI just not reacting to any orders until I save and load the game, and even then they can't follow a proper formation and instead they run around randomly, but still following me in the general direction that I am moving in.

sowens
Jan 5 2011, 13:44
Tested on Domination. They are calling troops from Sidemissions over 2km away and we have seen further to support when we have been taking a town and the reverse is true.

Also tested without GLX and netcode by para dropping into a city engaging and dying, respawning and waiting. I was attacked at the airfield later on by the troops from that town. ACE is running as well so I am not sure which is drawing troops away.

We usually play on a map that despawns troops if we leave the area, so I don't know if this is new, old or intended.

megagoth1702
Jan 5 2011, 13:48
and instead they run around randomly, but still following me in the general direction that I am moving in.

If they seem to be moving in circles - the last beta patch fixed that.

Concurssi
Jan 5 2011, 14:00
If they seem to be moving in circles - the last beta patch fixed that.

Would that be 1.04b?

domokun
Jan 5 2011, 14:10
No I think that he means last beta patch for OA :
ftp://downloads.bistudio.com/arma2.com/update/beta/ARMA2_OA_Build_77007.zip

Not the last beta for Zeus AI

galzohar
Jan 5 2011, 14:50
deleted, already mentioend.

Hunter123
Jan 5 2011, 16:03
I really thank you for this Mod. It adds a lot of good stuff.
BUT there is one big flaw, i have to say. This mod breaks practically every stealth or sniper mission. I'm an experienced player and I have to say that those missions cannot be accomplished with your mod. I don't want to whine around here, just asking you to maybe look into this. thanks

Xeilo
Jan 6 2011, 05:57
Can someone please upload what Zeus they are using with ACE for the latest stable version of OA so I can see if that works.

AnimalMother92
Jan 6 2011, 06:16
Can someone please upload what Zeus they are using with ACE for the latest stable version of OA so I can see if that works.

It hasn't moved :rolleyes:
http://dev-heaven.net/projects/anm-missions/files

galzohar
Jan 6 2011, 09:16
Some missions rely very strongly on the default AI behavior, and any change to AI behavior will break those missions. Nothing that can really be done. If mission maker assumes AI are blind in a certain situation, not because they should be but because they just are due to bad configuration from BIS, then when you fix this problem that BIS caused you break the mission. Even the slightest change to detection range or AI communication can break such sensitive missions.

The only solution I can suggest is either play missions that don't rely on the AI to do very specific (and usually stupid) things, or play them without Zeus AI.

Of course this is different from stuff in Zeus AI that make the mission maker completely lose control of the AI, which I hope will be improved in the future.

metalcraze
Jan 6 2011, 10:12
Yeah I actually now play default BIS missions without Zeus where it hurts.

I had to remove sys_AI in the end though. With it tanks constantly run for cover, exposing their rear to the enemy and AT gunners take waaaaay too much time looking for cover before they engage an enemy vehicle - and as a result dying in 95% of cases. Without sysAI they react quick enough to an enemy vehicle - even when it faces the infantry they manage to destroy it in 3/4 cases which is fine. And AI still acts quite nicely, didn't notice much change in anything else since I've removed sysAI.

Tonci87
Jan 6 2011, 10:25
With it tanks constantly run for cover, exposing their rear to the enemy and AT gunners take waaaaay too much time looking for cover before they engage an enemy vehicle - and as a result dying in 95% of cases.

This really needs to be fixed!

Hunter123
Jan 6 2011, 10:28
thanks for the reply. i will test it again but this time only with certain pbos. will report the best results.

which pbo is respnsible for the ai spotting or engagement ranges??

galzohar
Jan 6 2011, 12:11
Maybe a change to the find cover function to fire first and run for cover after? It makes more sense after all. First make the enemy feel the need to take cover, and only then take cover yourself. At least in cases where the nearest cover is further than 1 second of running time.

BeerHunter
Jan 6 2011, 14:52
ooops..wrong thread

SpetS15
Jan 6 2011, 15:57
Is this Zeus AI less agresive and more slow than the old one? or its just my imagination? :s

Xeilo
Jan 6 2011, 20:53
It hasn't moved :rolleyes:
http://dev-heaven.net/projects/anm-missions/files

Thats the one I have been using lol, still not working.

Tonci87
Jan 7 2011, 08:26
Its working for me

Sam75
Jan 10 2011, 17:44
I am using A2 AO, what version of zeus I should use ? Zeus OA or Zeus Ace ?

Also AI is smoking everything, how can I turn off this feature ?

thx

metalcraze
Jan 10 2011, 18:08
don't give AI smoke grenades

Kremator
Jan 10 2011, 18:58
Ummmm smoke is great! In a battle you would WANT them to be throwing it.

Sheesh !

mrcash2009
Jan 10 2011, 19:03
I think deep in this thread there is a debate about having smoke throwing optional to the addon (switchable) ... but I feel this will stay fixed as it is :)

Manzilla
Jan 10 2011, 20:50
I am using A2 AO, what version of zeus I should use ? Zeus OA or Zeus Ace ?



That's been addressed so many times here already. Just use the search feature for that proper answer. I couldn't tell you which one to use cause you didn't mention if you use ACE2. If you do use ACE2 you can't use certain vanilla Zeus AI files so you gotta use the files from the Zeus ACE2 version. If you want to find out which files need to be used together if using ACE2 then you gotta check the thread. I can't remember the proper set up anymore and I've already provided it in this thread so I'm not taking any more time to look it up again.

The answer is here though. It only takes a few seconds to find it out.

For the latest working ACE2 version look for the link AnimalMother provided some pages back.

Xeilo
Jan 10 2011, 21:41
My problem seems to have magically fixed itself lol, I won't complain.

Concurssi
Jan 12 2011, 17:30
If they seem to be moving in circles - the last beta patch fixed that.

I finally got around to trying the latest patch and I still have the same problem: after standing down from a fight, some of my guys just stand around and don't do anything when I give them orders. Then when I save and load, they start running around in circles.

jake8787
Jan 12 2011, 18:15
Concurssi:

I have the same issue. Sometimes after a fight I will have a squad member who refuses to move. It seems like if it was a situation where they shot a lot of rounds it is worse or more likely to happen.

Also, it seems to happen to mainly marksman and machinegunners.

I'm not sure if this is an Arma issue or something caused by Zeus. It sure is a bummer though when you get into a mission, survive a fight and then the AI breaks and you have to either leave a man behind or restart the mission.

"Where are you?"

Well 4, I told you to get in and you shrugged me off. Now you can walk home:p

galzohar
Jan 12 2011, 19:04
AI seem to spend a lot of time shooting at your last known position, even after you are long gone. Cutting down on how long they continue to do so could be an improvement. Currently if I distract them I can take a big detour and hit them from the side/behind while they're still engaging my very very old position.

metalcraze
Jan 13 2011, 01:23
People who have issues with AI getting stuck after the combat try playing without zeu_sys_AI

mrcash2009
Jan 13 2011, 12:39
Is there a definitive explanation of each pbo's function and what it actually carries out much like the SLX thread that describes each pbo in full.

I see allot of comments and people mentioned taking certain things out, but I dont see any place that really explains them individually in much detail.

If I have missed a trick please post a link as I have completely missed it I think.

Concurssi
Jan 13 2011, 12:49
People who have issues with AI getting stuck after the combat try playing without zeu_sys_AI

Tried this for about half an hour or so and it seems to work. Of course, the frustration with the AI doesn't end here, but it's a step forward.

Oh, and I guess the "causes no known issues" bit in the readme is now a lie :)

jake8787
Jan 13 2011, 13:48
People who have issues with AI getting stuck after the combat try playing without zeu_sys_AI


I will hopefully try it tonight. The only reason I haven't so far is because I would rather have a glitchy zeus than the standard AI.

metalcraze
Jan 13 2011, 14:06
I also hope you are using the very latest version of Zeus from TS3, because the version from Oct 5 available on Armaholic has the AI getting stuck issue which was fixed since.

If you are using the latest one however - zeu_sys_AI may be at fault, because it actually forces the AI to take cover by its own rules and it's possible AI may get stuck in that position for some people. Wasn't happening for me though.

Note that AI is still very competent without sys_AI, they just don't take cover so eagerly (down to grouping under the same cover which has its drawbacks) anymore - a small price to pay for tanks not turning their backs at enemies while seeking cover before engaging (which gets them wiped out) and AT gunners instafiring at tanks, instead of running around looking for good cover for good 10 seconds (which gets them wiped out)

Concurssi
Jan 13 2011, 14:07
You can use TS3 to download stuff? :confused: Awesome, I'll have to look into that.

jake8787
Jan 13 2011, 14:15
Allow me to display my ignorance:

What is TS3?

I am using the version from armaholic.

Nevermind, a little bit of google and I'm all straightened out. I think I found a link that worked in an old thread, downloaded a version of Zeus AI anyway.

If my 1.5 year old son lets me have any free time tonight I'll try it out.

Concurssi
Jan 13 2011, 14:19
Teamspeak 3. What's the server? I can't find any info about it.

Edit: lol disregard that, I found it. Which file am I supposed to download? zeu_AI_v0.02d1.7z?

MoS
Jan 13 2011, 14:26
People who have issues with AI getting stuck after the combat try playing without zeu_sys_AI

Thanks for the advice but what does zeu_sys_Ai.pbo do anyway?

metalcraze
Jan 13 2011, 14:32
Thanks for the advice but what does zeu_sys_Ai.pbo do anyway?

Actually now that I've checked it in-depth - apart from using FindCover.pbo which is responsible for AIs taking cover (but can't work without sys_AI) it's also responsible for AI engaging (I honestly can't see a difference in their reaction times and aggressiveness without it) and throwing smoke grenades and frags (it still throws frags without sys_AI just as well, but not smoke). So the price is a bit higher. I'll check to see if it's possible to use just "throw smoke" script separately from the rest of the scripts.


Teamspeak 3. What's the server? I can't find any info about it.

Edit: lol disregard that, I found it. Which file am I supposed to download? zeu_AI_v0.02d1.7z?

Yep.

jake8787
Jan 13 2011, 14:53
Thanks Metalcraze & company. I found the file on TS3. Looking forward to trying it out!

Concurssi
Jan 13 2011, 21:42
Awesome!

The latest version of Zeus AI fixed my problem, I didn't even have to remove the zeu_sys_ai or whatever that file was. Now it works like a charm.

JuggernautOfWar
Jan 15 2011, 13:56
So do I need to download and install TS3 to install the most recent version of this mod? Could somebody upload it to a filesharing site if so? My readme says "Last modified: 04.10.2010".

birtuma
Jan 15 2011, 17:01
So do I need to download and install TS3 to install the most recent version of this mod? Could somebody upload it to a filesharing site if so? My readme says "Last modified: 04.10.2010".

http://forums.bistudio.com/showthread.php?p=1826279#post1826279

But I don't know if the files were changed by AnimalMother

JuggernautOfWar
Jan 15 2011, 17:17
Hmm there's two different AI files there. Which one I wonder.

Tonci87
Jan 15 2011, 17:39
Do you use ACE? Then pick ZEUSAI_ACE.7z

JuggernautOfWar
Jan 15 2011, 17:45
Oh wow hurr totally missed that. Thanks. :)

So does this actually fix the annoying issue where AI troops take about three minutes to board a vehicle seven meters away?

NoBrainer
Jan 15 2011, 18:02
Have some problems with a mission.
One of our guys have made a mission that works with beta and some addons, but not with the Zeus_AI.

We get an error saying that we can't play / edit this missions due to missing "zeu_oa_c_wep_dispersion".

The mission is not made with any other addons than A2CO and we have tested it with and without beta on both server and client. We are 5 people who get the same error and it's on dedicated server.

We also use Zeus AI v0.02d.

Can someone please help us with this one?
The server *.rpt just have that errormessage in it....

Concurssi
Jan 15 2011, 18:47
http://forums.bistudio.com/showthread.php?p=1826279#post1826279

But I don't know if the files were changed by AnimalMother

I believe the only up to date files are on the TS3 server.

maturin
Jan 15 2011, 19:12
I believe the only up to date files are on the TS3 server.

Which can't be accessed through a web browser?

Concurssi
Jan 15 2011, 19:13
That's right. If I am correct, that is.

AnimalMother92
Jan 15 2011, 20:54
I only update when I see Pro make an announcement here. v0.02d1 is what I have and that matches what I see on TS3.

JuggernautOfWar
Jan 16 2011, 07:30
So does this attempt to fix the boarding AI taking three hours to board a vehicle? Does it also attempt to fix the AI being stuck in "combat mode" for a prolonged period of time?

Concurssi
Jan 16 2011, 09:45
So does this attempt to fix the boarding AI taking three hours to board a vehicle? Does it also attempt to fix the AI being stuck in "combat mode" for a prolonged period of time?

I haven't read the changelog, but it fixed those problems for me.

NoBrainer
Jan 16 2011, 10:55
Have some problems with a mission.
One of our guys have made a mission that works with beta and some addons, but not with the Zeus_AI.

We get an error saying that we can't play / edit this missions due to missing "zeu_oa_c_wep_dispersion".

The mission is not made with any other addons than A2CO and we have tested it with and without beta on both server and client. We are 5 people who get the same error and it's on dedicated server.

We also use Zeus AI v0.02d.

Can someone please help us with this one?
The server *.rpt just have that errormessage in it....

Got a tip from nkenny:

http://forums.bistudio.com/showpost.php?p=1800518&postcount=1119

Which basically ment that I deleted "zeu_oa_c_wep_dispersion" on the server, and now the mission works great.
Thanks nkenny

memento
Jan 16 2011, 16:55
Hello,

I finally chose to uninstall the whole Zeus module.

After days upon days of tries, two problems remained.

1) friendly IA couldn't hold fire as ordered and would auto-switch to open fire, thus ruining any mission based on stealth !
2) enemy IA had a huge recognition distance, with for example IA APC without night vision able to spot and shoot my guys 800 m away in pitch dark.

I am sorry but without Zeus the missions now work like a charm... (though being much easier now).

I will make a last try with the "findcover" PBO, but I believe SLX also has a findcover module.

Thank you for you work but I'll not use this mod until fixed

metalcraze
Jan 16 2011, 17:01
AI not holding fire is fixed in 0.02d1, make sure you have it.
Version at Armaholic is very old and quite buggy.

memento
Jan 16 2011, 17:15
AI not holding fire is fixed in 0.02d1, make sure you have it.
Version at Armaholic is very old and quite buggy.

Unfortunately, maybe inexplicably, it wasn't fixed for me as of today with version 0.02d1 as made available by AnimalMother

...

---------- Post added at 07:15 PM ---------- Previous post was at 07:04 PM ----------

As requested a few pages before, it would be nice to have a detailed list of functions of each PBO for this module.

When I removed SYS_IA just to see if my friendlies would hold fire, something really weird happened. All the IA enemies could instantly spot me from any distance, and start shooting all together in my direction without ever hitting me.

Even tanks at point blank with their coax!

AnimalMother92
Jan 17 2011, 14:03
Not sure yet which PBO causes this, but it seems doStop commands are ignored when running ZeusAI. I have several missions with units that are setCaptive and given a doStop order so that they stay in one place, however now they're running for the hills ;)

TheDudeAbides
Jan 17 2011, 14:22
I think it is the ZeusGLX.pbo that causes the AI to act like a child with ADHD

Cescollino
Jan 17 2011, 18:26
what pack exactly i have to use with ace?? i dont understand

galzohar
Jan 17 2011, 20:57
Well when you run Zeus AI, you can't really tell the AI what to do. After you issue the doStop command, if Zeus AI decides another command needs to be issued, it'll issue it and the unit will move, overriding the doStop command. At least that's how things seem to be working.

JuggernautOfWar
Jan 18 2011, 09:08
What's a doStop command?

AnimalMother92
Jan 18 2011, 10:31
http://community.bistudio.com/wiki/doStop

Toxim
Jan 18 2011, 10:36
Hmm i havent seen anything about this "feature" yet in this thread, so:

Is there any way to get an Zeus AI gunner in a chopper to stop switching weapons from the M230/M197 to Hydras?

If i tell him to use the chain gun, it wont take long until he switches to Hydras on his own, as long as the chopper has those Hydra missiles left.

Forgive me if it's been discussed already.

Concurssi
Jan 18 2011, 13:11
This is strange :/ My medic runs off somewhere and his icon says "supporting", then I give him an order he says "roger" and then immediately "supporting" again and just keeps running. He runs straight into enemy fire and bam he's dead :(

edit: never mind, my bad. I had switched to another unit momentarily and during that time my leader had given him an order to get support, which stuck with him even after I gave him other orders.

metalcraze
Jan 18 2011, 14:56
Have anyone of you tried running the latest OA beta where BIS did a lot of improvements to the AI with FindCover.pbo and without it?

Because it looks to me that with FindCover AI ignores cover now, prefering to stay close to the team leader (f.e. in the forest they will lie down close to you), while without FindCover.pbo AI take cover behind trees most of the time.

Can anyone test and confirm?

A_Blunt_Rifle
Jan 19 2011, 03:58
if playing with the ACE mod, where can i find the most recent Zeus Ace mod? and also will i need both Zeus ACE as well as regular Zeus?

AnimalMother92
Jan 19 2011, 04:09
Because this question comes up so frequently, I put together a modfolder with just the latest Zeus files you need to use with ACE. It's been posted every few pages.

"ZeusAI_ACE.7z"
http://dev-heaven.net/projects/anm-missions/files

JuggernautOfWar
Jan 19 2011, 22:13
AI gunners changing from weapon to weapon is seriously annoying. Why is my copilot trying to shoot at RPG armed insurgents to our 2:00 with rockets when he's got a perfectly good M230 chain gun to use?

metalcraze
Jan 20 2011, 09:39
That's the engine's problem - f.e. Apaches select weapons only depending on the distance, not the target itself. The best Zeus (or any mod) can do without some magical scripting is changing the priorities of weapons at various distances.

JuggernautOfWar
Jan 20 2011, 09:48
Alright but I never have tha problem without Zeus, so idk.

metalcraze
Jan 20 2011, 11:27
Maybe Zeus tweaks it so that Apaches use FFAR more. I don't remember Apache gunners liking to use those missiles too much in vanilla.

mortyfero99
Jan 20 2011, 16:11
It makes my squad too slow during firefights!!

Today I was playing a furious battle against takistan army in open ground, of course i need my medic run around like a crazy to help wounded soldiers !!
Usually i give him order "disangage" and behaviour "aware" bacause of in behaviour "combat" he needs 5 minutes to preform 10 meters ... but with zeus_ai my medic never go back to "aware" behaviour and so my men were loosing blood all around the battlefield !!

Some problem when i order them "Gear" to rearm them, they are soo slow that the ammo apc is already gone :(...
They don't obbey my "stand up" order too !!

zordak
Jan 21 2011, 03:29
Because this question comes up so frequently, I put together a modfolder with just the latest Zeus files you need to use with ACE. It's been posted every few pages.

"ZeusAI_ACE.7z"
http://dev-heaven.net/projects/anm-missions/files

I used this version and server freezes, maybe a problem with the glx and net files?

Concurssi
Jan 21 2011, 21:33
So, anyone else having problems with the game freezing on Chernarus while using Zeus AI?

Katipo66
Jan 21 2011, 22:03
So, anyone else having problems with the game freezing on Chernarus while using Zeus AI?
Yes..

Greez
Jan 21 2011, 23:22
just delete glx and net files for solving freezing problem

ck-claw
Jan 22 2011, 08:08
AI gunners changing from weapon to weapon is seriously annoying. Why is my copilot trying to shoot at RPG armed insurgents to our 2:00 with rockets when he's got a perfectly good M230 chain gun to use?

I am having this but only after ive taken a few hits/small arms fire.
So i repair and they stop switching-so i assumed it was the slight damage.

Concurssi
Jan 22 2011, 09:01
just delete glx and net files for solving freezing problem

Net files meaning zeu_netcode.pbo? Are there more?

ck-claw
Jan 22 2011, 09:59
I am having this but only after ive taken a few hits/small arms fire.
So i repair and they stop switching-so i assumed it was the slight damage.

Nah after further playing Nogova Warfare- its a problem, had no damage and twas still switching! :eek:

jake8787
Jan 24 2011, 16:34
just delete glx and net files for solving freezing problem

When you do this what Zeus features do you lose?

Concurssi
Jan 24 2011, 17:02
Net files meaning zeu_netcode.pbo? Are there more?

I'm still waiting for a response to this.

AnimalMother92
Jan 24 2011, 17:55
Greez stated before, remove the GLx and Netcode PBOs.
Those are the Group Link related files which let squads communicate and call back up etc. Protegimus could explain it better.

Concurssi
Jan 24 2011, 18:02
but are there other net files besides zeu_netcode.pbo?

AnimalMother92
Jan 24 2011, 18:03
FPDR

You only need to remove two PBOs.

Concurssi
Jan 24 2011, 18:04
Okay. Thanks.

Spayker
Jan 26 2011, 10:20
Hi all. I've a question: what should I do if I want to install Zeus AI on CO server? Could I delete all files with OA prefix?

PS: I read install instruction and did't find answer for these questions.

PPS: Problem is solved. Need to read readme better ;). Thx for good mod!

Spayker
Jan 27 2011, 09:14
Hi guys again! I have one more question: how to make zeus ai more agressive in game? Should I use only armaprofile for setting ai skills?

galzohar
Jan 27 2011, 09:16
Higher skill does not mean higher aggressiveness, and sometimes may actually cause the opposite. You'd probably need to use some scripts to make the AI attack more.

Spayker
Jan 27 2011, 09:52
I noticed, that ai almost don't react on my presence on close distance between us. Original ai usually begins to attack me. Also rpg bots don't attack armored units on close distance (about >10m and <100m).

That's why I think about more aggressive ai.

metalcraze
Jan 27 2011, 10:52
Try deleting sys_AI, netcode and GLX pbos

That should improve AI responsiveness

Spayker
Jan 27 2011, 11:16
What do these files do with AI brane? =)

Tonci87
Jan 27 2011, 12:34
Protegimus, did you see the newest Beta Patch and the AI changes that were made?

metalcraze
Jan 27 2011, 14:03
What do these files do with AI brane? =)

They add some stuff that make AI use features it doesn't use normally - like changing formations on its own, moving into different positions on its own, using smoke etc - but the big downside is that this makes AI less responsive and also takes the control away from the player (if he is a commander) and a mission maker. Whether you need to remove them or not depends on what balance between control/features you need.

Them breaking something in AI reaction times is more of a guess because reactions depend on ai_recognition and ai_skills modules which have them quite fine. It's just that f.e. with sys_AI when your AT gunner spots an enemy vehicle he will take a lot of time trying to find a firing position with cover, while the squad will get wiped out by that vehicle - whereas without sys_AI the AT gunner will engage almost instantly. Basically as I've said those modules make AI go about its own thing so it's worth trying the game without them - you got the idea

galzohar
Jan 27 2011, 14:52
Maybe making them have an "on contact shoot 1-X shots and only then go to cover" mentality would improve things. Prot, is this feasible to implement?

JuggernautOfWar
Jan 27 2011, 19:22
Protegimus, did you see the newest Beta Patch and the AI changes that were made?

Does this mod work currently with the most recent beta patch as of today? A lot of severe AI changes were made.

metalcraze
Jan 27 2011, 19:37
I play without those 3 pbos I've mentioned and the ones that are still there only improve the new beta (I also play with ACE though)

Spayker
Jan 27 2011, 22:06
They add some stuff that make AI use features it doesn't use normally - like changing formations on its own, moving into different positions on its own, using smoke etc - but the big downside is that this makes AI less responsive and also takes the control away from the player (if he is a commander) and a mission maker. Whether you need to remove them or not depends on what balance between control/features you need.

Them breaking something in AI reaction times is more of a guess because reactions depend on ai_recognition and ai_skills modules which have them quite fine. It's just that f.e. with sys_AI when your AT gunner spots an enemy vehicle he will take a lot of time trying to find a firing position with cover, while the squad will get wiped out by that vehicle - whereas without sys_AI the AT gunner will engage almost instantly. Basically as I've said those modules make AI go about its own thing so it's worth trying the game without them - you got the idea

Thx for explanation! :cool:

oxmox
Jan 29 2011, 16:23
I did read that some use ACE with this Zeus AI mod, but doesnt have ACE already AI improvements ?

metalcraze
Jan 29 2011, 18:18
ACE mostly just improves reactions and enemy detection distances. Zeus takes it further.

pepmoo
Jan 30 2011, 10:11
Because this question comes up so frequently, I put together a modfolder with just the latest Zeus files you need to use with ACE. It's been posted every few pages.

"ZeusAI_ACE.7z"
http://dev-heaven.net/projects/anm-missions/files

Thank you for this link :). But do I just use these files in this archive or should I add the other files from zeus latest version as well for best compability and performance with ACE?

(Mostly referring to OA files, like zeu_OA_c_ai_recognition.pbo and others.)

Sorry if this has already been answered before, I just want to be sure.

Thank you!

AnimalMother92
Jan 30 2011, 19:12
Nope, the Zeus ACE pack has the latest files, but only the ones you need if you play with ACE.
You don't want the newer OA files, instead it includes the older Zeus for ACE files from A2.

Mosh
Jan 30 2011, 19:16
But do I just use these files in this archive or should I add the other files from zeus latest version as well for best compability and performance with ACE?


You know I was just wondering that, I wanted to try zeus ai out today...

And thanks AnimalMother92 for the answer and link. :)

pepmoo
Jan 31 2011, 07:59
Nope, the Zeus ACE pack has the latest files, but only the ones you need if you play with ACE.
You don't want the newer OA files, instead it includes the older Zeus for ACE files from A2.

Thanks for the answer! The AI got much cleaner after I took those other OA files away.

:thumbsup:

Tom1
Jan 31 2011, 10:24
um, n00b question but if i have all the reccemended settings (precision 0.5 - 0.2 and skill at 0.98500001 for both east and west), but in the editer i have guerillas on 0.5 skill, regular infantry on 0.8, specila forces at 1, shit like lingor/cdf/taki army (not militia, they count as insurgents) at 0.65 and finally armed civilians (and other ex-civs who have taken up arms from other mods) all at 0.2 skill on the skill level slider in their editer 'box' (when you double click). Which one overrides which or do they sorta of merge and meet halfway or will they cancel each other out or something :confused: Im thiking he editer cancels the config out and the config is just a basis, but i would like to be sure. Thanks in advanced.

Tonci87
Jan 31 2011, 10:35
I think they multiply but I´m not sure about that

Tom1
Jan 31 2011, 11:28
MULTIPLY?:o ur pulling my chain right....... I am not seeing a difference really...

@<hidden>, can you please explain the difference and effects of adjusting skillFriendly/Enemy=xxxxxxx, percisionFriendly/Enemy=xxxxxd and also the skill bar in the editor.

I am currently under suspicion that the skill slider adjusts percision not intelligence (skill), while this is ok wih me, is there a way to change the 'skill' (intelligence) of an individual unit/group, and or faction rather then just side? Probably not function but you should be able to setSkill of a unit shouldnt you? Please reply asap i have heaps about this mod being great and all, i just want to get it working properlly.

I am running ACE btw but aparently with latest version (i have) it works fine.

metalcraze
Jan 31 2011, 11:33
From what I understand skill* adjusts enemy tactical abilities (f.e. with low skill* AI will move less in formations, while with high skill* they will act more like a team) and precision* adjusts AI's skill with weapons.

'Skill' in the editor adds variations to what is set in cfgAISkills class I think (f.e. you have variables like detection there with minimum and maximum values - with lowest Skill in the editor the minimum will be used, with highest - the maximum. And everything in between with any other setting). And also possibly adds variations to both of those above.

Tom1
Jan 31 2011, 11:52
i found a setSkill command BUT it seems to increase precision values and stuff more related to that rather then inteligence stuff like formation, attack as a group, supresive fire and flanking.

It is my understanding now that the 'skill' in the difficulty and cfg menus/files is intelligence but the 'skill' in the editor is stuff like precision courage etc, so i think Tonci87 may be correct and precision does multiply (cfg value x precision value included in setSkill array from the slider in the editor..).

I am just thinking outload but if anyone would like to confirm this it would be appriciated. Is there anyway to make militia attack front on in loose formation while proper soldiers fight in formation and flank and supress etc? This would be cool:)

metalcraze
Jan 31 2011, 12:07
Precision doesn't really multiply. It works a bit differently. And yes it's present in CfgAISkill, although via multiple values.

Here: http://community.bistudio.com/wiki/CfgAISkill

Let's take 'aimingAccuracy[] = {0, 0.5, 1, 1};'
Numbers work in pairs. F.e. 0 means that with the lowest skill set in the editor aimingAccuracy will be 0.5 - and with highest skill (1) the aiming accuracy will be highest (1). And if you'll move a slider, say, to 30% - the aimingAccuracy will be ~0.7

You can set values like {0.3, 0.5, 1, 1}
That will mean that all AIs, whose skill slider is below 30% in the editor will have 50% aiming accuracy - and it will become better only after you move the skill slider beyond 30%

At least that's what I get from me playing around with Zeus values in config scripts and in the editor.
I guess after what is set in the editor the final precision value is being affected by what is set in the difficulty settings.

Tom1
Feb 1 2011, 02:25
oh ok, aslong as the higher trained ai that i give a high percentage on the slidder are more accurate, it is cool with me, but is it possible to change their tactics, eg, russians will flank and supress whereas militia will attack front on?

thanks for reply btw, and how do i edit detection range? it is great now BUT i would like to make it more difficult.
spotDistance[] = {0, 0.2, 1, 0.4};

I understand this is just the required skill setting for any ai to have the corresponding probability of spotting someone, but how do i change the actial distance at which they spot, also, can i use multiple sets of numbers or just 2?

Thanks in advanced.

---------- Post added at 13:47 ---------- Previous post was at 12:16 ----------

how do i edit the hpp file though.... i know what i want but it wont let me edit the file. I am using arma pbo viewer btw.

---------- Post added at 14:25 ---------- Previous post was at 13:47 ----------

also, where do i go to change the distance the ai actually engage from?

metalcraze
Feb 1 2011, 10:43
[/COLOR]thanks for reply btw, and how do i edit detection range? it is great now BUT i would like to make it more difficult.
spotDistance[] = {0, 0.2, 1, 0.4};
In zeus AI core pbo I think it's already set to something like {0, 0.85, 1, 1}
During a starry night AI with medium skill had no problem spotting an unmanned little bird 1km away (That was in Zeus for vanilla though when I used it, maybe it's different in ACE version? Gotta check it out)

Note however that in your mod initialization line Zeus should go after @<hidden> to change ACE variables. Zeus changes won't work if @<hidden> goes after it.


I understand this is just the required skill setting for any ai to have the corresponding probability of spotting someone, but how do i change the actial distance at which they spot, also, can i use multiple sets of numbers or just 2?
Only two pairs are allowed. 1 is a maximum distance, although I'm not sure what does it mean when it comes to meters. There is probably a way to extend distance beyond that through additional scripts, but I'm pretty sure you can't do that in CfgAISkill.
There is also SpotTime variable which means something like the time enemy needs to stay in the view of AI to get spotted and recognized.
Zeus also uses additional recognition scripts that make it more balanced and faster for various types of units (ai_recognition pbo) but I didn't dig through it much.



how do i edit the hpp file though.... i know what i want but it wont let me edit the file. I am using arma pbo viewer btw.
Open and edit it with any text editor of your choice.
Note however that HPP is merely a source code with comments. What affects the game is config.bin / config.cpp
Official BIS tools pack has a 'cfgconvert' software that lets you convert Bin to CPP and vise versa. Config.cpp is a text file as well (I don't remember where I downloaded it from though, look around Armaholic probably)


also, where do i go to change the distance the ai actually engage from?

It is set in CfgWeapons class.
The pbo you need to modify is zeu_ai_rof.pbo

There are variables that let you set the distance of engagement and probability of AI using it for each weapon present in game


oh ok, aslong as the higher trained ai that i give a high percentage on the slidder are more accurate, it is cool with me, but is it possible to change their tactics, eg, russians will flank and supress whereas militia will attack front on?
I think the best you can do here is set lower 'Skill' for militia and higher 'Skill' for russians. I don't think ArmA2 engine can treat AI of each nation present in game differently.
Lower skill will mean lesser teamwork and higher skill more teamwork. Obviously this will also increase/decrease all other skills.

CombatComm
Feb 2 2011, 02:10
Hi yall. When I have the lastest zeus should my AI be starting i danger mode everytime? They just spawn and are constantly in danger mode. It breaks my mission one and just dosent seem like it should be. Please advise thank you.

baz44331
Feb 2 2011, 13:07
can anyone tell me if there is a Domination map with Zeus AI?

galzohar
Feb 2 2011, 13:13
Zeus AI isn't something you put in the "map" (or more precisely - "mission"), but is something you run on the server and affects all AI in all missions.

baz44331
Feb 2 2011, 13:16
a ok. So we in my clan have a server box runing. so if we put this mod on it will effect all game types?

galzohar
Feb 2 2011, 13:20
Yes. Though if players are commanding any AI they need the mod as well if you want the AI they are commanding to be affected as well (those who don't have the mod will have all AI under their command behave like in vanilla). To affect enemy AI behavior only the server needs to run the mod.

baz44331
Feb 2 2011, 13:22
Thanks very much for the info and quick reply. much apprieciated.

Sickboy
Feb 9 2011, 07:08
Zeus AI added to Six Updater Network;
http://updater.dev-heaven.net/mods/show/7ff6a79e-3423-11e0-a6e7-001517bd964c
http://updater.dev-heaven.net/mods/show/8feb70c6-3423-11e0-a6e7-001517bd964c

stk2008
Feb 9 2011, 07:34
That is awsome news thanks Sickboy and Protegimus

just had a look on six updater and there is two @<hidden> optoins one @<hidden> and other just zeu.
what do?.

thanks

edit
is it to make zeus compatible with ace?

ScareCroweb
Feb 9 2011, 10:46
As I understood the ace version in sixupdater has some pbo files removed due to the fact that they simply does not support ace or ace allready has made significant changes that makes them redundant thats why you have one ace and one without ace to download to make it easier for the public to make the right choice. read the readme file that comes with Zeu ai for more info :)

1in1class
Feb 9 2011, 23:43
So whats the uptodate version now?

Choki
Feb 12 2011, 18:00
Hi! Im playing the mod, and I see the weapon to close! How Can i make it for see the weapon more further back?

LtFransky-TPF-
Feb 12 2011, 18:28
wrong place, oops

abdecken
Feb 13 2011, 13:52
I may add a bypass variable that as a mission maker you can set on specific units to disable Zeus AI behaviour.


did a bypass variable you can set on specific units to disable Zeus AI behaviour ever get put in, or is the another way to acheive this?

kris72
Feb 13 2011, 18:44
Just like to drop in and say thx for making my death rate go up about 80% :D

Added it to my server and its almoust like a new game.

Thx :yay:

Animal88
Feb 16 2011, 16:02
Comrades, can somebody upload last version of ZAI ACE on some filesharing server? I cant use six updater because I must use .NET 3.5 on my computer. Or update 1st post in this thread.

AnimalMother92
Feb 16 2011, 21:11
http://dev-heaven.net/projects/anm-missions/files

Still there ;)

tswords
Feb 16 2011, 21:19
Just wanted to drop in saying THANK YOU for this absolutely game-changing addon!! youve made every 2 minute "Im Probably going to get killed now" engagement into a 5-10 minute sustained firefight!!!

Also youve made me leave my room that much less, which is a good thing here in iraq! :yay:

keep up the good work! :D

Animal88
Feb 18 2011, 06:02
http://dev-heaven.net/projects/anm-missions/files

Still there ;) Thank you.

gopherman
Feb 18 2011, 14:41
Question: Im reinstalling stuff due to a few mod conflicts I overlooked.

Will this work alongside:

SLX mod's AI bits

ASR AI rearming AI tweaks

Cheers!

domokun
Feb 18 2011, 21:33
Zeus AI certainly works alongside ASR's Rearming mod.
Dunno the SLX.
You best bet is to ask Gunter Sverloh via the A2WarMod thread.
He's fast becoming the expert at integrating SLX

Richardg
Feb 22 2011, 23:34
I'm having signature problems. (I swear modding this game drives me batshit crazy)

Im starting a server with Zeus mod using the TA2DST server exe . When i connect to it, the server says my game is using the @<hidden> event handlers, and the server is not signed by a key for that mod. (I'm running the server from the same damned folder I'm running the game from!)

The server has both Zeus and the CBA eventhandler mods running. Am I suppose to put the bsign files somewhere different than the mod folder? Wheres the key to sign the mod for the server, and where do I put it?

Richardg
Feb 23 2011, 15:16
I figured it out.

For those that dont know, you have to drop the mods .bikey files into the games keys folder when running as a server, to approve the mod for joining clients.

By the way, nice mod. I've never been shot at so much in this game. The real eye opener was when a tank opened up with its main gun on me when I was hiding in the woods.

CombatComm
Feb 24 2011, 04:06
Ill ask again....When I have the lastest zeus should my AI be starting i danger mode everytime? They just spawn and are constantly in danger mode. It breaks my mission one and just dosent seem like it should be. Please advise thank you.

CameronMcDonald
Feb 24 2011, 08:19
Hmmm. It would appear that the bypass variable is not functional. I need a sniper (named esniper) to stay where I put him and not throw smoke grenades, the dastardly devil, however, although he has


esniper setVariable ["zeu_AIBypass", true];

in his init line, he still decides to crawl behind the object I want him in front of, and then he has the cheek to throw smoke grenades at me when I shoot him out of anger!

AnimalMother92
Feb 24 2011, 08:51
iirc the bypass variable was removed a few versions back.

Meath
Feb 26 2011, 01:25
this is my first mod and i'm having trouble. i downloaded the latest version of the non-ACE zeus then copied the addon and server key folders to the arma 2 i did the same with the extended event handler i found here http://www.armaholic.com/page.php?id=2605

when i got errors with that i installed this: http://www.armaholic.com/page.php?id=6231

this is my latest error: Addon 'Extended_EventHandlers' requires addon 'CAWeapons3'

this is my target line:

"C:\Program Files (x86)\Bohemia Interactive\ArmA 2 Operation Arrowhead\arma2OA.exe" -nosplash -mod=@<hidden> -maxmem=2047

any help will be greatly appreciated, thanks for your work Protegimus

Flashbang151
Feb 26 2011, 10:16
Hi guys,

I'm using ACE with ZEUS AI Addon. But the AI does not use smoke grenades.
My zeus addon folder looks like this:

zeu_c_ai_recognition.pbo
zeu_c_ai_recognition.pbo.ZEU.bisign
zeu_c_ai_rof.pbo
zeu_c_ai_rof.pbo.ZEU.bisign
zeu_c_ai_skill.pbo
zeu_c_ai_skill.pbo.ZEU.bisign

Is that correct?

Thanks for your help!

Concurssi
Feb 26 2011, 10:24
I'm using ACE with ZEUS AI Addon. But the AI does not use smoke grenades.
My zeus addon folder looks like this:

zeu_c_ai_recognition.pbo
zeu_c_ai_recognition.pbo.ZEU.bisign
zeu_c_ai_rof.pbo
zeu_c_ai_rof.pbo.ZEU.bisign
zeu_c_ai_skill.pbo
zeu_c_ai_skill.pbo.ZEU.bisign


Mine looks like this:
zeu_cfg_ammo.pbo
zeu_cfg_collision.pbo
zeu_cfg_core_ai_skills.pbo
zeu_FindCover.pbo
zeu_OA_c_ai_recognition.pbo
zeu_OA_c_ai_rof.pbo
zeu_OA_c_ammo.pbo
zeu_OA_c_RocketBallistics.pbo
zeu_OA_c_wep_dispersion.pbo
zeu_OA_c_wep_Recoils.pbo
zeu_sys_AI.pbo

Along with the bisigns for the ones that have them, and mine use smoke grenades just fine. So I'm guessing that that's not correct. I should have two more .pbos and bisigns, glx and netcode, but they were causing a crash for me.

---------- Post added at 01:24 PM ---------- Previous post was at 01:20 PM ----------

By the way, what do the pbos in the optional folder do? Should they be used?

And this has probably been answered somewhere, but too many pages to look through: if I'm using CO, do I need the files from the ArmA 2 folder inside Zeus AI when I'm playing with ArmA 2 content, or if I'm using CO I don't need them at all?

CameronMcDonald
Feb 26 2011, 12:18
iirc the bypass variable was removed a few versions back.

http://images2.memegenerator.net/ImageMacro/4619075/NOOOOOOOOOOOOOOOOOOOOO-OOOOOOOOOOOOOOOOOOOO.jpg?imageSize=Medium&generatorName=Rage-FU

That is all.

Papa Mike
Mar 10 2011, 18:29
We're having trouble with our Linux server when using ACE 1.9 and Zeus AI, it just crashes without any resonable error message. Anyone else having this problem?

djczing
Mar 10 2011, 20:19
I started having some strange crashes when i switched to the latest 1.57 beta linux server.

I got teh config down to just ace and zeus, and also turned off the battleye client, as it was failing.

So far no further crashes -- but it hasnt been running that long, and i havent run a very stressful mission (like BE) yet.

granQ
Mar 16 2011, 13:20
is there info for a mod maker.. like

"accuracy = // accuracy needed to recognize type of this target
camouflage = // how dificult to spot - bigger - better spotable
sensitivity = // sensor sensitivity
"


We want to code our own snipers, riflemen to be similar, any documentation somewhere?

NoBrainer
Mar 25 2011, 08:57
I think this addon is great, but....

I also think AI angage at a bit to long distance. Is it possible to tune down the engaging distance and accurazy on enemy troops.
They tend to pin point you at 6-800 meters and get you through foliage. Don't seem to be too realistic to me.

We are considering to tune down AI a bit:

skillFriendly=0.98500001;
skillEnemy=0.98500001;

to

skillFriendly=0.78500001;
skillEnemy=0.78500001;

Just to get a bit more fare and "realistic".

galzohar
Mar 25 2011, 09:10
Getting you through foilage seems to be something that cannot be fixed easily.

When I play with my friends we usually just play on expert (skill 1) with AI skill slider also set to 1, sometimes they seem to cheat but usually they still suck and are easily picked off, especially at long ranges or CQB.

You will still get AI seeing you through foilage even with lower AI skill... Also I think skill doesn't actually affect the detection distance (at least when I tested without Zeus AI a while ago the detection distance was a rather fixed value regardless of AI skill setting), but probably mostly affects how long it takes them to realize that they were supposed to detect you.

Also, if you think the AI is too hard, try playing against real humans for the sake of comparison. Most of the time it'll probably make you realize that AI is still much inferior to humans, even with all its cheats.

Sickboy
Mar 25 2011, 09:21
We're having trouble with our Linux server when using ACE 1.9 and Zeus AI, it just crashes without any resonable error message. Anyone else having this problem?

http://ace.armastack.info/index.php/109/why-does-my-linux-server-crash-show-problems-when-ace-loaded

---------- Post added at 11:20 ---------- Previous post was at 11:19 ----------


Also, if you think the AI is too hard, try playing against real humans for the sake of comparison. Most of the time it'll probably make you realize that AI is still much inferior to humans, even with all its cheats.AI is very much reliant on their orders, especially when human lead.
E.g the GUARD waypoint is said to majorly improve the AI's behaviour.

---------- Post added at 11:21 ---------- Previous post was at 11:20 ----------


is there info for a mod maker.. like

"accuracy = // accuracy needed to recognize type of this target
camouflage = // how dificult to spot - bigger - better spotable
sensitivity = // sensor sensitivity
"


We want to code our own snipers, riflemen to be similar, any documentation somewhere?

http://community.bistudio.com/wiki/CfgVehicles_Config_Reference#accuracy
http://community.bistudio.com/wiki/CfgVehicles_Config_Reference#camouflage
http://community.bistudio.com/wiki/CfgVehicles_Config_Reference#sensitivity

- otherwise I suppose looking at Zeu AI, ACE AI, TrueAI etc configs could give some more insight.

galzohar
Mar 25 2011, 14:36
We were talking about detection, not movement. Commands/scripts can't control much about how well they detect. That's what Zeus AI is for, but even Zeus AI has its limitations. It makes AI move around a bit smarter (usually, not always. Sometimes, especially in open fields, it'll make them start running for non-existing or too-distant cover isntead of just lifting their weapons up and shooting you), but the AI's precision at long range is still quite lower than that of human players, especially when using more powerful weapons (on both sides), and still most humans will usually see the AI before the AI sees them, only exceptions being the cases where AI "cheats" and sees through foliage.

maturin
Mar 25 2011, 15:32
What does zeus_sys_ai do?

I'm experimenting without findcover for performance and mission reasons.

megagoth1702
Mar 31 2011, 19:41
AnimalMother93 I was on your site a while ago to check for new ZeusAI, you dont keep it up to date anymore are you?

AnimalMother92
Mar 31 2011, 22:20
AnimalMother93 I was on your site a while ago to check for new ZeusAI, you dont keep it up to date anymore are you?

The Zeus AI files on my Dev-Heaven are the latest that I am aware of. Haven't seen Pro announce any new builds.

metalcraze
Apr 1 2011, 09:31
What does zeus_sys_ai do?

I'm experimenting without findcover for performance and mission reasons.

For one it allows AIs to use smoke grenades. However it also messes some stuff - I don't remember clearly now but one of the reasons why I don't use it anymore was that AT gunners were taking way too long to engage the tank (when they saw one they were just running around as if trying to get into a better position even though the tank was there right in front of them - and as a result getting wiped out fast). So I thought the lack of smoke grenade spam was a fair price for AIs not dying en masse when they see some vehicle.

Tonci87
Apr 1 2011, 10:18
^ yeah me too....

galzohar
Apr 1 2011, 13:25
Current problems I've noticed with Zeus AI that break the most stuff:

- AI engaging will run to cover before shooting even when running to cover means guaranteed death before they get to cover, which in the world of Arma happens a lot since cover is usually either (very) far away or ineffective. That includes the above mentioned problem with AT gunner.

- No way for mission makers to keep AI in a more defensive mode. They will just leave their positions and attack, resulting in most/all objectives being empty of enemy once you actually reach those objectives.

Other than those critical issues, Zeus AI is great, but those issues seem to break a lot of missions/concepts...

maturin
Apr 1 2011, 15:32
It would be nice if certain waypoint types would get the AI to not run around constantly. I place troops in careful covered positions, but they will run into enemy fire if they hear artillery going off. When you're getting shelled, you're supposed to hit the dirt, not cover your sectors.

galzohar
Apr 1 2011, 15:39
AFAIK they run off "into cover". Which often works very nicely, but sometimes, as you say, does make them run into enemy fire.

metalcraze
Apr 1 2011, 15:48
Are you using Zeu_GLX or sys_AI pbos?

megagoth1702
Apr 2 2011, 11:31
The Zeus AI files on my Dev-Heaven are the latest that I am aware of. Haven't seen Pro announce any new builds.

Ah, okay... Thanks for the info! :)

Variable
Apr 2 2011, 20:59
Thanks for this life saving addon. Unfortunately, we in CiA stopped using it a long time ago since we identified that the AIs are moving very very slowly between waypoints when using Zeus AI. Can you tell if this is corrected by now?

galzohar
Apr 2 2011, 22:35
Thanks for this life saving addon. Unfortunately, we in CiA stopped using it a long time ago since we identified that the AIs are moving very very slowly between waypoints when using Zeus AI. Can you tell if this is corrected by now?

I haven't actually noticed this specific problem you're mentioning... But I did notice the other problems I mentioned earlier which is (I think) why Zeus is no longer running it on their server.