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LordJarhead
Apr 5 2011, 22:33
One of the enemy npc's was walking on a meadow while my team was sneaking around. My first gunman opened fire and the npc was trying to run into cover, but on an big meadow, there is no cover. So he was running around and finaly laying down somewhere. My stupid team was not able to get him down anyways^^ So at least this is an nice idea which brings some more movement into the game. It was always a bit disturbing to see the npc's laying around, doing nothing else than camping. I have to say, I never used Zeus AI in past, I though this should make the game harder or something and I thought its already hard enough.

Now I was playing an 2 hours mission with some npc's on my team while other teams around us attaked several positions. The firefights are so awesome, every where someone is shooting, grenade exploding all over the place! So this addon is nice I guess. I playing with the Test Version.

Keep it up, this is really good for me, corze I'm not an MP player and really like the new actings of the npc's.

Thanks alot.

Jarhead

metalcraze
Apr 5 2011, 22:57
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?

Playing with the latest Zeus (without some pbos though) and 1.59

Don't see any problems of a sort. AI is pretty good and reactive.


To answer that question here's a video to show how Zeus AI acts together with 1.59 improvements:
http://www.youtube.com/watch?v=_UeoRGj1uow

LordJarhead
Apr 6 2011, 22:19
I have an strange problem while playing Sec Ops (SOM) with AI in my team. We moving around and so on and after a while some or the whole team is still standing. They dont do anything at all, just standing around. And they don't react on any radio comands. Then they make a turn, standing, turn, standing. Than I drive with the car as close as possible to them, so after 30 second or so they get in. After disembark they standing around again don't doing anything.

Did anyone can help with that`?

Jarhead

metalcraze
Apr 7 2011, 01:27
Are you using the latest version of Zeus or the one from 5th october that is present on Armaholic?

Because the one from 5th october is seriously bugged like that

froggyluv
Apr 7 2011, 01:37
Are you using the latest version of Zeus or the one from 5th october that is present on Armaholic?

Because the one from 5th october is seriously bugged like that

Could you provide a link for the latest version? I looked at all of the ones on the first page and their all from August 2010.

Montanaro
Apr 7 2011, 01:38
yeah I had similar problems in a mission I made.

The squad leader would follow the waypoints, but the ai would just stand there or lay down, especially after hearing gun shots. Squad leader would be 200-300 meters ahead squatted down waiting for the squad to catch up I guess.

Sometimes the ai will even react as if I'm leading them when I'm just a part private, as in, a couple line up on me, and will slightly move or turn when I move.

metalcraze
Apr 7 2011, 02:58
http://dev-heaven.net/projects/anm-missions/files

Most recent versions of Zeus, both for vanilla and ACE

Tonci87
Apr 7 2011, 08:57
I have an strange problem while playing Sec Ops (SOM) with AI in my team. We moving around and so on and after a while some or the whole team is still standing. They dont do anything at all, just standing around. And they don't react on any radio comands. Then they make a turn, standing, turn, standing. Than I drive with the car as close as possible to them, so after 30 second or so they get in. After disembark they standing around again don't doing anything.

Did anyone can help with that`?

Jarhead

Another Reason why I stoped using Zeus. I really don´t know if this has been fixed. I remember it beeing less present in the latest version, but it still occasionally came up

Concurssi
Apr 7 2011, 08:59
I think you had to delete a file or two to fix that, but I forget which ones :(

At least your problem sounds the same as what I had.

LordJarhead
Apr 7 2011, 09:57
Are you using the latest version of Zeus or the one from 5th october that is present on Armaholic?

Because the one from 5th october is seriously bugged like that

I used the link to the test version on the frontpage. Don't know which version, what date.


yeah I had similar problems in a mission I made.

The squad leader would follow the waypoints, but the ai would just stand there or lay down, especially after hearing gun shots. Squad leader would be 200-300 meters ahead squatted down waiting for the squad to catch up I guess.

Sometimes the ai will even react as if I'm leading them when I'm just a part private, as in, a couple line up on me, and will slightly move or turn when I move.

Exactly. Its totaly frustrating me after a while. Cause I play this SOM missions and this is really eating some time though. And than, when I'm totally focused in the mission, baammm, they stupid staying around^^

Well I try you link to Dev Heaven metalcraze. Thanks mate, gonna post if its working or not.

Jarhead

.kju [PvPscene]
Apr 7 2011, 10:00
As said many times in here, if you use only the config tweaks and not the SLX based scripts, all works fine.

My advice keep these:


zeu_cfg_ammo.pbo
zeu_cfg_core_ai_skills.pbo
zeu_OA_c_ai_recognition.pbo
zeu_OA_c_ai_rof.pbo
zeu_OA_c_ammo.pbo
zeu_OA_c_RocketBallistics.pbo


Remove the rest.

LordJarhead
Apr 7 2011, 10:07
Sry mate, should really take some time and READ next time^^ So, these named files are the one to KEEP or DELETE? To keep right?

Thanks mate,

Jarhead

Fruity_Rudy
Apr 7 2011, 10:54
Sry mate, should really take some time and READ next time^^ So, these named files are the one to KEEP or DELETE? To keep right?

Thanks mate,

Jarhead

you should also take the optional FOV.pbo , cause it limits the zoom, when you look through SBR Aimpoint for example. So there isn't that huuge zooming in from stock Arma2 :)

And yes..the pbo's above in pvp's post are the "good" ones

LordJarhead
Apr 7 2011, 11:11
Oh, ok, thanks, so I delete ALL the others instead of these and I'm fine. Cool.

Gonna try this ;)

Thanks so far,

Jarhead

metalcraze
Apr 7 2011, 14:39
Maruk described some time ago the reason for that "zooming"

Bottomline is that when you zoom in with RMB it's how you indeed see that space IRL while unzoomed is the way for BIS to somewhat compensate for the lack of peripheral vision due to a limiting box that your monitor is.

stevedrumsdw
Apr 19 2011, 02:26
I am still confused about what parts of this mod we can use with ACE. I have run into compatibilty issues of late. AI getting stuck etc. Can someone who uses the ACE and this together tell me what pbos they are using?:D

maturin
Apr 19 2011, 02:42
zeu_cfg_core_ai_skills
zeu_c_ai_skill
zeu_c_ai_rof
zeu_c_ai_recognition
zeu_ACE_c_wep_dispersion

And I got those from the ZEUS ACE link, of course.

There are some other beta .pbos which I don't use. If you want the AI to use smoke grenades, you'll need zeu_sys_ai

stevedrumsdw
Apr 19 2011, 07:01
zeu_cfg_core_ai_skills
zeu_c_ai_skill
zeu_c_ai_rof
zeu_c_ai_recognition
zeu_ACE_c_wep_dispersion

And I got those from the ZEUS ACE link, of course.

There are some other beta .pbos which I don't use. If you want the AI to use smoke grenades, you'll need zeu_sys_ai

Are you having times in which your team seems to be stuck and not following orders with this set of PBOs?

Assayks
Apr 19 2011, 07:55
Will this mod work with say invasion 1944 or FDF? or will the configs only affect vanilla units?

Tankbuster
Apr 26 2011, 09:06
I just thought I post a few bits about this... Not sure if it's 1.59 or new Zeus that's doing it, but I'm seeing lots of interesting new behaviour from the AI. No other AI addons in use.

Just last night I saw a guys taking ammo off a dead colleague.

They do hand signals to each other.

They are much more keen to take to rooftops.

They are MUCH more aggressive.

Work much more as a squad (there's no more single guys suicide running at players)

They use cover much better, they peep/shoot/cover/peep/shoot.

They now attack empty enemy vehicles.

They steal enemy vehicles!

Pellejones
Apr 26 2011, 09:41
We stopped using Zeus to see if Zeus was the reason for Server Lag (it was not).

After Update to 1.59 we are still not using Zeus and the AI do these things without Zeus:


They do hand signals to each other.
They are much more keen to take to rooftops.

Work much more as a squad (there's no more single guys suicide running at players)

They use cover much better, they peep/shoot/cover/peep/shoot.

They now attack empty enemy vehicles.


Just so you know :)

metalcraze
Apr 26 2011, 11:26
Except without Zeus when AI comes under fire they just fight back from the same place.

With Zeus they rush for cover before shooting back.

Default AI with a medium skill is also unable to detect enemies at 300m and above in the desert, while Zeus extends that range up to more realistic ~800m

galzohar
Apr 26 2011, 13:35
Zeus AI isn't the only thing that can tell AI to take rooftops. Some mission scripts (such as UPS/UPSMON) can do that as well.

And yes without Zeus AI they just fight back from the same place, and only move if you have another script in your mission telling them to. Of course that causes problems too, because if you engage an AI he will try to run instead of shoot back and THEN run, resulting in his sure death, especially if he doesn't have any cover nearby. So it's a good feature in principle, but needs some tweaking IMO.

NeMeSiS
Apr 26 2011, 15:36
And yes without Zeus AI they just fight back from the same place, and only move if you have another script in your mission telling them to.

How about a hold waypoint? ;)

maturin
Apr 26 2011, 18:16
Absolutely nothing short of a bullet in the legs will stop the beta Zeus AI from running around under fire. You can give a man a Hold waypoint, safely in cover, even write DoStop in his init line, and the bastard will still start sprinting to and fro the instant a bullet lands nearby.

metalcraze
Apr 26 2011, 18:47
They will run for cover and engage from there. Then they will run into another cover. Always staying in one place is a bad idea.

It's a logical thing to do. 'Hold' waypoint must mean nothing if AI wants to live (apart from staying around the waypoint which they do)

galzohar
Apr 26 2011, 20:25
It's the logical thing to do *in general*, but in a lot of situations in the world of Arma it just isn't. Like when you're standing in the middle of an open airfield (or any other open ground). Or when the enemy is right in front of you. Many situations call for shoot first and move to cover after. In fact, if they always fired a few shots before moving to cover, it would probably have been good.

metalcraze
Apr 26 2011, 20:33
When in open field and there is no cover nearby they lie down and fire.

AI scans for cover only in the limited range.

galzohar
Apr 26 2011, 21:40
Seems like they don't. They instead start running around aimlessly and fire very little giving you plenty of time to kill all of them. Without Zeus AI this does not happen. If it's not the find cover function then it is something else messing them up.

maturin
Apr 26 2011, 22:51
When in open field and there is no cover nearby they lie down and fire.

AI scans for cover only in the limited range.

I wish. Disable a tank in an open field and the crew members will go sprinting off to reach buildings over a hundred meters away.

And it's a shame that the AI doesn't know when to keep put.

They obviously know when they are in cover, otherwise how would they know to get there? Yet, you can put a squad in complete safety behind a hanger, and if a bit of ordinance lands nearby they will promptly run in front of the machineguns on the other side of the hanger and get cut down.

And I never thought I would be speaking up for the bounding overwatch system, but with the beta .pbos it is largely abandoned. As a result, the volume of fire an entire squad puts out is often inadequate as they go for cover slighting to their flank, often causing multiple friendly fire casualties in the meantime.

The these issues are most visible in a controlled Utes runway test environment, but the inability to disable involuntary squad movement really is a mission breaker. The AI seems a lot more lifeless since I've gone back to default Zeus, but not noticeably less competent and my team is far better behaved.

metalcraze
Apr 27 2011, 17:15
I wish. Disable a tank in an open field and the crew members will go sprinting off to reach buildings over a hundred meters away.
Yes they should stay in an open field and meet their death.

In vanilla when a tank blows up the crew just jumps out and lies next to it like a bunch of retards that want to die. With Zeus they are running for their life into the nearest cover which is the only thing any sane person will do. It isn't like they magically know that it may just be one person blowing the tank up and not a whole squad spraying them or another armored vehicle.


Seems like they don't. They instead start running around aimlessly and fire very little giving you plenty of time to kill all of them. Without Zeus AI this does not happen. If it's not the find cover function then it is something else messing them up.

I did a test by attacking a squad in the open field. Most of them immediately started to run away (which is the only logical thing to do) while two of them remained and started looking for the incoming fire. After spotting my squad the enemy squad actually started to fight back albeit giving a priority to finding cover. Which again is how it is should be as they don't know what they are facing.

When I lead teams in coop I always get them out of the open field first.

I really hate moments in vanilla when AI just lies in the open field making it very easy to zero in on and snipe him. Running target is much harder to hit.

maturin
Apr 27 2011, 17:29
Yes they should stay in an open field and meet their death.

In vanilla when a crew bails out, they usually shoot and kill me. In Zeus it turns into an amusing turkey shoot because they forget that they have guns. So good idea in theory, needs some tweaking in practice.

There is such thing as the 3 second rule. Only run for cover if it is close enough.





I really hate moments in vanilla when AI just lies in the open field making it very easy to zero in on and snipe him. Running target is much harder to hit.

I do miss that. AI with normal Zeus have improved enough to be effective, but I usually shoot at stationary me nowadays.

The beta Zeus .pbos just need to be tweaked so that a squad running for cover lays down more cover fire and doesn't shoot themselves so much.

But the mod hasn't been updated in a long time and Protegimus has for some reason resolved not to answer a single question about how to download the mod. Thank god for AnimalMother.

metalcraze
Apr 27 2011, 17:39
In vanilla when a crew bails out, they usually shoot and kill me. In Zeus it turns into an amusing turkey shoot because they forget that they have guns. So good idea in theory, needs some tweaking in practice.

Well yeah they need to bail out and start shooting at you and your 8 guys and maybe some vehicles that are with you.

They just need to kill you first before getting killed 2 seconds later by all other people - then it will be alright?

Note that I use Zeus AI with ACE without all those sys_AI and GLX pbos so AI may be more unresponsive in your case if you do use those pbos (main reason why I removed them when I used non-ACE version)

maturin
Apr 27 2011, 17:45
Well yeah they need to bail out and start shooting at you and your 8 guys and maybe some vehicles that are with you.

This is becoming silly, but if you have 8 guys with you, then they should have other tanks with them. And the safest place in tank battle where you are a low priority target is on the ground, looking inconspicuous, rather than running around getting hit by sabot petals.
I also use Zeus with ACE, and without sys_AI (don't even know what that does) and GLX. Do you use zeus_findcover?

A general needed tweak is that the AI shouldn't run for cover against a single man. I was trying to test a soundmod on the Utes runway, and I couldn't get the AI to kill me. He insisted on running away behind the control tower, when a single shot at close range would have sufficed.

metalcraze
Apr 27 2011, 18:58
This is becoming silly, but if you have 8 guys with you, then they should have other tanks with them. And the safest place in tank battle where you are a low priority target is on the ground, looking inconspicuous, rather than running around getting hit by sabot petals.

Yes it's a very good idea lying near a burning tank (especially with ACE) with ammunition blowing up once in a while. All while shooting back at enemies. That will keep the crew safe.


Do you use zeus_findcover?
Yes.


A general needed tweak is that the AI shouldn't run for cover against a single man.

Only you know that you are a single man. That was the point.

maturin
Apr 27 2011, 20:19
Only you know that you are a single man. That was the point.

The AI knows exactly how many men they know about. If they only know about one, and that one is close by and aiming at them (they know how to check for this as well) they should shoot, rather than presenting their backside. A human would do that.

thearies
Apr 28 2011, 21:10
hello folks,

which pbo of the zeus-ace pbo´s are responsible for long-range detection? may i can isolate that feature
cause i would like to test performance without too autonomous behavior of the AI like many before i thought that i loose control with the whole zeus-ace bundle...

greetings

galzohar
Apr 28 2011, 21:51
The solution would be simple - Delayed run for cover. Shoot first, then run. That way if you are an immediate threat they will take you out before running for cover, and if you're too far for them to hit effectively, then at least they'll scare you a bit before starting to run away. At least that's what I was trained - When you get contact by surprise, the first thing you do is always shoot. While you're shooting you can think about what to do next, but shoot first. Of course assuming the target is close enough for you to shoot (and in Arma, if they are running away from you, most likely they also know where you are in order to shoot you. AI doesn't "look" for you, they pretty much (not exactly, but pretty much) either know where you are or they don't).

If AI would shoot at least a few rounds first and only then run to cover things would have been much better IMO.

Besides, playing without Zeus AI, AI seems much much harder, but so much because the AI run around way too much, but more because AI with Zeus AI simply miss their shots too much. Maybe their miss rate is realistic, maybe not, but it's definitely a much higher miss rate than what human players have.

maturin
Apr 28 2011, 23:44
I play without the Zeus dispersion .pbo, but with precision turned down to the recommended level. Does simply tuning off the mod have a big effect on accuracy?

Beagle
Apr 28 2011, 23:51
It is very hard for me to see any real difference in sightly user.cfg tweaked A.I. and ZEUSD A.I. after 1.59.

I use to give "vanilla" A.I. a skill of 1 and accuracy of 0.5 since Armed Assault featured this values. With 1.59 A.I. improvements I can barely see what ZEUS is about now. It is quite oftem simply so that Mods don't catch up anymore with BIS improvements, betas included.

thearies
Apr 29 2011, 00:22
@<hidden>

i think i will try this too...
you mean you change the values in the cfg... so you use the same skills and acurracy for friendly and hostile AI...right?!

Beagle
Apr 29 2011, 01:08
@<hidden>

i think i will try this too...
you mean you change the values in the cfg... so you use the same skills and acurracy for friendly and hostile AI...right?!That's what I do but you can do with your .cfg whatever you like. But don't try to change it in game menu after editing .cfg.... it will revert to default.

metalcraze
Apr 29 2011, 10:34
I use enemy precision 0.55 and friendly precision 0.75 I think. This doesn't make AI snipers but makes them competent enough to kill you and your squad. Enemy precision is lower because the absolute majority of missions has more enemies than friendlies so one compensates for another.

Setting friendly precision to 0.8 or higher gives me machinegun snipers with Zeus.


The AI knows exactly how many men they know about. If they only know about one, and that one is close by and aiming at them (they know how to check for this as well) they should shoot, rather than presenting their backside. A human would do that.

They do shoot if you are close to them.
If you are at 100m and up the logical decision is to run. He may know about you, but maybe there are 10 of other dudes just behind that hill. And he will be right in "real-world" missions where you aren't rambo'ing tanks alone I'm sure.


Delayed run for cover won't work either. One tank blows up another tank. With Zeus AI crew runs like hell into the cover while the enemy tanks sprays them (and some even survive).

With a delay (which will have the same effect as playing without Zeus AI) they will just get wiped out right away.

galzohar
Apr 29 2011, 11:02
You are thinking about the exception - tank crew bailing. I'm thinking about the norm - Patrol getting caught in open ground. In any case your special case can be dealt with (ex: If no viable targets are around, just run for cover right away).

Also I don't know how you get MG snipers. With Zeus AI even with everything set to 1 AI still miss quite a lot more than players do.

maturin
Apr 29 2011, 17:52
They do shoot if you are close to them.


Not really. I had a hard time getting them to open fire at 20m before hightailing it.

Victim ZSU
Apr 30 2011, 03:02
This back and forth banter on the effectiveness of default vs Zeus AI has higlighted to me that there isn't a way of systematically testing the effectiveness of the AI, it all boils down to perception and playstyle.

There's also disagreement on what constitutes "good" AI behaviour which means building a robust and consistent framework to test AI settings, scripts and FSMs is more difficult.

Even being able to repeatedly simulate Zeus AI vs default AI battles is just pitching dumb vs dumb and leaves the player out of the equation.

So, for me, there are some basic questions about the behaviour which can't currently be answered to improve it, the ability to pause the game, rewind and replay, and analyse the behaviour and state of the AI at any instant in time:

* when you broke from cover, what caused that, was it an FSM? a findcover script? no more "knowsAbout" enemies?
* when you threw smoke, why did you do that, did morale play a part? was your squad leader still alive? were you wounded?
* when you abandoned your "hold" waypoint and rushed out to meet me, was that FSM behaviour? script? why did that happen? were you even attempting to bound? can you bound? how do you measure the effectiveness of bounding?

Too many questions and not enough visibility of what is happening under the hood to even align "bad" AI behaviour with the relevant scripts and FSMs.

Until we get more visiblity of what's going on it is difficult to pinpoint which script (or even conflicting AI scripts) are causing the problem, and begin to address them.

Tankbuster
May 1 2011, 18:00
Ok, the Zeus AI stealing other factions vehicles is cause me problems now.

It was cute and funny at first, but now they are making off with assets I place on the map. This is ruining missions.

Does anyone know how I might stop this?

Higgings.
May 1 2011, 20:32
My main problem is, that when you creat a mission, like Take City and beat of enemy counter attack.
All the units which have a "move here and wait till trigger is activate before moveing further" they refuse to do so, and act like I have given them a "Guard" waypoint.
They dont move before trigger is activatet if I dont use Zeus, but they sure do when.
A bit tiresome.

But, beside that, the AI sure know to move queit realistic, have seen some nice attack and building clearing. :)

Muzzleflash
May 2 2011, 16:00
I get this error when I start some missions:
zeu_ACE_c_wep_dispersion missing.

ACE is on the server, and the server is running CO.
There is this thread: http://forums.bistudio.com/showthread.php?t=111912 however, here the solutions is to put this .pbo on the server. However, the server already has
@<hidden>\addons\zeu_ACE_c_wep_dispersion.pbo among other files. And @<hidden> is in the mod list of the server and being run. We can verify this by AI behaviour also.

The missions that won't work does not have anything zeus related on in their "addons" or "addOnsAuto" sections. Adding "zeu_ACE_c_wep_dispersion" does not fix it.

:(

How to solve this problem?

Robalo
May 5 2011, 16:55
If running ACE, please consider giving it a try without Zeus AI and re-evaluate.
The AI should be well improved after last few game patches and ACE updates.

larsiano
May 6 2011, 03:17
I think Zeus AI still can be very important to the community beyond a level that BIS can provide. I see allot of behaviour that can be improved in OA patch 1.59. So i was wondering if this mod still has a chance of existence? After reading the last experiences and comments i'm not sure what the status of this great mod

Tankbuster
May 6 2011, 06:50
I wonder too, larsiano. I've not seen the author in here since December.
http://forums.bistudio.com/showpost.php?p=1823849&postcount=1319
yet he was on the forum in the last week. It'd be a shame if he stops work on this.

ilmari
May 24 2011, 10:20
Hi, guys.

I've got a problem. When I'm trying to launch standalone Arma 2 with ZeusAI appears the following error-message:

"Addon 'zeu_ACE_c_wep_dispersion' requires addon "CAweapons_E"

Does anybody know how to fix this? It is said that 'CAweapons_E' is an OA file. Does it mean that ZeusAI is presently compatible with OA only?

I use ACE 1.3 (CBA, ACE Core, ACEX, ACEX_SM) and a couple of non-AI addons like islands, Bundeswehr etc. My game version is 1.07. I tried to use ACE-compatible version of ZeusAI taken from here (http://www.armaholic.com/page.php?id=8688).

metalcraze
May 24 2011, 10:31
Obviously it does require OA/CO as newer Zeus was made with newest ACE versions in mind (which are Combined Ops only).

It will be better if you buy OA. Trust me - it adds a lot plus you will be able to use latest ACE versions with more features.

There is no reason not to.

Tankbuster
May 24 2011, 10:53
He's not even running the current version of ArmA2. lol.

ilmari
May 24 2011, 13:33
I see, I'm definitely outdated, surely outmoded, and profoundly obsolete. :)

Apparently there's no chance for me to try ZeusAI until I get CO. I would have gladly done it before, but we have two separate local publishers for standalone Arma 2 and OA. Hence no CO available at all. I think my way out is Arma 2 + OA + some manual wizardry. :)

Now as for non-current version of Arma 2. I use the latest patch for the Russian version of standalone Arma 2 officially issued by our local publisher (Akella). And the patch is 1.07. Not more, not less.

Thanks for the answers.

zygene
May 24 2011, 14:04
Hi there,

I have a problem with ZeusAI and Upsmon. The UPSmon fonction 'nofollow' don't work and ZeusAI take AI control.

Is anybody have a solution for this ? parameters or other isue (don't tell me unuse UPSmon ou ZeusAI ;) )

thks

meade95
May 24 2011, 16:15
I believe the "no follow" only controls the LEADER of that unit. He will still give orders for the rest of his team to engage enemies outside of their "marker" area if deemed a threat.

Wish UPSMON had a "hard" "no-follow" order (for all within a unit). That is what you want.

metalcraze
May 24 2011, 16:46
I think my way out is Arma 2 + OA + some manual wizardry. :)
OA will automatically install over AA2 and have its content integrated = you get CO


Now as for non-current version of Arma 2. I use the latest patch for the Russian version of standalone Arma 2 officially issued by our local publisher (Akella). And the patch is 1.07. Not more, not less.
All BIS patches support all versions. You can download a patch from an official site and it will work

Shinji
Jun 18 2011, 03:24
Am I stupid or is this really comfusing.
I downloaded the ACE version of this mod ... I don't have any @<hidden>
only @<hidden> and even when I install this mod succesfully and add it to my dedicated server running ACE I can't join my own server.
without this all runs fine.

please advise ... thank you

Sig
Jun 20 2011, 13:23
Is this mod going to be updated?

MystDude
Jul 12 2011, 13:47
Just tried this and it's very impressive. Was amazed at how the AI advance and take positions in buildings/towers while in combat.

But I'm getting an annoying bug which is ruining the whole mod, the AI sometimes just stop responding and stay in one spot for which seems like eternity.. I even left the game running while I went afk - when I got back, they hadn't moved at all.

Another glitch, after a few fights the AI seem to get stuck in "combat" mode.. the leader never calls the "all clear", even when I know for a fact there is no enemies around. It's very frustrating having the leader take cover every 5 meters when the battlefield has been cleared for the passed 10 minutes :(

Really disappointing since this is such a great mod. Absolutely love it. I just hope these problems get resolved soon!

metalcraze
Jul 12 2011, 13:53
Are you using the version from Armaholic?

Because chances are it is still the old version from 5th Oct 2010 which has AI getting stuck issue.

The most recent Zeus AI mod is here: http://dev-heaven.net/projects/anm-missions/files

(both in vanilla and ACE-compatible versions)

If you will have problems like AI breaking formation and the game stopping responding for 20-30 seconds remove GLX and netcode pbos.

Tankbuster
Jul 12 2011, 14:00
I've had to stop using Zeus. The AI jump in and use any vehicle they find, even enemy ones. Bit of a pain when you mission is to destroy a hidden helicopter and the AI guarding it fly the blighter away!

metalcraze
Jul 12 2011, 14:02
Delete GLX and netcode pbos - it will be enough.

To describe the issue:

GLX is a Group Link 4 pbo that tries to make AI better - like using assets and change formations depending on the situation. While it may look cool and intelligent for AIs not controlled by the player the problem is that it also takes away the control away from the player when leading the AI squad.

Protegimus seems to have stopped updating the project - so unless someone will code in disabling of GL functions for human-controlled squads we are out of luck and have to delete GLX and netcode.

Tankbuster
Jul 12 2011, 17:54
Sorry Metal, are you replying to me specifically? Will downloading those PBOs stop the AI doing the vehicle stealing thing?

metalcraze
Jul 12 2011, 19:57
Not downloading. Removing them.
If AI tends to go about its own thing ignoring you - the first suspect is GLX.pbo
The second is zeu_sys_ai (although its only bad effects are tanks trying to hide from combat and AT gunners taking forever shooting at vehicles)

Tankbuster
Jul 12 2011, 20:24
Ugh. Did I say 'downloading'? Yes I did. I meant removing! :)
I've not had foot mobile AI ignoring me, though occasionally, I've had an AI Taki insurgent MBT completely ignore my Warrior.
I think I'll take out GLX and netcode at first and see how we get on. And report back, of course.
Thanks, MC. :)

s4ikD
Jul 13 2011, 20:02
its somehow not obvious to me in what .cfg or .txt file i have to define the accuracy and skill on a dedicated server.

any help?

BigMorgan
Jul 13 2011, 22:53
s4ikD: C:\...\ArmA2\default\Users\default\default.ArmA2OAProfile

s4ikD
Jul 14 2011, 13:13
ok let me rephrase that, i need the location of the config on a dedicated linux server.

still the arma2oa profile?!

s4ikD
Jul 16 2011, 21:34
the latest version linked, on the previous page, occasionally kicks players from our servers, any fix for that?

and does anyone know where to set the skill values on a dedicated server?

we have a "player" folder with a oa and arma2 profile, both set the same values, but it feels like accuracy and skill is on the maximum... ultraai aint on.

MacScottie
Jul 18 2011, 10:28
Delete GLX and netcode pbos - it will be enough.

To describe the issue:

GLX is a Group Link 4 pbo that tries to make AI better - like using assets and change formations depending on the situation. While it may look cool and intelligent for AIs not controlled by the player the problem is that it also takes away the control away from the player when leading the AI squad.

Protegimus seems to have stopped updating the project - so unless someone will code in disabling of GL functions for human-controlled squads we are out of luck and have to delete GLX and netcode.

Why the netcode PBO as well?

Tankbuster
Jul 18 2011, 12:34
Ugh. Did I say 'downloading'? Yes I did. I meant removing! :)
I've not had foot mobile AI ignoring me, though occasionally, I've had an AI Taki insurgent MBT completely ignore my Warrior.
I think I'll take out GLX and netcode at first and see how we get on. And report back, of course.
Thanks, MC. :)

OK Metal, I did as you suggested and it works just fine. The AI are still aggressive, they try to flank and attack from behind, but they no longer steal my teams or other preplaced vehicles). This is excellent. Many thanks.

idl0r
Aug 2 2011, 19:43
Please update the signatures for the ACE version.

J-Guid
Aug 3 2011, 18:51
In some time if player been spoted, and bot stay to close near player, bot dont shoot in player(ammo full), tested in different situations...
Check this plz!

tcp
Aug 5 2011, 16:33
zeu_ace_c_wep_dispersion.pbo

This PBO is not signed correctly.

J-Guid
Aug 5 2011, 18:15
I propose add a little but important feature!

If you squad leader, you can order to friendly AI "Throw grenade" on your cursor position, or enemy target

Or if target is soldier and his in house or behind wall, throw grenade, in some time bots without ammo for main weapon, just stay and look on you , but has grenades in inventory

Maby on next release, add ability change throw grenade modes for AI

What you think, it actualy?

Zettai Baka
Aug 9 2011, 03:07
With all due respect to the creator of this mod, can someone please clarify whether this mod is still worth using, or if BIS's official updates give better AI performance?

I'm using the latest version of this mod (v0.02d) on dev-heaven. I created an OPFOR sniper team on a mountain facing me, on flat ground, about 360m away. They won't engage me no matter what. I've tried shooting the ground around them and running circles to get their attention, but all they do is go prone when they hear gunshots and then stand back up again after a few seconds.

In other test scenarios, the AI takes about three seconds to kill me at point-blank range, or crawls right in front of my nose without bothering to shoot at me.

maturin
Aug 9 2011, 03:10
I've been wondering the same thing, but I think the engagement range changes are still worth it, as the ACE changes aren't as complete AFAIK.

Robalo
Aug 9 2011, 03:14
I've been wondering the same thing, but I think the engagement range changes are still worth it, as the ACE changes aren't as complete AFAIK.

Perhaps not the best place here, but in an ACE ticket, but I'd be happy to hear why do you think that.

maturin
Aug 9 2011, 03:23
Perhaps not the best place here, but in an ACE ticket, but I'd be happy to hear why do you think that.

I was under the impression that ACE simply adjusts certain spotting and engagement ranges, while the whole purpose of early ZEUS AI was in extending them wholesale.

None of the documentation I have seen has elaborated on ACE AI changes. I would be interested to read a more detailed overview of them.

ToadBall
Aug 13 2011, 14:51
In response to a relatively large number of folk dropping by our TS server and forums with queries regarding the status of Zeus AI and technical issues with the mod:

Zeus gaming community stopped using Zeus AI around the start of January 2011 and have had little/no contact from Protegimus since around late December 2010.
As such I cannot offer much if any technical support for users of the mod.
I can however answer a couple of questions we frequently get:

1) Does the mod have to be run, server side, client side or both?

The mod must be run on the server, the client having the mod will not make a difference that I or the other Zeus folk I've asked know of.

2) What was the latest version?

The last update Protegimus made available to us was in December 2010.
This version can be downloaded here (http://jakal.mentalevidence.com/OFP%20Missions/zeu_AI.7z)

3) I have the mod but the AI still act dumber than a brain dead baboon with a gun.

Honestly? I have no clue, the game engine has had a couple of updates since the mod's last update and as such the mod may not have retained is functionality. I honestly cannot say as Protegimus was the only one at Zeus who knew how the mod worked and as I've already mentioned he has not been available to pester.

Any technical problems you have are probably best addressed to the man himself via these forums, if you do get in touch with him let him know the folk from Zeus say Hi :)

best of luck,
Toadball
Zeus Gaming Community Server technician monkey

Kremator
Aug 13 2011, 18:00
I'm sure I've seen him playing A2 recently, or someone masque ring as him! I'll see if I can find him again.

metalcraze
Aug 14 2011, 01:50
Guys if you want an up-to-date AI mod that takes into consideration latest changes in beta patches (Zeus doesn't take into consideration changes even from 1.59) - go for ASR AI

Zeus also has an outdated danger.fsm code which in fact will make AI worse in comparison with changes in the recent betas.

.kju [PvPscene]
Aug 14 2011, 04:55
dangerFSM has not been changed nor have any AI config values been tweaked. so you are talking nonsense.

two comment to ToadBall's statement:
a) you need the addons client side if you command AI yourself for them to be improved too
b) you better remove the scripting part as it causes a lot of issues (zeu_FindCover, zeu_GLx, zeu_netcode, zeu_sys_AI) and keep only the config tweak pbos

GossamerSolid
Aug 14 2011, 05:07
1) Does the mod have to be run, server side, client side or both?

The mod must be run on the server, the client having the mod will not make a difference that I or the other Zeus folk I've asked know of.


Don't wanna sound like an ass correcting you, but I'm pretty sure it effects AI depending on locality. If I have Zeus running on my client, AI local to my client should be Zeusing it up.

Now if the AI is local to the server, then Zeus needs to be on the server.

metalcraze
Aug 14 2011, 05:27
dangerFSM has not been changed nor have any AI config values been tweaked. so you are talking nonsense.

[83496] Changed: Danger FSM event DCFire is now sent only when unit not in the combat mode yet (http://dev-heaven.net/issues/23160)

as an example

Perhaps I understood something in a wrong way?

.kju [PvPscene]
Aug 14 2011, 06:26
Yep you did. There were only engine changes. No modifications in the dangerFSM itself.

ToadBall
Aug 14 2011, 11:15
two comment to ToadBall's statement:
a) you need the addons client side if you command AI yourself for them to be improved too
b) you better remove the scripting part as it causes a lot of issues (zeu_FindCover, zeu_GLx, zeu_netcode, zeu_sys_AI) and keep only the config tweak pbos

As said, it's Protegimus' mod and I have no intention of messing with things I don't understand, I'm just providing what he last provided Zeus with, if you think this will improve it by all means remove it.

Regarding the client/server side that was going on what I was informed of when updating our game server by the bloke before me who was in charge of it, not claiming it's right or wrong just what I was told.

As I said before: I'm only providing a link to get the latest version not to provide technical support as I have no idea about the workings of the mod and provide reliable help.

galzohar
Aug 14 2011, 18:27
Detection/accuracy seems just fine in latest ACE, and the scripting parts definitely could use some updating, which is why me and my friends no longer use it, and even Zeus no longer use it as far as I'm aware for about the same reasons.

Was a great concept for a mod but unfortunately it doesn't get the additional work it needs.

Might try ASR when I have time to see exactly what it improves and what it might break.

VirtualVikingX
Aug 22 2011, 08:57
After reading the last few pages, it seems that its time to drop ZEUS AI, sadly.

Im looking for input on how to improve my dedicated server AI in lieu of zeus. What are you guys using? Maybe a seperate thread for dedi server ai would be appropriate?

galzohar
Aug 22 2011, 14:17
Mostly UPSMON script in missions (used it with Zeus AI too). Might try ASR AI mod as well.

metalcraze
Aug 22 2011, 15:13
Go for ASR AI

AIs deploy smoke but don't spam it, they also grab ammo from their backpacks and from dead bodies, they share info within a configurable radio range (if they have radios), see worse at night without NVGs just like humans and AI config settings are more tweakable.

Combined with UPSMON (in case you make missions) it really turns AI around.

Sixt
Aug 22 2011, 15:27
I use GL4 with great succes :-)

VISION1776
Sep 22 2011, 19:21
Go for ASR AI

AIs deploy smoke but don't spam it, they also grab ammo from their backpacks and from dead bodies, they share info within a configurable radio range (if they have radios), see worse at night without NVGs just like humans and AI config settings are more tweakable.

Combined with UPSMON (in case you make missions) it really turns AI around.

What is UPSMON and why do you need to combine it with ASR AI? Im going to start trying out ASR AI for my private custom missions thanks for all the input

Sixt
Sep 22 2011, 19:50
I play bennys warfare, and i combine it with GL4 and zeus, cause they make the AI agggresive. There are a parameter in Bennys to turn on upsmon, but when i use upsmon, sometimes in my experience, the AI gets stuck...

VISION1776
Sep 22 2011, 20:41
I dont know what Bennys is. Is it a different game than arma? What would be the best AI for black ops missions? Im not looking for extremely aware AI that can see me before I see them. Im looking for AI that goes in buildings and does all kinds of neat things but not an AI with super eagle Eyes.

I was just trying zeus ai and it crashed the game. The ASR AI didnt do too many cool things compared to the zeus ai like deploying smoke and climbing into guard towers. The game crash was a huge turn off though.

---------- Post added at 08:41 PM ---------- Previous post was at 08:37 PM ----------

might I add that the ACE AI is pretty annoying at night. I cant see a thing and yet Im being attacked by people from long distance.

Tankbuster
Sep 22 2011, 21:23
. The ASR AI didnt do too many cool things compared to the zeus ai like deploying smoke and climbing into guard towers.

Agreed. People who tout ASR as a replacement for ZEUS are failing to see that ZEUS does WAY more than ASR.

kklownboy
Sep 22 2011, 21:30
you are confused? ASR AI throw smoke and climb towers. ASR_AI are better. There have been recent betas that have nerfed or made the AI too good. Rob stays on it.

metalcraze
Sep 22 2011, 21:38
Agreed. People who tout ASR as a replacement for ZEUS are failing to see that ZEUS does WAY more than ASR.

False.

Right now ASR is all positive features of Zeus and then some without the negative ones.

maturin
Sep 22 2011, 22:39
Agreed. People who tout ASR as a replacement for ZEUS are failing to see that ZEUS does WAY more than ASR.

Are you referring to Zeus with or without the beta files? Because the newer stuff did some unprecedented things, but never really got finished.

Robalo
Sep 22 2011, 23:03
There is no competition between Zeus and ASR, each of these mods does things that the other one does not and it's not necessary a matter of which is better but how each author wants to shape the game from his own perspective.

Please stop this X is better than Y thing, it's silly.

HR4 Elite
Sep 22 2011, 23:28
There is no competition between Zeus and ASR, each of these mods does things that the other one does not and it's not necessary a matter of which is better but how each author wants to shape the game from his own perspective.

Please stop this X is better than Y thing, it's silly.

Agreed, some of it is also mod load order I think..

I used Zeus AI with GL4 and thought they were quite good together, dropped Zeus however to move onto ASR_AI and GL4 mix instead. The GL4 does a great job i.e. house searches, garrison buildings, smoke granades galore etc, if they hear a twig break they out a smoke grenade…..but its all good and works very well. ASR_AI are a little more subtle when mixed with GL4 I think, you have similar things in both mods so whichever order you have them loaded can alter the way they act, I assume one tends to cancel out the other a little here and there, however since loading ASR_AI I have found the AI are more accurate and tend to heal each other a little more, so its all good. The SLX mod I tried for a few days dealt with that side fantastically well, dragging injured comrades out of the line of fire more often and healing each other, also had loads of other stuff in there that was inspirational, plus great effects and combat modes, touble is you spend more time removing bits of it, things that course odd effects like bouncing weapons etc, so obviously that kind of spoils it. I must admit though I stuck at it for a few days taking out bits, but all in all I have put it to one side for now. GL4 and ASR_AI together, seem to stand up very well and do a great job..

I understand that there is a sort of SLX lite (not an official name) a re-worked version, may try that..


.

VirtualVikingX
Sep 23 2011, 13:48
Do anyone have experience with replacing Zeus with some other(s) AI enhancing mod(s) on a dedicated server?

Now I'm using ASR + findcover.pbo from Zeus. Id like to improve on this, if at all possible.

Maybe we could start a Dedicated server AI-thread ?

VISION1776
Sep 25 2011, 11:31
I find that the ACE AI is by far the worst to use for black ops. They spot you from a million miles away through grass. I think an AI that goes prone in a grass field should loose visibility dramatically. Instead they see you through all the grass in their face.

---------- Post added at 11:31 AM ---------- Previous post was at 11:28 AM ----------

I find the normal AI is my favorite even though it misses out on the details, atleast the visibility and flanking works much better in my opinion. I add a script for random patrols and we are set. If someone could mix that with some of the cool features like entering buildings and medicing it would be perfect. ASR-AI sees from too far away as well. The zues AI seemed cool but crashed my game.

galzohar
Sep 25 2011, 19:35
If you can see them there isn't much of a reason for them not to see you. Most of the time at least.

RacingLad
Sep 28 2011, 03:20
I'm getting the following error messege whenever I attempt to launch ZeusAI:

Addon 'zeu_ACE_c_wep_dispersion' requires addon 'CAWeapons_E'

Anyone knows how to remedy this??

Saludos...

JuggernautOfWar
Oct 24 2011, 07:33
Does this work with Mando Missile and the BIS beta game versions?

Tonci87
Oct 24 2011, 12:37
I think its outdated. Development has stopped a long time ago

Robalo
Oct 24 2011, 13:05
I find that the ACE AI is by far the worst to use for black ops. They spot you from a million miles away through grass. I think an AI that goes prone in a grass field should loose visibility dramatically. Instead they see you through all the grass in their face.

---------- Post added at 11:31 AM ---------- Previous post was at 11:28 AM ----------

I find the normal AI is my favorite even though it misses out on the details, atleast the visibility and flanking works much better in my opinion. I add a script for random patrols and we are set. If someone could mix that with some of the cool features like entering buildings and medicing it would be perfect. ASR-AI sees from too far away as well. The zues AI seemed cool but crashed my game.

Sorry dude but you're spreading bullshit. Feel free to prove your statements in the ACE or ASR AI threads or even better, in the respective issue trackers.
eXzeQKnmihk#t=199s

metalcraze
Oct 24 2011, 13:34
Robalo is right. Also ASR AI can cut AI visibility at night by 2 (or more if configured) times so if anything night approach with ASR is easier.

Both ASR and Zeus see properly far. In vanilla it takes a lot of time for AI to spot a dude 500m away even in the desert.

Tonci87
Oct 24 2011, 23:15
Beta+ACE+ASR_AI is the way to go

rrr44
Oct 26 2011, 03:46
has anyone been able to download the latest zeusai? I got zip from armaholic by the name of: zeu_AI_v0.02d1.7z

and readme says its 0.02d... when there should be v1.04b ???

metalcraze
Oct 26 2011, 05:36
0.02d1 is the latest version

The Hebrew Hammer
Oct 26 2011, 06:48
I removed the ace ai pbo's, even at night they can spot you from 1000 miles away. So I'll run either ASR or Zeus depending on the mission. If I need a frontal assault, Zeus, anything else is ASR.

Sickboy
Oct 26 2011, 06:56
I removed the ace ai pbo's, even at night they can spot you from 1000 miles away. So I'll run either ASR or Zeus depending on the mission. If I need a frontal assault, Zeus, anything else is ASR.ACE and ASR AI configs are basically equal, they are both maintained by Robalo :D
You can leave the ACE AI pbos and enable ASR AI so that you can enjoy the enhanced AI scripting, incl afaik 50% spotting skill at night - script induced.

If you report the issues you are experiencing, it can be looked into; http://ace.dev-heaven.net/wagn/Bug_Reporting

Here you go: http://dev-heaven.net/issues/25882

Sickboy
Nov 4 2011, 09:53
I removed the ace ai pbo's, even at night they can spot you from 1000 miles away. So I'll run either ASR or Zeus depending on the mission. If I need a frontal assault, Zeus, anything else is ASR.The issue should be related to broken configuration for certain units,
in the original game; http://dev-heaven.net/issues/26117#note-7

We've solved it in ACE for upcoming update: http://dev-heaven.net/issues/25882

meade95
Nov 14 2011, 03:25
Can I ask - How does ZEUS work with the latest official released patch?

I haven't upgraded past 1.52 (for a few of my own reasons). One of those reasons is I found for my SP play....that the ZEUS version I have worked incredibly well with A2/OA 1.52.....

However, I'm having to do a compelte reinstall and will likely patch up now to the latest version. Just curious of ZEUS works as well.....I was reading awhile back where ZEUS did not work as well with the newer versions / patched A2/OA. Having some conflicts or whatnot with the updated A2 AI

Coolio101
Dec 24 2011, 20:24
How do i know if addon is installed correctly? Also, it works with the campaigns?

domokun
Dec 24 2011, 22:31
To check if Zeus was added correctly simply check the right-hand side of the menu screen.
There on the top-right should be listed all the mods that were installed, e.g. Zeus AI

As for compatibility with campaigns, I would say "NO". The reason is that the Zeus AI mod, along with most other AI mods (GL4, SLX, ASR AI) modify the behaviour of troops automatically so much so that missions designed to achieve a certain effect without these mods might finish very differently with these mods activated.

My advice is to enjoy these mods (ASR AI in particular) in multiplayer but to avoid them in SP.

Coolio101
Dec 24 2011, 22:51
To check if Zeus was added correctly simply check the right-hand side of the menu screen.
There on the top-right should be listed all the mods that were installed, e.g. Zeus AI

As for compatibility with campaigns, I would say "NO". The reason is that the Zeus AI mod, along with most other AI mods (GL4, SLX, ASR AI) modify the behaviour of troops automatically so much so that missions designed to achieve a certain effect without these mods might finish very differently with these mods activated.

My advice is to enjoy these mods (ASR AI in particular) in multiplayer but to avoid them in SP.

Great, thanks!

domokun
Dec 24 2011, 22:56
NP mate, glad I could help.
BTW if you want to improve your campaigns without borking the missions, I can suggest:
- JTD Fire & Smoke mod
- OpticalSnare's WarFX Blastcore mod
- Mando's Missile mod
- Lord Jarhead's JSRS mod
- ShackTactical's HUD mod

All of these require the CBA mod

TheDuceCat
Dec 30 2011, 21:32
Does this mod work with other mods? Say I load up Invasion '44 and have a co-op mission with this mod installed. Will it improve the AI there, too? Or only vanilla and ACE?

LordJarhead
Dec 30 2011, 22:45
Does this mod work with other mods? Say I load up Invasion '44 and have a co-op mission with this mod installed. Will it improve the AI there, too? Or only vanilla and ACE?

In all cases the AI will be improved since there is only ONE AI! So this mod affect AI, no matter what addon you run unless its not another AI addon. But I think you can also combine them, like ZeuAI and ASR or so, dunno for sure!

Jarhead

GiorgyGR
Dec 31 2011, 02:50
imho i would recommended you not to use A.C.E. with Zeus AI.
As i can remember some versions ago A.C.E has his own A.I behavior modifications..so it could be..tricky

:j:

folgore_airborne
Jan 7 2012, 13:36
Is there any plans to update Zeus to match with the latest changes of the game engine\AI in version 1.60?

maturin
Jan 7 2012, 14:20
Why should any changes be necessary?

The author of this mod hasn't posted in this topic for months, by the way.

galzohar
Jan 7 2012, 15:32
Yes, no updates for a very long time. Unless he comes back to the world of Arma and updates the mod, this mod is not recommended, not with 1.6, not with ACE and not with ASR.

folgore_airborne
Jan 7 2012, 17:33
Why should any changes be necessary?

The author of this mod hasn't posted in this topic for months, by the way.

Because the vanilla AI and the game engine has made huge steps onwards since the last version of this mod, it might not be fully compatible and working anymore...at least, less than it was with the version of those days..

galzohar
Jan 8 2012, 09:08
Yes, when you make a modification for the default AI, if the default AI changes, you're likely to need to change your modification as well for it to work as intended. Same for when you make modifications to modified AI (aka AI mods that are meant to be ACE-compatible).

Sixt
Jan 12 2012, 21:09
i still plays this mod with alot of fun :-)

the only pbo i have removed is the findcover pbo...

Swatdog
Jan 13 2012, 02:15
Forgive me if this was mentioned already, but is this mod compatible with ACE?

Angus S
Jan 13 2012, 05:11
There is an ACE compatible version http://www.armaholic.com/page.php?id=8688 but I think it is way out of date

Terox
Feb 5 2012, 18:18
Protegimus has been MIA for months now. So am hoping this little news post doesn't tread on anybody's toes or offend anyone.

I have modified an unnoficial version of Prot's AI which we are currently running on the Zeus server (Serverside only at present)
It seems to be stable and removes the laser accuracy of the AI since the 1.60 patch

We are seeing Innacurate engagements at 400m + in daylight, with good sustained firefights at 300m, becoming lethal at ranges of less than 200m
and AI is detecting us at night without NVG's at 50m if running, yet allowing stealth approach

Included in the download package is the test mission I used, which allows parameter selection for testing under the following conditions.


Ranges: 100, 200, 300 and 400m
Daytime: Sunrise, Midday, Sunset, Midnight
AI Skill : 0.25, 0.5, 0.6, 0.75, 1
Equip with Night Vision: Yes, No



The current config values were tested on a dedicated VANILLA server with the following settings:


skillFriendly=0.98;
skillEnemy=0.98;


I also recommend unit AI skill in the mission editor to be set somewhere between 0.5 and 1

If you want to tweak your own version, I suggest using the test mission included in the download package
and only edit the zeu_cfg_core_ai_skills.pbo
The current settings for this particular config are as follows

class CfgAiSkill {
aimingAccuracy[] = {0, 0.2, 1, 0.39};
// aimingAccuracy[] = {0, 0.1275, 1, 0.38}; // nice firefight
// aimingAccuracy[] = {0, 0.1275, 1, 0.3}; // not too accurate at skill 1 at 100m
// aimingAccuracy[] = {0, 0.1275, 1, 0.165}; // Too low
// aimingAccuracy[] = {0, 0.1275, 1, 0.465}; // Original settings
aimingShake[] = {0, 0.2, 1, 0.5};
aimingSpeed[] = {0, 0.25, 1, 0.8};
endurance[] = {0, 0.2, 1, 1};
spotDistance[] = {0, 0.85, 1, 1};
spotTime[] = {0, 0.1, 1, 0.7};
// spotTime[] = {0, 0.1, 1, 0.595}; Too slow
courage[] = {0, 0.45, 1, 1};
reloadSpeed[] = {0, 0.1, 1, 0.7};
commanding[] = {0, 0.5, 1, 1};
general[] = {0, 1, 1, 1};
};


As you are now aware, since 1.6 the following server settings are no longer used



precisionFriendly
precisionEnemy


You can download this unnoficial version from
zeus_Ai_Modified.zip (http://zeus-community.net/important/zeus_Ai_Modified.zip)
This can be run serverside only, also clientside if you wish, but its untested clientside


Please DO NOT DISTRIBUTE

Credits to:
Mike for initially creating a modified package
WheresMyRabbit for helping testing the config tweaks

TheDudeAbides
Feb 5 2012, 18:47
Does this version conflict with the ACE mod?

Terox
Feb 5 2012, 19:07
Does this version conflict with the ACE mod?

Not tested
The ammo, weapon dispersion configs are for Vanilla equipment only, so if ACE classes inherits without altering the values then yes it will effect it

folgore_airborne
Feb 6 2012, 02:37
does it work in Single Player missions and campaigns?

Terox
Feb 6 2012, 08:27
does it work in Single Player missions and campaigns?
It should do that nicely

folgore_airborne
Feb 6 2012, 22:03
Thanks, but one question...your modified version contains less files than "normal" Zeus by Prot, is it because they have been combined or some features have been included in vanilla game, or your modified version took away some features from Prot's?

A personal consideration. I love the firefights at medium\long ranges this mod allows, they are the most exciting I've ever had with A2. There is a trade off, however, as AI doesn't know how to shoot without wasting ammo and this leaves my team mates without ammo and they don't automatically rearm. Would it be possible to add an auto rearming feature like ASR, and if not, is ASR rearming feature compatible with Zeus?

Jedra
Feb 7 2012, 07:01
A personal consideration. I love the firefights at medium\long ranges this mod allows, they are the most exciting I've ever had with A2. There is a trade off, however, as AI doesn't know how to shoot without wasting ammo and this leaves my team mates without ammo and they don't automatically rearm. Would it be possible to add an auto rearming feature like ASR, and if not, is ASR rearming feature compatible with Zeus?

You could probably use ASR_AI with this, but you may want to turn of the 'AI skills feature' in the userconfig and just leave in the re-arming feature. A possible 'gotcha' is that ASR_AI also redefines the CfgAISkill class so this might have an impact on Zeus. Although I am not sure what effect CfgAISkill actually has as I did some testing with redefiining it yesterday and on it's own doesn't seem to affect anything.

folgore_airborne
Feb 7 2012, 09:30
Then all the files I need should be asr_ai_main (for Core ASR) and asr_ai_sys_airearming, with asr_ai_sys_aiskill_feature set to 0 in the userconfig file, right? Or even only asr_ai_sys_airearming?

Thanks for the suggestion, I will give it a try!

Variable
Feb 7 2012, 14:55
Updated with default settings on the CiA temporary coop server. Initial testing shows good results.
Thanks for the update Terox. I will keep an eye on this thread should you guys enhance the setting to get even better results.

domokun
Feb 7 2012, 15:16
Does this mean that, provided we run this new version of Zeus AI and the current ASR AI, we can increase skill (Friendly & Enemy) back up to their full values (0.985/0.995) without fear of the AI turning into terminators?

If so, what values do you recommend for precisionFriendly and precisionEnemy?

metalcraze
Feb 7 2012, 16:12
The main question is - does AI still have the old issue that was fixed in 1.60 but was never fixed in Zeus AI itself before - the issue of soldiers running for cover first upon direct and relatively close contact instead of firing at the enemy - making AIs a very easy prey for human players.

For me it was the main reason why I switched from Zeus AI to ASR AI.

Terox
Feb 7 2012, 17:29
I have been away from running zeus for 10 months and only just recently took up the reigns. During my absence Protegimus went M.I.A and the admins decided to stop running Zeus AI because in their opinion, the advanced development that Protegimus was doing was adversely effecting their missions and gameplay, specifically the find cover issue and some other AI supporting AI elements.

The current Unnofficial release is pure config
All the scripting elements have been removed because they do affect (For us anyway) the AI behaviour in a negative manner
So all the "Find cover" issues and any other behavioural elements that were controlled by scripts are no longer present.

What you have is a set of configs that effect

Engagement ranges (Prots original values))
Weapon dispersion (Prots original values))
AI ability to see, hear or be seen and heard by other AI (Prots original values))
AI Skills, specifically Accuracy: Tweaked by me for 1.6 patch compatability

I have neither the time or inclination to tweak these values further or develop this addon further unless there is an important enough issue that needs addressing

We will also start playing ACE again soon, so I may put together a package for that too. (No promises)

As for any compatability with ASR_AI. I haven't tested it with them nor will I be.

I only uploaded this package to help out those who liked using zeus ai but were having the same issues we were.

As for the query about PrecisionFriendly/Enemy, this is no longer in use since the 1,6 patch, and according to Dev Heaven, is not likely to be re-introduced


NB>> CIA server are reporting issues with the Dispersion.pbo when running a BAF mission, for a quick fix, simply remove the "zeu_OA_c_wep_dispersion.pbo"

folgore_airborne
Feb 8 2012, 12:56
so there is no way to balance there ammo consumption with Zeus alone? I am running some tests with ASR, will post the results when I do more.

Anyway, won't remove the weapon dispersion pbo make the AI laser-accurate again?

Terox
Feb 8 2012, 14:46
NB>> CIA server are reporting issues with the Dispersion.pbo when running a BAF mission, for a quick fix, simply remove the "zeu_OA_c_wep_dispersion.pbo"

We ran the same BAF mission on Zeus (Running under CWR Mod) that CIA had issues with and did not get any error messages, so it may just have been a quirk caused by a players incorrectly installed MOD

---------- Post added at 15:46 ---------- Previous post was at 15:43 ----------


so there is no way to balance there ammo consumption with Zeus alone? I am running some tests with ASR, will post the results when I do more.

Anyway, won't remove the weapon dispersion pbo make the AI laser-accurate again?

This is all to do with the weapon configs, stating what size bursts to use at what ranges etc. Ofcourse if they are less accurate they will use more ammo. This shouldnt be an issue for enemy AI, if its an issue for friendly AI, simply have a resupply stage in the mission, or if that is too cumbersome and slow, or create a resupply trigger area which will rearm them

Wiki
Feb 8 2012, 19:32
I've notices there is no bisign file in your release.
if i wanna replace my old Zeus files with yours, do i have to remove those bisign files? or keep them?
thanks

maturin
Feb 8 2012, 20:40
Metalcraze, that was only a problem with the beta .pbos that most people didn't use. They broke missions anyways.

Terox
Feb 9 2012, 21:33
I've notices there is no bisign file in your release.
if i wanna replace my old Zeus files with yours, do i have to remove those bisign files? or keep them?
thanks

I only uploaded the UNOFFICIAL pack to run on a server for those who play coop and are having issues with the 1.6 patch. In that scenario keys are not required.

LordJarhead
Feb 9 2012, 21:41
Thanks for uploading these files Terox! Makes the game alot more playable.

After all, I can even play a "coop" with two AI guys in my squad without get one of them killed after two minutes. The AI is much more fun than before, thanks alot.

Jarhead

Terox
Feb 12 2012, 21:38
I've been looking at the Zeus ACE AI and the BIS version.
I am aware that mission makers had issues with, in particular the Find Cover.pbo
The package I uploaded was void of the behavioural scripts, however I can edit the addon, including all the "Behaviour" scripts to offer the complete package.
However, I need some feedback on the following questions.


1) Should I start a new thread, so that I can control the initial post and therefore am able to edit the download links and information on the header post.
2) In addition, to prevent confusion, should I rename the addon to "Zeu_AImodified" so that a clear distinction is made from Prot's outstanding work and the small modifications that I can perform on his original work.
3) How would you prefer to control whether Zeus_AI is run in the mission (Option A or B)
Option A) By default Zeus AI is run on all units, with the ability to switch off Zeus AI for specific groups or units using an array in the Init.sqf or a setvariable on individual units
Option b) By default Zeus AI is not run on any units or groups, and you have to add each unit or group to an array in the init.sqf or setvariable in the units init field


There is a "setVariable ["zeu_AIBypass", true];" which is currently commented out, this was used in an earlier version to disable specific units from using zeu_AI behavioural scripts

Kremator
Feb 12 2012, 21:59
Maybe a good idea for a new thread .... as long as it is named correctly :)

Old_Painless
Feb 13 2012, 08:13
A really good idea with a Zeus revival thread - 1.60 also marks a point with a lot of new AI stuff from BIS's side

Tonci87
Feb 13 2012, 11:54
I've been looking at the Zeus ACE AI and the BIS version.
I am aware that mission makers had issues with, in particular the Find Cover.pbo
The package I uploaded was void of the behavioural scripts, however I can edit the addon, including all the "Behaviour" scripts to offer the complete package.
However, I need some feedback on the following questions.


1) Should I start a new thread, so that I can control the initial post and therefore am able to edit the download links and information on the header post.
2) In addition, to prevent confusion, should I rename the addon to "Zeu_AImodified" so that a clear distinction is made from Prot's outstanding work and the small modifications that I can perform on his original work.
3) How would you prefer to control whether Zeus_AI is run in the mission (Option A or B)
Option A) By default Zeus AI is run on all units, with the ability to switch off Zeus AI for specific groups or units using an array in the Init.sqf or a setvariable on individual units
Option b) By default Zeus AI is not run on any units or groups, and you have to add each unit or group to an array in the init.sqf or setvariable in the units init field


There is a "setVariable ["zeu_AIBypass", true];" which is currently commented out, this was used in an earlier version to disable specific units from using zeu_AI behavioural scripts

1. Yes
2.Yes
3. A

Tankbuster
Feb 13 2012, 12:28
1. Yes.
2. Yes.
3. A

folgore_airborne
Feb 13 2012, 14:48
1. yes
2. yes
3. A

VirtualVikingX
Feb 13 2012, 15:25
1. yes
2. yes
3. A

+1

Super stuff your doing

mcmatrix
Feb 14 2012, 10:45
Ditto

Orcinus
Feb 14 2012, 18:03
+1

Super stuff your doing

Agree entirely.

My 'votes':

1. yes
2. yes
3. A

BR, and thanks for reviving this great mod :)

Orcinus

Variable
Feb 15 2012, 06:32
What everybody said :)

gnarly_rider
Feb 15 2012, 11:28
What he said! :yay:

Top job!

Terox
Feb 15 2012, 16:27
My 'votes':

1. yes
2. yes
3. A

Will do, when I have a stable package ready I will start a new thread

folgore_airborne
Feb 15 2012, 18:42
Great, looking forward to it!

On a side note, for those interested, I can confirm the ASR rearming feature works good with Terox's Zeus. The needed .pbos are asr_ai_main and asr_ai_sys_airearming, plus obviously the userconfig file, with asr_ai_sys_aiskill_feature set to 0.

folgore_airborne
Feb 21 2012, 22:33
A few suggestions\personal opinions that might help you for the final version:
-reduce the AI rate of fire with assault rifles at medium\long ranges. Playing with both USMC and US Army, they fire like the target was at 20 metres, wasting a lot of ammo. They kinda lay down suppressive fire, but they are not supposed to fire 3\4 rounds per second with an MK16 at 400+ metres.
-reduce engage ranges and RoF for machineguns, because as of now they start shooting 1000m away without hitting anything, only depleting ammo.
-increase AT launchers (at least scoped ones like MAAWS, SMAW, Metis) engage range and make them more willing to target armoured targets.
-if it isn't already, make it compatible with Zp5's AT launcher fix (http://forums.bistudio.com/showthread.php?100396-Anti-tank-Launcher-vs-Infantry-Fix) (it prevents the use of AT weapons against infantry). It has its ownCfgAmmo entries which may conflict with Zeus..

Kremator
Feb 21 2012, 23:13
Has the latest beta screwed with ASR_AI running on a server? As it doesnt seem to like the hpp in userconfig anymore :(

Orcinus
Feb 22 2012, 08:28
A few suggestions\personal opinions that might help you for the final version:
-reduce the AI rate of fire with assault rifles at medium\long ranges. Playing with both USMC and US Army, they fire like the target was at 20 metres, wasting a lot of ammo. They kinda lay down suppressive fire, but they are not supposed to fire 3\4 rounds per second with an MK16 at 400+ metres.
-reduce engage ranges and RoF for machineguns, because as of now they start shooting 1000m away without hitting anything, only depleting ammo.
-increase AT launchers (at least scoped ones like MAAWS, SMAW, Metis) engage range and make them more willing to target armoured targets.
-if it's already, make it compatible with Zp5's AT launcher fix (http://forums.bistudio.com/showthread.php?100396-Anti-tank-Launcher-vs-Infantry-Fix) (it prevents the use of AT weapons against infantry). It has its ownCfgAmmo entries which may conflict with Zeus..

Seconded; those are all very good points.

I never play with zp5_at_fix (which zipper5 has recently updated) - it should be an integral part of the game IMO - so any conflict with Zeus would be really disappointing.

BR

Orcinus

naizarak
Apr 24 2012, 08:42
awesome work, but i'm curious if there's a way to user-tweak several things:
1. reduce acquisition range
2. reduce accuracy

the main problem i have with the vanilla game is that the AI, especially in vehicles, is too frugal with ammunition. they shoot in extremely short bursts that are often inaccurate and have little effect on targets. this mod fixes this so well, that it's actually been over-done(In my opinion). AI in vehicles is way too accurate and wastes hardly any time in pin-pointing enemy troops at long distances.

then they go all gung-ho just spamming rounds relentlessly. just last game, my lav25 gunner got a read on a low-flying su34 and proceeded to waste nearly all the ammo until the su34 flew 1000's of meters away. the gunner wouldn't respond to my "hold fire" commands either. also with this mod, AI seem to self-prioritize targets regardless of my commands.

so anyways, great mod but i'm just curious if there's a way to tweak it

Günter Severloh
Apr 24 2012, 14:44
Its in the readme:

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

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

Higher precision settings tend to make the AI too accurate, which destroys
immersion. These are recommended values borne out of extensive
testing.
Note the value for precisionEnemy is considerably higher than Zeus AI for
ArmA II.
You can of course vary them as you wish to make enemy more lethal, but the
window for adjustment is very small.
Friendly precision is set higher to mitigate against friendly fire and does not
appear to unbalance gameplay when commanding AI squads.

Additional Options:
To disable Zeus AI dynamic behaviour for a specific combat unit, place the
following code in the init line:
this setVariable ["zeu_AIBypass", true];

This will be useful if you are hand placing an AI in a mission and do not want
them to move of their own accord in reaction to enemy.

To disable the default civilian behaviour of stop and dismount vehicles when in
danger, place the following code in the init line of the civilian unit, for the
driver:
driver vehicle this setVariable ["zeu_CivStayInVehicle", true];

or for a passenger (driver stops and gets out, passenger stays in the vehicle):
this setVariable ["zeu_CivStayInVehicle", true];

The civis will follow this behaviour unless the vehicle is disabled by shooting
out a tyre or disabling the engine (if this is possible).

Typical use may be for the driver of a VBIED.

It is recommended that enemy tags are disabled for all difficulty levels by
setting the server profile entries to:
EnemyTag=0;

UltraAI should also be disabled - enabling it makes AI into AK snipers, ruining
any chance of movement under fire:
UltraAI=0;

// Server Admins Installation Guide ///////////////////////////////////////////

Server installation steps are the same as above.
Server profile settings for skill & precision are very important and should be
configured to the values listed above.

If a server admin decides addon signatures should be verified, he should add
the following line to the server.cfg file:

verifySignatures=1

A server admin can decide which addon makers' keys he considers trustworthy by
placing their public keys in the "keys" directory. Usually (vanilla
installation) there's only Bohemia Interactive's signature, called bi.bikey,
in this directory.
You can find the Public Key for ZEU in this package under the following path:
"@<hidden>\Server Key"

// Tips for mission makers ////////////////////////////////////////////////////

- Vary the skill level of enemy you put in a mission.
Setting the skill slider to 100% in the editor for every enemy you place may
seem like a good idea, but it can be counterproductive to make the AI into a
bunch of terminators... Zeus AI reactions are improved over stock AI and they
will spot and engage you to a more realistic level.

- Use forward spotters.
A spotter set to not engage, forward of the main body of enemy can give the
AI a useful extension to their combat range or awareness - they will inform
the other units in their group when they spot enemy (ref. commandWatch,
commandTarget, doWatch, doTarget)
The spotter doesn't have to be covert, dickers on motorcycles or walls/roofs
of buildings (unarmed with combat behaviour disabled) can lend authenticity
to OA scenarios.

- Emulate enemy tactics in rural OA scenarios.
Enemy tend to concentrate in the green zones, simply because of the cover
available. The AI are pretty vulnerable on open terrain against humans, so
choose ground with relief/features they can use.

They are infamous for 'encirclement' tactics, so make sure you have a
distraction group plus groups ready to move to the flank and rear - it will
provide much greater interest and a challenge to the human commanders.
Zeus AI can make more intelligent use of weapons systems - give some RPG
gunners OG-7 rounds if you want them to engage infantry and soft targets.
Equip PG-7 rounds if you want them to engage armour.

Place random 'groups' on routes that the enemy might use for movement.
Use column or compact column formation - insurgents in perfect wedge
formation just don't look the part. Vary the group sizes and regularity.
Bumping or being bumped by such a group can add a lot to an infantry mission.

// Troubleshooting & FAQ //////////////////////////////////////////////////////

Report any issues and constructive feedback on the BIS forum thread:
http://forums.bistudio.com/showthread.php?t=89970

Please post your system specification and configuration if you are
troubleshooting

Q. Does it work with ACE?
A. You can use the existing ACE ArmA 2 Zeus AI core skills with the following
new modules to enjoy the dynamic AI features:
zeu_cfg_core_ai_skills.pbo
zeu_cfg_core_ai_skills.pbo.ZEU.bisign
zeu_sys_AI.pbo
zeu_sys_AI.pbo.ZEU_test.bisign
zeu_GLx.pbo
zeu_netcode.pbo

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

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

Important: You must use the ACE specific version for:
zeu_ACE_c_wep_dispersion.pbo

instead of the OA version (zeu_OA_c_wep_dispersion.pbo) or a dependency
error message will be generated on mission load:
.rpt: "Addon zeu_ace_c_wep_dispersion (entry PKT_veh) not found in the list
of active addons."
Warning Message: You cannot play/edit this mission; it is dependent on
downloadable content that has been deleted. zeu_OA_c_wep_dispersion"

Q. Does Zeus AI Combat Skills require CBA?
A. Zeus AI Combat Skills requires CBA Extended Event Handlers version: 0.6.0
or later (v0.7.1 tested ok) to work with OA.
Required files:
cba_extended_eventhandlers.pbo
cba_extended_eventhandlers.pbo.CBA_v0-6-0.bisign
cba_oa_main.pbo
cba_oa_main.pbo.CBA_v0-6-0.bisign

Q. What happens if the mod is only installed on the server, i.e. players
don't have it?
A. If AI is in a player's group then that AI is local to the player. If
the player doesn't have the addon and the server does his AI will be
less 'skilled' than the server's

Q. Is this update for OA-only, or is it also compatible with vanilla A2.
A. Dynamic AI is fully compatible with base ArmA 2 - I did all the original
development work with ArmA 2, so there shouldn't be any problems.

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

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

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

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

Q. Sometimes my soldiers who is far from battle begins to go cover, and thats
a problem because it takes alot longer to move my soldiers by foot, than
when they don't go to cover.
Is there any way around this, have tried to give safe order, burt still they
go to cover. It's really anoying when you have to move youir soldiers a long
distance?
A. Put the AI into Safe or careless mode and compact column or diamond
formation - you should be able to command them then, even if they were in
danger mode.
ref.: beta 60718
[60711] Changed: Units now never enter cover while moving in compact (Delta
or File) formations

For reference, this is default ArmA 2 behaviour and is not related to Zeus AI

Q. Does it work with ACE?
A. You can use the existing ACE ArmA 2 Zeus AI core skills with the following
new modules to enjoy the dynamic AI features:
zeu_cfg_core_ai_skills.pbo
zeu_cfg_core_ai_skills.pbo.ZEU.bisign
zeu_sys_AI.pbo
zeu_sys_AI.pbo.ZEU_test.bisign
zeu_GLx.pbo
zeu_netcode.pbo

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

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

Important: You must use the ACE specific version for:
zeu_ACE_c_wep_dispersion.pbo

instead of the OA version (zeu_OA_c_wep_dispersion.pbo) or a dependency
error message will be generated on mission load:
.rpt: "Addon zeu_ace_c_wep_dispersion (entry PKT_veh) not found in the list
of active addons."
Warning Message: You cannot play/edit this mission; it is dependent on
downloadable content that has been deleted. zeu_OA_c_wep_dispersion"
Another mod that will help is :
Infantry Stealth and Recognition Skills
http://www.armaholic.com/page.php?id=9604

This you can tweak the userconfig, to have the AI have a high stealth, or a low stealth, same for you, if you have a high stealth then
the AI have a harder time aquiring you, as well as hitting you.
Check out the thread and the discussion there as it explains it self, def worth trying!

Federico 76
Apr 28 2012, 21:23
Hello everyone, i'm trying this great mod right now, but i have a problem with it:
Even with the "setVariable ["zeu_AIBypass", true]" command the AI soldiers are still moving on their own, and since they're supposed to defend a building and shooting from windows, it's necessary that they stand exact in the place i put them... I could try with "disableAI "move"", but with this they won't be able to turn around anymore.

Any solution? Am i missing something? (I also used the "forcespeed 0"; "doStop this" and "disableAI "target"" commands.)

Günter Severloh
Apr 28 2012, 21:30
Federico 76,
I got something better, and will work for what your trying to do, try this, it will place enemy soldiers in all windows, balconies, roof, ect,.
also comes with a demo mission.
Garrison House Area Script
http://www.armaholic.com/page.php?id=15241

Federico 76
Apr 28 2012, 21:52
Federico 76,
I got something better, and will work for what your trying to do, try this, it will place enemy soldiers in all windows, balconies, roof, ect,.
also comes with a demo mission.
Garrison House Area Script
http://www.armaholic.com/page.php?id=15241
Thanks mate, this looks very good for a fast set up of soldiers in cities, and i will use it for sure since it can save a lot of my time... But, let's say that for exemple i want to put some guys behind some cover like sandbags etc... Then i should really find some kind of command that actually tells them to hold the position without going around on their own.
I just hope that this is possible to do with this mod, since it is a great improvement of the retarded vanilla AI :)...

Günter Severloh
Apr 28 2012, 23:01
Dont think the mod is specifically setup for what your trying to do, I think what you want is a setpos or get pos command to have Ai sit in a spot and cover behind a sandbag.
Actually to think of it this script will do what your asking:
Simple Guard Patrol Script
http://www.armaholic.com/page.php?id=11209&highlight=GUARD%2BPOST

I used this in one of my missions, I put a sandbag wall up,a nd put a soldier behind, it, put the code for the script, and the guy
will stay there but looking in various directions while remaining n one spot.
Good for guard towers too.

Federico 76
Apr 29 2012, 01:13
Dont think the mod is specifically setup for what your trying to do, I think what you want is a setpos or get pos command to have Ai sit in a spot and cover behind a sandbag.
Actually to think of it this script will do what your asking:
Simple Guard Patrol Script
http://www.armaholic.com/page.php?id=11209&highlight=GUARD%2BPOST
Thx for reply again, but the script seems not to work well with the mod: for some reasons, as they see the enemy, they start moving around as usual...
I made some tests and i noticed that this problem is caused by the FindCover.pbo, which seems overwriting any command given to AI (including "setUnitPos" command etc...) as soon as contact with enemy is established.
I also tried to remove that file from the mod, and, even if i get the error message when i start the game, i'm still able to play... But then unfortunatly it's not possible to load any saved game made with the mod even if the saved game was created after the FindCover.pbo was removed.
Well, it seems there's not much we can do... I'll try to get around the problem somehow.

Günter Severloh
Apr 29 2012, 01:39
Use the script with vanilla game, not the mod and then try.
Also theres other Ai stuff out there then Zeus see my list:

AI Compilation List of Addons/Mods/Scripts & Misc
http://forums.bistudio.com/showthread.php?117674-AI-Compilation-List-of-Addons-Mods-Scripts-amp-Misc

Federico 76
Apr 30 2012, 14:23
Use the script with vanilla game, not the mod and then try.
Also theres other Ai stuff out there then Zeus see my list:

AI Compilation List of Addons/Mods/Scripts & Misc
http://forums.bistudio.com/showthread.php?117674-AI-Compilation-List-of-Addons-Mods-Scripts-amp-Misc
Yes, of course everything will work in the vanilla game... The point here was to find something that actually works with the mod, since it would be a shame to lose all the improvements of the mod just for this issue.
Well, i guess i'll have to modify that part of the mission or disable the mod. Thx for help anyway, maybe in your list i can find something good for replace zeus AI.

Jocko-Flocko
May 1 2012, 07:01
You could try Group Link 4 (GL4) It allows the mission maker to enable which groups he wishes to have AI enhancements. It is rather "dated" but still seems to work fairly well. The thing I enjoy with the Zeus and the ASR AI mods is the fact that the AI won't just sit out in the open waiting to get picked off, they will actually seek cover behind a wall and in some cases peek around corners to make sure the area is secure before proceeding. Group Link 4 doesn't seem to have this feature but I wish it did as I would be able to use the Garrison script posted earlier in this thread while retaining the AI's ability to hide behind walls.

GL4 can be found here:

http://www.armaholic.com/page.php?id=8848&highlight=GL4

I use the GL4 effects part along with Blastcore as it really pumps up the effects! I had to turn the fire effects off in GL4 effects as it made double fires burn on vehicles and gave a weird "cyclone" effect.

---------- Post added at 03:01 AM ---------- Previous post was at 01:40 AM ----------

The Zeus AI have stopped moving for me now that I figured it out with the Garrison House script Gunter posted above. All you need is a simple trigger for the area that you need to cover.

Activation: Whatever Side One time

Countdown: 10, 10, 10

Activation field: {_X setVariable ["zeu_AIBypass", true]} foreach thislist

Günter Severloh
May 1 2012, 11:39
In the demo mission for the Garrison script, you could literally, just copy and paste, and then adjust the size of the trigger.
I found out that if you make the area to big, it lags the game like a b**ch, even on a dedicated server, so smaller is better.

potemps
Jun 5 2012, 06:50
Hello everyone.
As i see in latest patch 1.6 they improved AI well, so i checked it for zeus mod, and here i have a problem. AI is good in flanking, prefering crouch posistion what i like, they using cover well finaly, but main issue is that - when they spot enemy no mater what possition and cover they using they just spliting up in one moment and then they start figting, it not look got and realistic, i figured out file responsible for this is 'zeus_sys.AI', but when i disable it i lose many features of this enchantment. I think they spotiing distance is far to accurate and I was unable to do some stealth couse they spoting me instantly from 500m and start firing, no mater that im in forest or in dense gras or just poping my head behind the line of horrizon, so i got question that someone can help me with this ?. I use ARMA2 OA with command line like this :"G:\gry\arma 2\arma2OA.exe" -nosplash -mod=;@<hidden>;@<hidden>;@<hidden>;@<hidden>;@<hidden>;@<hidden>;@<hidden>; -world=empty

Salut

domokun
Jun 5 2012, 08:20
@<hidden>: bienvenu au forums. I encourage you to abandon Zeus AI and try ASR AI instead.
Also give the JSRS sound mod a try.

potemps
Jun 5 2012, 09:42
Sure i try that sound mod ;). Also i have a question, i understand Zeus is not fully compatible with 1.6 patch ? Did ASR AI use flankin maneuvers and also good in use cover ? Did they dint have a Rambo eye, not spotting from too far and from everywhere ? Did i need to configure it ? ;)
Thx for answer ;)

domokun
Jun 5 2012, 13:14
Zeus was last updated over a year ago. Since then BI has released the 1.59 and the 1.60 patch, not to mention all the beta patches (which you should definitely get btw). So though I think it's fair to say that you're right when you suggest "Zeus is not fully compatible with 1.6 patch".

As for ASR AI, it improves AI in 2 important domains:

Sys_airearming: AI units equip with weapons and ammo on their own.
- Take what's needed from about anywhere possible: crates, vehicles, stuff dropped on the ground, dead soldiers and their backpacks.
- Also rearming from their own backpack or from another (alive) AI's pack in the group.
- Equip with primary weapons, launchers and sidearms, ammo, frag grenades, smoke grenades, binoculars, NVGs.
- Take rocket launchers if not carrying a rucksack (OA or ACE) or the primary weapon is a sniper rifle, machinegun or automatic rifle.
- Grab a little extra ammo when using specialist weapons (sniper, MG, AR) since they won't take a launcher.
- Will only take items when there's space for them in the inventory unless the items are important (launcher ammo or medic kits).
- Will try and grab all useful items found in a place on a single run.
- Do not rearm if any of these conditions is met: option globally disabled / unit is: busy doing something / in a vehicle / captive / hiding / in combat / unconscious
- Units rearm even while in combat if they have no weapons to fight with (unless they're commanded to stay put).
- Configurable options can also be set at the beginning or during the mission by changing the global variables (turn rearming on/off or allow civilians to rearm etc.)
- Some options can also be set in game using the comms menu (0-8).

Sys_aiskill: AI skills and awareness improvements
- Gives every AI unit randomized skill levels for aiming accuracy, aiming shake, aiming speed, spotting distance,
spotting speed, courage, but within certain ranges, based on unit's type.
The goal was to make the AI better, more diverse and distinct. Some units will be better skilled than others.
For example, a team leader will usually be better than a regular grunt, a SF unit will have the highest skills, while
an armed villager will present the lowest threat.
Users can configure the other skills and set their own levels by editing a userconfig file.
All Arma2, OA, BAF, PMC and ACE units are fully supported by this addon but most 3rd party mods should be too, with
exceptions, like when a regular or insurgent type unit is created based on a SF unit etc.
Third party verified mods: ACE, CWR2, Duala and Lingor units (partially), McNools's Tier1 ops.

- AI radio net (only for servers and single-player).
When a group learns enough about an enemy, it will broadcast information about that enemy over radio to all friendly
groups within a configured range. The info is sent with a delay, so to prevent breaking breaking stealth, quick takedowns
are required. Sending and receiving groups must have radios. No waypoints are set, no orders given, just information sent,
default game AI decides what to do with it.

- When crewmen or pilots have to bail out of their vehicle because it was damaged, they won't be as willing to charge
the enemy as before. They might flee or run for cover instead, until they get into another vehicle when they gain some
courage back.

- AI spotting distance automatically reduced at night (and restored at day). Default is half distance at night, can be changed
in userconfig.

- AI hears gunshots. Default distance is half the range defined for shooter's weapon sound range.
Coefficient can be set in userconfig.

- Dynamic view distance adjustment on dedicated servers. Based on the initial VD setting, servers will continually readjust VD
depending on fog and darkness. Can be turned off in userconfig.

- AI use smoke grenades for concealment when wounded.

- AI detects and engages targets at greater distances, selecting apropriate weapon and fire mode according to their weapon's
performance and distance to target. They shoot more like human players do.

- AI can use grenade launchers like the M203 and GP-25. Without this, they almost always shoot them a few meters too far.

For more info, simply check-out the ASR AI thread (http://forums.bistudio.com/showthread.php?107526-ASR-AI-Skills)
As for running it, it is very simple, just installing it like any other mod (extract @<hidden> folder into your Arma2 directory, then extract asr_ai folder into your unserconfig and finally add the @<hidden> to the target line of your OA shortcut).
You can tweak it by editing the asr_ai file in the userconfig folder.
It is recommended to change your difficulty settings, as described in post #20 (http://forums.bistudio.com/showthread.php?107526-ASR-AI-Skills&p=1752374&viewfull=1#post1752374).
Moreover it is very much WIP with some of the most-awaited features (AI kneeling before shooting, AI machinegunners going prone before shooting) soon to be released...

Orcinus
Jun 5 2012, 17:08
[CQUOTE=potemps;2164083]Hello everyone.
As i see in latest patch 1.6 they improved AI well, so i checked it for zeus mod, and here i have a problem. AI is good in flanking, prefering crouch posistion what i like, they using cover well finaly, but main issue is that - when they spot enemy no mater what possition and cover they using they just spliting up in one moment and then they start figting, it not look got and realistic[/QUOTE]

That is partly due to default AI behaviour. Squad leaders send single units off to attack the enemy even if those are hundreds of meters away. In your own missions you can disable that with the command


this enableAttack false

in the init field of squad commanders.

For existing missions, you could use the SLX ai_no_autoengage module from COSLX (requires CBA) which will achieve the same result.

Also in SLX are:

ai_findcover - this makes AI-led teams skirt open spaces in favour of cover or at least concealment instead of crossing open spaces. Unlike GL4 is does not change waypoints and hence break missions; the SLX module only affects the route the AI takes between waypoints.

slx_ai_dodge: makes AI units move a pace or three from one side to the other; harder to hit, makes for better firefights at medium or longer ranges.

potemps
Jun 5 2012, 21:29
I tried ASR AI, i also whatched movies of they position changing, and i think it not working for me as well, they spotting from much more distance, but they didnt taking cover to good, or they very like to stand in open ground and fire to enemy, almost no crouching, and no moving in crouch position, they also didnt want to use a flank attacks...maybe there is something wrong with my Arma ;)

domokun
Jun 5 2012, 22:07
potemps: the crouching/prone feature is not yet released on ASR AI, that's why you won't see it. As for Orcinus' suggestion, it's a very good one. I run ASR AI and very light version of SLX I call SLX-lite, which only includes a few of the pbos. Give ASR + COWarMod (tweaked version of SLX) a try, I think you'll be impressed.

potemps
Jun 6 2012, 05:19
Did i need to copy this featured addons from COwar mod to addons folder in @<hidden> to make it work ??

Orcinus
Jun 6 2012, 05:43
Did i need to copy this featured addons from COwar mod to addons folder in @<hidden> to make it work ??

I haven't tried that, I guess it would work. What I have is separate addon folder with just copies of the necessary files from COSLX; enables me to check for possible conflicts with scripts in an official or downloaded user mission, & also keep my ASR_AI folder 'pure'.

domokun
Jun 6 2012, 07:47
addons will work irrespective of which folder they are placed in.
however for simplicity's sake I suggest that you keep each mod in their own folder
that way, if ever you encounter any strange behaviour, it will be easier for you to identify the source of the problem (by deactivating them)
so in short, I'd keep the @<hidden> folder and a new folder @<hidden> for COWarMod

potemps
Jun 6 2012, 08:50
Did ASR and COwarmod dont have conflicts with ACE couse i using it too ? ;)

Edit:
And one more question: can i use a ASR_AI and whole Cowar mod, or i need to use single files like you posted before ?? Did it make a conflicts ?

domokun
Jun 6 2012, 09:20
potemps: ASR is compatible with ACE (it even has ACE-specific files) but COWarMod is not compatible with ACE. For that you need to use another version called COWarMod ACE Compatible (http://forums.bistudio.com/showthread.php?125178-COWarMod-ACE-Compatible-Open-beta-Project&p=2165239#post2165239) which is currently under development

potemps
Jun 6 2012, 09:47
Ok so which files i should use for what you called @<hidden> folder ? - i also will use ASR_AI, CBA, CBA_OA, CBA_A2, ACE (core)

domokun
Jun 6 2012, 09:55
I'll zip and upload the files that I use tonight, but be aware that I do not use ACE.
If you're using ACE, your best bet is to use the package outlined in the COWarMod ACE Compatible thread (http://forums.bistudio.com/showthread.php?125178-COWarMod-ACE-Compatible-Open-beta-Project&p=2165239#post2165239).

potemps
Jun 7 2012, 09:51
ok i will wait ;)

Orcinus
Jun 7 2012, 13:07
ok i will wait ;)

Actually I just remembered that ASR_AI is already in COWARMOD and COWARMODACE. However, that's not the latest version (currently up to v 1.14.1) so you might like to update it. Worth monitoring the ASR_AI thread too, as Robalo is making great advances related to AI stance and other facets.

potemps
Jun 7 2012, 14:02
Yea i know, watched last videos and im impressed, AI sems to use crouch stance almost all the time, and they seems behaving like they actualy want to survive, waiting for ASR_AI newest version of a mod ;)

Clowns2
Jun 21 2012, 11:39
Love the mod. We do have a question though. While running zeu_AI on a domination map, when we call for a cargo drop (Ammo, Artillary, jeep) it will drop the cargo but the aircraft will not disappear afterwards. It will fly around the Main Target area for forever until it crashes or runs out of fuel, rendering cargodrop unusable until then. The cargodrop is the one that comes with the domination map (the one Xeno scripts in), not one that we are adding in. Is there anyway we can adjust this?

Thank you for your time and patience.

Clowns2

Clowns2
Jun 26 2012, 18:45
Anyone?


Love the mod. We do have a question though. While running zeu_AI on a domination map, when we call for a cargo drop (Ammo, Artillary, jeep) it will drop the cargo but the aircraft will not disappear afterwards. It will fly around the Main Target area for forever until it crashes or runs out of fuel, rendering cargodrop unusable until then. The cargodrop is the one that comes with the domination map (the one Xeno scripts in), not one that we are adding in. Is there anyway we can adjust this?

Thank you for your time and patience.

Clowns2

mech
Jun 27 2012, 09:41
Hi,

I downloaded the Ace version. Where do I get the keyfiles? no zcommon in the archive.

kierandobbin54
Jun 29 2012, 12:30
Thanks for the mod :D, I love it when the AI holds up in a house! :459:
My only concern is that when the AI is about 100/200m away they fire at each other perfect but when they are close say about 50m or 25m it takes ages for them click on that theres an enemy in front of them haha.
Is there anything i could tweak that could fix that problem :)?

As again GREAT AI improvement :D :icon_dj:


SORRY!, WRONG ADDON HAHA, MEANT TO PUT IT IN ASR AI SORRY!:)

Clowns2
Jul 2 2012, 18:47
Is there anyone from zeus even looking at this thread?

maturin
Jul 2 2012, 19:13
This mod has been abandoned for a year at least. If you want the same set of features in an updated and expanded form that is compatible with ACE, use ASR AI.

Clowns2
Jul 2 2012, 22:02
Thank you for your response and your time.


This mod has been abandoned for a year at least. If you want the same set of features in an updated and expanded form that is compatible with ACE, use ASR AI.

Hyzoran
Jul 19 2012, 03:57
Does ASR contain ALL of the features of Zeus?

I ask because the Dynamic AI in Zeus hasnt been working right (doesnt follow waypoints) and I am running both ASR and Zeus, maybe its a conflict?

maturin
Jul 19 2012, 04:24
Does ASR contain ALL of the features of Zeus?
And considerably more, if you're not talking about the later Zeus PBOs that never saw stable release.


I ask because the Dynamic AI in Zeus hasnt been working right (doesnt follow waypoints) and I am running both ASR and Zeus, maybe its a conflict?
Yeah, that's a horrendous idea, running both.

Hyzoran
Jul 19 2012, 04:51
Okay, thanks :)

dingyisun
Aug 13 2012, 03:42
ASR so far seems great. I just switched to it from Zeus and I absolutely love how the AI ACTUALLY ATTACKS IN A FAIRLY TIMELY SCHEDULE NOW (in Zeus, they would fan out and sometimes flee the objectives or run in ridiculously roundabout ways so as to take unreasonably long times to reach an objective).

^Th0mas^
Aug 13 2012, 04:26
ASR so far seems great. I just switched to it from Zeus and I absolutely love how the AI ACTUALLY ATTACKS IN A FAIRLY TIMELY SCHEDULE NOW (in Zeus, they would fan out and sometimes flee the objectives or run in ridiculously roundabout ways so as to take unreasonably long times to reach an objective).

Maybe you should share this in the ASR_AI thread then? ;)

ASR AI is being developed and updated as we speak. I think a new version was released today actully. As far as I know, Zeus AI is no longer in development, and will probably be outdated in time.

---------- Post added at 04:26 AM ---------- Previous post was at 04:25 AM ----------


Does ASR contain ALL of the features of Zeus?

I ask because the Dynamic AI in Zeus hasnt been working right (doesnt follow waypoints) and I am running both ASR and Zeus, maybe its a conflict?

I use ASR and TWCP mod at the same time with some great AI results. As I said, ASR ai is up to date.

Clawhammer
Dec 9 2012, 20:27
sry for the ask, how can i deaktivate zeus on a single unit in a mission?

thanks for help! :)