View Full Version : Zeus AI Combat Skills
Protegimus
Nov 8 2009, 21:45
Update: A test version of Zeus AI Combat Skills compatible with ArmA 2 and CO or OA
together with further information is available here (http://forums.bistudio.com/showpost.php?p=1704115&postcount=539).
There are a number of new features for those interested in testing, including
dynamic AI response to contact, use of buildings for cover and improved CQB.
If you use ACE, follow the instructions in the readme.
Rumour has it those sneaky folk at BIS cunningly camouflaged a search button
on this page.
Cordon and Search!
For those that find it, it is alledged to reveal answers to any questions...
///////////////////////////////////////////////////////////////////////////////
Credit and thanks to:
Sickboy (config reference ai_override addon (sb_at_dev-heaven.net))
Jinef for reference values & Hund for setting up the testing!
Zeus (beta testing)
fabrizio_T for reference FAB_character2_mod
Charon Productions for TroopMon2 tool
(http://forums.bistudio.com/showthread.php?t=88670)
Solus for reference information and improvements
(http://forums.bistudio.com/showthread.php?t=84968)
BIS and BIKI ref.: http://community.bistudio.com/wiki/Main_Page
This mod improves the ability of AI soldiers in a number of key areas:
- Improves AI's ability to spot and engage enemy, extending engagement ranges
out to 500m and beyond
- Changes the speed at which an AI can get a bead on a target
- The AI now reacts to effective enemy fire, before taking casualties
- Accuracy is changed to ensure sustained firefights take place, allowing
movement under contact with good use of cover. Ammunition dispersion and
weapon accuracy are not changed
- AI use smoke and frag. Be aware of your enemy's ability to throw frags!
- AI hearing ability is reduced to realistic levels, enabling a player to make
stealthy close quarter approaches providing he can remain unseen
- Vehicle gunners now react to enemy fire
- Building on the native game feature, AI characters have varying ability to
spot enemy according to role. This is to represent equipment and training
variation, e.g. Observers, Snipers and Officers with Binoculars have greater
ability to detect enemy
- Sniper teams that make effective use of tactics, cover & concealment can now
carry out their mission, especially at extended engagement ranges
- Careful movement and correct use of formation is now an important factor in
improving a soldiers survivability, as are planned ingress and egress routes
- AI react more aggressively under contact and don't give up as easily
- Injuries occur more frequently in firefights. Good drills and wise medics are
now an essential part of the game
It is fully tested in single and multiplayer and causes no known issues.
For coop multiplayer, it is recommended to be installed both on the server and
clients.
If the server is running the mod and you choose not to install it client side,
then any AI you command will be at a disadvantage compared to the server
controlled AI.
It has greatly increased the immersion and challenge of coop play for Zeus,
hope you enjoy it!
// Installation ///////////////////////////////////////////////////////////////
Extract the @<hidden> archive to your main ArmA II directory.
If you don't already have a suitable archiving tool, ref.:
http://www.7-zip.org/
Inside the new @<hidden>\Addons directory are the .pbo and .bisign files:
zeu_cfg_core_ai_engagement.pbo
zeu_cfg_core_ai_engagement.pbo.ZEU.bisign
zeu_cfg_core_ai_sensors.pbo
zeu_cfg_core_ai_sensors.pbo.ZEU.bisign
zeu_cfg_core_ai_skills.pbo
zeu_cfg_core_ai_skills.pbo.ZEU.bisign
zeu_cfg_core_ai_spotting.pbo
zeu_cfg_core_ai_spotting.pbo.ZEU.bisign
The .bisign file is to enable players using properly signed addons to join
servers that require them.
Make a copy of the ARMA II shortcut on the desktop or wherever you have it.
Right click the copy and select properties. In the target box, append:
-mod=@<hidden>
It should look like this:
"C:\Program Files\Bohemia Interactive\ArmA 2\arma2.exe" -nosplash -mod=@<hidden> -maxmem=2047
To load more than one mod folder use semi-colons to separate the mod list:
...\arma2.exe -mod=@<hidden>;@<hidden>;@<hidden>;@<hidden>
For an explanation of the -nosplash & -maxmem= parameters, reference the ArmA II
startup parameter page:
http://community.bistudio.com/wiki/ArmA:_Startup_Parameters
Player and server profile skill levels significantly affect gameplay. Empirical
data provides the following recommended skill settings for the profile:
skillFriendly=0.98500001;
skillEnemy=0.98500001;
With the above settings, AI provide good suppression levels, attempt flanking
manoeuvres on spotted enemy while maintaining close formation and also make use
of cover and concealment during movement. Attacks are slower, in larger force
and more deliberate. Spotting distance is slightly extended in comparison to
lower skill settings.
Reducing skill settings to:
skillFriendly=0.5;
skillEnemy=0.5;
With these settings AI tend attack individually or in loose formation with
little regard for use of cover. Frontal attacks are common.
Recommended precision settings for the player/server profile are:
precisionFriendly=0.5;
precisionEnemy=0.2;
Higher precision settings tend to make the AI too accurate, which destroys
some of the immersion. These are recommended values borne out of extensive
testing. You can of course vary them as you wish to make enemy more
lethal, but the window for adjustment is very small for precision: 0.2 - 0.245
Friendly precision is set higher to mitigate against friendly fire and does not
appear to unbalance gameplay when commanding AI squads.
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;
// Changelog //////////////////////////////////////////////////////////////////
Please refer to the readme included with the packages
Video showing some of the AI improvements:
<object width="853" height="505"><param name="movie" value="http://www.youtube.com/v/6NTp9pD8fz8&hl=en_GB&fs=1&"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/6NTp9pD8fz8&hl=en_GB&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="853" height="505"></embed></object>
Downloads
----------
Armaholic mirror:
- Zeus AI Combat Skills & AI Spotting modular (http://www.armaholic.com/page.php?id=8250)
ArmA II Zeus AI Combat Skills for ACE2 mod:
Armaholic mirror:
- Zeus AI Combat Skills & AI Spotting modular - ACE (http://www.armaholic.com/page.php?id=8688)
Protegimus
DMarkwick
Nov 8 2009, 21:58
Nice one :) I always welcome AI improvements.
Binkowski
Nov 8 2009, 22:01
Awesome. Downloading now :D!
Might check this out. What do Zues have their AI settings set to on their server cfg? Or does this override them?
IceBreakr
Nov 8 2009, 22:03
Err... can we get more details:
- how exactly is this mod different to accuracy setting on server via Arma2Profile config?
- do clients need it or dedicated only?
Protegimus
Nov 8 2009, 22:06
Daniel;1484563']Might check this out. What do Zues have their AI settings set to on their server cfg? Or does this override them?
Skill is up to the mission maker, accuracy is modified.
Maybe I didn't make it clear, but ideally should be installed on clients as well as server.
.pbo contains source for those interested, if you modify it and make improvements, be sure to let me know.
Bulldogs
Nov 8 2009, 22:25
Good mod.
The one problem I have with it is the detection range. 200m seems a little too short, but I understand it's to force close range firefights and I may just tweak that myself.
Protegimus
Nov 8 2009, 22:29
Good mod.
The one problem I have with it is the detection range. 200m seems a little too short, but I understand it's to force close range firefights and I may just tweak that myself.
Detection range is well over 200m for a grunt on default 50% skill and almost double the default detection range.
Better for some types of units, but other config work will have to be done to improve it further. If you can help increase it, let me know.
The engage/disengage bug is also fixed by this, whereby all you had to do was step back 1m and the AI would cease fire on you.
gunterlund21
Nov 9 2009, 00:22
Tried this out. Put 4 squads (2 blue, 2 red) on the Utes runway about 250m apart. didnt do anything until I created search and destroy waypoints.
Protegimus:
First off thanks for doing this! :) Second, i would kill for similar values as the ArmA TrueRangeAI addon had. Scoped AI would see you and detect you as hostile from almost the distance you do yourself (human like spotting), and scopeless AI about the same there - shorter range, but similar to where you yourself can distinguish friendly from foe.
Basically those values but then chip off a little extra range so its not exactlly as a human can spot for bit closer engagement ranges (less insane). In ArmA this made you HAVE to go from cover to cover when moving towards enemies, and i cant help think how AI will react in ARMA2 now that they are better to use cover etc. Is that something you would be able to create (wanting/have time to create)?
Ok time to test this addon. Thanks again Protegimus!
Alex
Protegimus
Nov 9 2009, 18:11
Tried this out. Put 4 squads (2 blue, 2 red) on the Utes runway about 250m apart. didnt do anything until I created search and destroy waypoints.
Yeah gunterlund21, that's a known bug http://dev-heaven.net/issues/show/2209 in the game that this mod doesn't overcome. However, as you reported the impact in a mission is negligable as the two opposing forces are rarely standing still doing nothing in open view.
To immediately appreciate the difference this mod makes you can replace one side in your test mission with a single playable slot, approx. 400m from the enemy. Then first without the mod walk towards the enemy on the runway and note at what distance they engage you, how efficiently they engage you, plus what effect retreating has.
Once done, load the mod and repeat the procedure. The enemy will engage you at significantly longer range and if they have a section leader/officer, he will order them to attack you. Try withdrawing under fire, note that the fire doesn't stop after you step back 1m. In fact no matter how far you withdraw they will suppress you and hunt you down until either you or they are dead, or you escape.
Next, without the mod loaded from your starting position engage one of the enemy section. Note what happens - the enemy obligingly stands completely still while you whack them one by one.
Load the mod and try it again. Move back beyond 500m and try it again...
For anyone or team that plays coop missions against AI, this mod makes missions a great deal more immersive without introducing the old AK headshot at 1km through trees that placing AI on the most difficult settings introduces - which basically ruins play and certainly any possibility of decent infantry movement and combat.
Don't get me wrong, there's still plenty of room for improvement (not least within the game engine itself), but once you've tried the mod in missions rather than synthetic tests like above, I expect you'll want to keep it.
For the guys that asked, Zeus server skill was 0.750000, precision was 0.450000; though this is dependent on the individual mission maker for actual values.
Hope that helps and feel free to fire away with any more questions.
nicolas_br
Nov 9 2009, 20:08
Have you increased dispersion as well?
Protegimus
Nov 9 2009, 20:25
Have you increased dispersion as well?
Dispersion is not changed as that is a parameter for weapons.
To me that is something that should be a seperate piece of work, released as a seperate module.
USSRsniper
Nov 9 2009, 21:27
One step closer to improving BIS's AI :yay:
Once done, load the mod and repeat the procedure. The enemy will engage you at significantly longer range and if they have a section leader/officer, he will order them to attack you. Try withdrawing under fire, note that the fire doesn't stop after you step back 1m. In fact no matter how far you withdraw they will suppress you and hunt you down until either you or they are dead, or you escape.
I have tested it on a mission, indeed, it work. I tested with the last beta patch (60000) included. great work:cool:
fabrizio_T
Nov 10 2009, 13:41
Hi,
nice to see people working on AI!
Took a look into your stuff and i was plesed to see some skill values close to those i'm using for my own mod :)
What surprised me was:
spotDistance[] = {0, 1, 1, 100};
I thought "1" was the max allowed value, is actually "100" doing any real difference?
---------- Post added at 03:41 PM ---------- Previous post was at 03:37 PM ----------
Yeah gunterlund21, that's a known bug http://dev-heaven.net/issues/show/2209 in the game that this mod doesn't overcome.
Right, hope to see that fixed soon.
However spotting capabilities can be eventually increased by raising their "sensitivity" param. That works to some extent ...
Protegimus
Nov 10 2009, 18:56
Hi,
nice to see people working on AI!
Took a look into your stuff and i was plesed to see some skill values close to those i'm using for my own mod :)
What surprised me was:
...
I thought "1" was the max allowed value, is actually "100" doing any real difference?
Hi fabrizio_T, you are quite correct of course "1" is maximum value according to documentation.
In practice however, "100" is not a typo or error in this case, it genuinely adds approx. 70m detection range over and above that which a value of "1" provides.
I am sure this is due to a problem in the detection coding, nevertheless it provides an important boost for the moment.
Right, hope to see that fixed soon.
However spotting capabilities can be eventually increased by raising their "sensitivity" param. That works to some extent ...
I've been reading your thread (http://forums.bistudio.com/showthread.php?t=88194) with great interest - fantastic work and I look forward to being able to check it out.
You are way ahead of me in this field I'm sure, but if I can be of help let me know.
Ref. sensitivity, I'm looking at that and a number of additional areas to add to the existing work and thank you for your feedback.
LondonLad
Nov 10 2009, 22:01
Hi fabrizio_T, you are quite correct of course "1" is maximum value according to documentation.
In practice however, "100" is not a typo or error in this case, it genuinely adds approx. 70m detection range over and above that which a value of "1" provides.
I am sure this is due to a problem in the detection coding, nevertheless it provides an important boost for the moment.
I've been reading your thread (http://forums.bistudio.com/showthread.php?t=88194) with great interest - fantastic work and I look forward to being able to check it out.
You are way ahead of me in this field I'm sure, but if I can be of help let me know.
Ref. sensitivity, I'm looking at that and a number of additional areas to add to the existing work and thank you for your feedback.
I can sense the forming of a beautiful friendship occurring here ;)
fabrizio_T
Nov 11 2009, 07:24
Hi fabrizio_T, you are quite correct of course "1" is maximum value according to documentation.
In practice however, "100" is not a typo or error in this case, it genuinely adds approx. 70m detection range over and above that which a value of "1" provides.
I am sure this is due to a problem in the detection coding, nevertheless it provides an important boost for the moment.
I've been reading your thread (http://forums.bistudio.com/showthread.php?t=88194) with great interest - fantastic work and I look forward to being able to check it out.
You are way ahead of me in this field I'm sure, but if I can be of help let me know.
Ref. sensitivity, I'm looking at that and a number of additional areas to add to the existing work and thank you for your feedback.
Thx for your reply.
I tried using "100" as value for spotDistance and it seems to work.
I think this longer detection range may cope well with a slightly increased sensitivity value, since this will help in properly identifying as friend/foe targets being detected.
Looking forward to your progress with this mod.
Protegimus
Nov 12 2009, 01:50
Version 1.01 is released which adds zeu_cfg_core_ai_spotting.pbo
This introduces changes for almost all character classes to the following values:
accuracy = // accuracy needed to recognize type of this target
camouflage = // how dificult to spot - bigger - better spotable
sensitivity = // sensor sensitivity
fabrizio_T - thank you for the reference config and thanks to Jinef for the values he developed.
If you are already using the initial release version 1.00, please delete it before installing the new version.
The modular approach is used so that you can use either or both modifications according to your preference.
With respect to gameplay, AI can now spot, ID and engage enemy at extended distances. A base rifleman with 50% skill will spot and engage you at around 450m if you are moving out in the open. Other classes are a threat at even greater distances.
If you engage the enemy (again using a base rifleman as an example) they will react and return suppressive fire out to almost 600m.
AI now also react to each other much earlier than before. Static AI without orders will now spot, ID and engage to just over 350m - a considerable improvement on the default behaviour reported above.
Moving wisely using cover and concealment will be rewarding. Snipers still have a useful edge on concealment.
Moving carelessly in the open will quickly get you into a firefight - perhaps just not on your terms any more...
Hopefully this is getting closer to what some of the feedback/suggestions raised. Next up I'll look at vehicles, armour and aircraft to see what can be done there.
Banderas
Nov 12 2009, 09:39
Nice work, will test it when I get home. Implying detection based on camouflage is indeed a great idea.
Just theoretically, can unit detection and engagement ranges of AI be separated? So that opposing sides detecting each other somewhat further than the effective ranges of their weapons and will try to move closer (for example rifleman detecting enemy at ~800m, and gets closer to 500-300m before firing on them)
In Arma 1 I remember I made a mission on Rahmadi where two squads started at the opposing side of the "runway" (I was one of the squad leaders), started to reveal targets at 8-600m. machine gunners and SAW equipped soldiers started to engage at about ~500m, rifleman started to engage about ~250-350m (of course on the other hand there were several problems with unit cohesion, AI running at each other in straight line, ect,ect...)
I don't remember exactly wich mod I used it was either SLX or ECS (or both together)
I can sense the forming of a beautiful friendship occurring here ;)
<object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/8vY-4zWKsJM&hl=en_US&fs=1&"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/8vY-4zWKsJM&hl=en_US&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object>
:D
For those interested in running these addons ion a dedicated server, the Zeus server uses the following settings for all difficulty ranges in it's ArmA2.cfg file
skillFriendly=0.75;
skillEnemy=0.75;
precisionFriendly=0.45;
precisionEnemy=0.45;
Protegimus's testing has been done at these values
PendragonUK
Nov 13 2009, 00:17
I have this running on our dedi server, damn it's tough going but lots of fun.
Do the players need the mod loaded client side as well as on the server? I'm not sure what drives the friendly AI the client computer or the server...
One thing that may or may not be within your power to affect, is there a way to make the friendly bots aware of arcs of fire so they don't walk in front of you as your firing??? How many times..."Blue on blue, your firing on friendly! Wounded!" Grrrr it's a damn big gun! I have been suppressing that area for half clip, don't walk in front!! Anyhow, thanks for your mod and please keep up the good work...
Mr. Cheese
Nov 13 2009, 02:25
If AI is in a player's group then that AI is local to the player, so if the player doesn't have the addon and the server does his AI will be dumber than the server's.
Mr_Centipede
Nov 13 2009, 06:48
I think with this latest version, Nem_AI fix is rendered obsolete am I right? Or at least it will conflict with each other, correct?
fabrizio_T
Nov 13 2009, 09:34
One thing that may or may not be within your power to affect, is there a way to make the friendly bots aware of arcs of fire so they don't walk in front of you as your firing??? How many times..."Blue on blue, your firing on friendly! Wounded!" Grrrr it's a damn big gun! I have been suppressing that area for half clip, don't walk in front!! Anyhow, thanks for your mod and please keep up the good work...
This is a vanilla AI problem.
Lowering shooting accuracy does make things worse.
I think a BIS effort is needed.
I took care to post the problem onto the bugtracker.
Please support here: http://dev-heaven.net/issues/show/5809
Protegimus
Nov 13 2009, 19:21
For those interested in running these addons on a dedicated server, the Zeus server uses the following settings for all difficulty ranges in it's ArmA2.cfg file
skillFriendly=0.75;
skillEnemy=0.75;
precisionFriendly=0.45;
precisionEnemy=0.45;
Protegimus's testing has been done at these values
Thanks for posting the requested information Terox.
AI is great fun to fight against at these settings, however when using the mod I'd recommend setting the ArmA2.cfg values (at least initially, until you adjust tactics) to:
refer to release notes on first page
to keep balance, specifically in wooded areas where AI are very difficult to spot when laying prone in the grass (remember they react to your presence much earlier now), yet unaffected by it themselves. Otherwise there is a good chance you will be engaged with very little chance of effectively returning fire.
You can vote for a bug fix on the bugtracker (http://dev-heaven.net/issues/show/5785).
Mr_Centipede - wrt Nem AI fix (http://forums.bistudio.com/showthread.php?t=88784), yes NeMeSiS was specifically aiming to, "... restores the Sensitivity and SensitivityEar values back to what they were in 1.02."
Post 1.03 release, Sensitivity was halved, SensitivityEar 90% less* which for me rendered the AI pretty useless. No need to use both mods together unless you prefer the 1.02 settings as I've aimed to produce a much better balance of AI skills. Personally I think the 1.03 settings were too extreme - no chance of effective use of cover or CQB and sniper was rendered redundant by regular soldiers with iron sights.
Sneaking up to an AI is pretty much impossible with this. Otherwise seems like you nailed the configs. The AI hears you way too soon if you try to get close at the slowest possible speed:
http://www.youtube.com/watch?v=Ly0h2m5fpZc
The hearing that AI's have when they are outside gunners such as in the hummers - could that be turned up? Made more sensitivie? They take bullet after bullet but dont give a damn. They just keep looking the other way lol.
I have mentioned this in various threads and places. Hopefully BIS gets it working, but if its possible for you in this addon then - awesome.
Alex
Sneaking has been fixed up for next edition.
Protegimus
Nov 14 2009, 22:40
Sneaking up to an AI is pretty much impossible with this. Otherwise seems like you nailed the configs. The AI hears you way too soon if you try to get close at the slowest possible speed:
http://www.youtube.com/watch?v=Ly0h2m5fpZc
Updated version 1.02 (download link on first page) fixes this and thanks for the suggestion.
This release has gained more finesse - more respect for players that move tactically and use cover, while still providing good firefights at extended range and pretty aggressive AI.
Note that for those that don't play either in veteran mode, or without the player tags off, the spacebar doesn't reveal enemy before you target them any longer.
One observation during testing of AI's ability to detect stealthy kills of other units in their group using build 600141, it appears the bug:
[58190] Fixed: Prevent killed units reporting who killed them.
might not be fixed as other units immediately knew my position. If this can be verified then it's probably worth adding back to the bugtracker.
The hearing that AI's have when they are outside gunners such as in the hummers - could that be turned up? Made more sensitivie? They take bullet after bullet but dont give a damn. They just keep looking the other way lol.
I have mentioned this in various threads and places. Hopefully BIS gets it working, but if its possible for you in this addon then - awesome.
Alex
Alex I tested this against UAZ DShK and HMMWV M2 and both gunners responded as soon as my rounds hit the vehicle, only exception appeared to be when I was engaging from over 510m away - otherwise I was well suppressed.
Alex I tested this against UAZ DShK and HMMWV M2 and both gunners responded as soon as my rounds hit the vehicle, only exception appeared to be when I was engaging from over 510m away - otherwise I was well suppressed.
Hehe well, i meant when you are the driver and the AI you command is the gunner. Too little info from me i guess. So its the AI that is in your squad that cant fucking hear a thing. At least not when i play. Be squad leader over 4 guys. Get in as driver and order the rest into the car. Drive around and get shot from 100 meter something. My gunner always just keeps looking the way he was before bullets hit the car AND the gunner himself. No reaction.
This is what i hoped you could affect somehow. :)
Alex
Mr_Centipede
Nov 15 2009, 00:22
It's just not inside the vehicle, also happened on foot (though with AI squads). I set up a scenario where an AI BLUFOR squad walking in patrol stance, ambushed by an AI OPFOR squad 500m away. The OPFOR engage as expected (had to use reveal command though) but the BLUFOR AI wont react to incoming bullets until a bullet hit someone in that group. Maybe it's not the mod itself, but BIS AI in general. I tried upped the sensitivity ear to 5 but they still wont react until someone is hit...
Hi and thank you for this mod.
Does this work together with slx?
Protegimus
Nov 15 2009, 14:20
... My gunner always just keeps looking the way he was before bullets hit the car AND the gunner himself. No reaction.
This is what i hoped you could affect somehow. :)
Alex
Ah, yep, as Mr_Centipede states:
It's just not inside the vehicle, also happened on foot (though with AI squads). I set up a scenario where an AI BLUFOR squad walking in patrol stance, ambushed by an AI OPFOR squad 500m away. The OPFOR engage as expected (had to use reveal command though) but the BLUFOR AI wont react to incoming bullets until a bullet hit someone in that group. Maybe it's not the mod itself, but BIS AI in general. I tried upped the sensitivity ear to 5 but they still wont react until someone is hit...
this behaviour is native to the game and I also observed it while testing. Experienced with version 59026 through 60141 and probably previous official versions since release 1.03.
For an infantry section with a leader, this shouldn't be a problem when running the mod (mod version 1.02 onwards), as long as the shooter is within detection range and can be spotted. Different types of soldier will respond in different manners - as an attempt to distinguish different levels of training.
For the situation Alex described in a vehicle, I've made a change to the base sensitivity (sensitivity ear is not helping here) level for each basic soldier type.
The gunners are now returning fire of their own accord, but in the interest of overall gameplay I've had to balance this so the vehicle will take some damage before the gunner responds. At shorter ranges the AI vehicle gunner will respond more quickly and certainly if injured. Also, it goes without saying that if you designate the targets the gunner will engage them.
Sorry for the rapid fire releases, but this is another worthwhile improvement. Thanks for the feedback gents, keep it coming.
Version 1.02.01 available from the download link.
It IS Centipede. Your absolutelly correct. It is BIS original ARMA2 that behaves like this. I can even have enemies like 40 meters away shooting my car up and even hitting the gunner in my car, and what does the gunner do? Nada. I can hear the weapon muzzle bangs clear as anything from INSIDE the car yet my gunner in outside position (hummer) cant hear a thing.
Really hope this gets improved in patches by BIS. But i threw it in here as i thaught it might been something Protegimus could "fix" with his addon. Im not very good with scripts and coding but thaught it could be done. Or hoped is the better word hehe.
About this addon: Good work mr.P! Much nicer to play with it. There is some better reactions. :) Thanks.
EDIT: Posted at the same time. :)
Alex
.kju [PvPscene]
Nov 15 2009, 17:10
Please fix this error:
Error in expression <* 2.8 * 1>
Error position: <* 2.8 * 1>
Error Invalid number in expression
Here:
class USMC_Soldier_Crew: USMC_Soldier_Base
{
scope = 2;
accuracy = "(0.5 * 3.4)";
camouflage = "(1.8 * 0.5)";
sensitivity = "* 2.8 * 1";
};
Must be:
class USMC_Soldier_Crew: USMC_Soldier_Base
{
scope = 2;
accuracy = "(0.5 * 3.4)";
camouflage = "(1.8 * 0.5)";
sensitivity = "2.8 * 1";
};
---------- Post added at 19:10 ---------- Previous post was at 19:07 ----------
And you better not mess with the scope value. Cheers.
MadRussian
Nov 15 2009, 17:57
This mod changes the AI's ability to spot and engage enemy.
It also changes the speed at which an AI can get a bead on an enemy and their
reaction to contact.
Finally, accuracy is changed to ensure firefights take place.
Interesting mod.
When I read through this intro on the first post, you clearly say the above AI characteristics have been "changed". And then in the version history you say that many of those original values have subsequently essentually been "tweaked" (either up or down).
It currently seems somewhat unclear as to the original effect of these modifications. For example, does "changed" mean increased or decreased from game defaults? :confused:
Just a suggestion, but maybe go back and update that initial section I quoted above to say what the result of each of the changes will be. That way people will be able to tell at a glance what they'll be getting into without lots of digging through the thread.
Anyhow, just a friendly suggestion. Cheers. :)
Protegimus
Nov 15 2009, 18:50
Please fix this error:
Here:
[CODE] class USMC_Soldier_Crew: USMC_Soldier_Base
..
Fixed and download updated to version: 1.02.2 - thanks kju.
Foxhound
Nov 15 2009, 20:22
New version frontpaged on the Armaholic homepage (http://www.armaholic.com/page.php?id=8251).
http://www.armaholic.com/datas/users/3-animation.png (http://www.armaholic.com/page.php?id=8250)
Zeus AI Combat Skills & AI Spotting modular v1.02.02 (http://www.armaholic.com/page.php?id=8250)
touristo
Nov 16 2009, 09:05
Hi there, I already played some missions with the version before 1.02. But because of my skill and accuracy settings in the ArmA 2 config, I probably make playing harder for me than desirable or intended.
Here in the thread a skill setting of 0.50 for AI skill was suggested. What about the AI accuracy setting? Does it get completely overridden by the AI Combat skills addon or should I also put it to a specific value for best compatibility?
Currently, my AI settings in cadet and veteran mode are identical (I play with all veteran like settings in cadet mode because of the unlimited saves)
Here's my current config, whose skill setting -as assumed here in the thread- gave some really able AI shooters which were annoyingly good at distance, but still -if barely- beatable by FPS trained hand-eye coordination.
version=2;
blood=2;
singleVoice=0;
class Identity
{
face="Face08";
glasses="None";
speaker="Male03";
squad="";
pitch=1;
};
anisoFilter=2;
TexQuality=1;
TexMemory=3;
useWBuffer=0;
shadingQuality=7;
shadowQuality=2;
soundEnableEAX=1;
soundEnableHW=0;
customScheme=1;
trackIR=1;
controller="Default";
sensitivity="Medium";
vibrations=1;
class ControllerSchemes
{
};
keyMoveForward[]={17};
keyMoveBack[]={31};
keyTurnLeft[]={30};
keyTurnRight[]={32};
keyMoveUp[]={};
keyMoveDown[]={};
keyMoveFastForward[]={273};
keyMoveSlowForward[]={};
keyMoveLeft[]={};
keyMoveRight[]={};
keyEvasiveForward[]={};
keyEvasiveLeft[]={16};
keyEvasiveRight[]={18};
keyEvasiveBack[]={};
keyStand[]={45};
keyCrouch[]={46};
keyProne[]={44};
keyLeanLeft[]={16,524291};
keyLeanRight[]={18,524297};
keyLeanLeftToggle[]={272};
keyLeanRightToggle[]={274};
keyWalkRunToggle[]={42};
keyWalkRunTemp[]={};
keyToggleWeapons[]={57};
keySwitchWeapon[]={26};
keyFire[]={487653376};
keyDefaultAction[]={65536};
keyReloadMagazine[]={19};
keyLockTargets[]={15};
keyLockTarget[]={65537,157};
keyRevealTarget[]={184};
keyTempRaiseWeapon[]={};
keyToggleRaiseWeapon[]={86};
keyPrevAction[]={1048580};
keyNextAction[]={1048581};
keyAction[]={28,65538};
keyHeadlights[]={38};
keyNightVision[]={49};
keyBinocular[]={48};
keyHandgun[]={27};
keyCompass[]={37};
keyCompassToggle[]={293};
keyWatch[]={24};
keyWatchToggle[]={280};
keyMiniMap[]={39};
keyMiniMapToggle[]={};
keyShowMap[]={50};
keyHideMap[]={50};
keyHelp[]={35};
keyTimeInc[]={13};
keyTimeDec[]={12};
keyOptics[]={65665};
keyPersonView[]={156};
keyTacticalView[]={83};
keyZoomIn[]={78};
keyZoomInToggle[]={334};
keyZoomOut[]={74};
keyZoomOutToggle[]={330};
keyZoomContIn[]={524299};
keyZoomContOut[]={524293};
keyLookAround[]={56};
keyLookAroundToggle[]={312};
keyLookLeftDown[]={79};
keyLookDown[]={80};
keyLookRightDown[]={81};
keyLookLeft[]={75};
keyLookCenter[]={76};
keyLookRight[]={77};
keyLookLeftUp[]={71};
keyLookUp[]={72};
keyLookRightUp[]={73};
keyLookLeftCont[]={524289};
keyLookRightCont[]={524295};
keyLookDownCont[]={524288};
keyLookUpCont[]={524294};
keyPrevChannel[]={51};
keyNextChannel[]={52};
keyChat[]={53};
keyVoiceOverNet[]={314};
keyPushToTalk[]={58};
keyPushToTalkAll[]={};
keyPushToTalkSide[]={};
keyPushToTalkCommand[]={};
keyPushToTalkGroup[]={};
keyPushToTalkVehicle[]={};
keyPushToTalkDirect[]={};
keyNetworkStats[]={23};
keyNetworkPlayers[]={25};
keySelectAll[]={41};
keyTurbo[]={};
keyVehicleTurbo[]={42};
keyWalk[]={};
keyHoldBreath[]={82};
keySalute[]={};
keySitDown[]={};
keySurrender[]={};
keyGetOver[]={47};
keyAimUp[]={1048578};
keyAimDown[]={1048579};
keyAimLeft[]={1048576};
keyAimRight[]={1048577};
keyAimHeadUp[]={1048578};
keyAimHeadDown[]={1048579};
keyAimHeadLeft[]={1048576};
keyAimHeadRight[]={1048577};
keyIngamePause[]={1};
keyMenuSelect[]={};
keyMenuBack[]={14,65665};
keyForceCommandingMode[]={55};
keySwitchCommand[]={221,65539,486539319};
keyHeliUp[]={16};
keyHeliDown[]={44};
keyHeliLeft[]={1048576};
keyHeliRight[]={1048577};
keyHeliCyclicLeft[]={30};
keyHeliCyclicRight[]={32};
keyHeliRudderLeft[]={45};
keyHeliRudderRight[]={46};
keyHeliForward[]={17,1048579};
keyHeliBack[]={31,1048578};
keyHeliFastForward[]={18};
keyAutoHover[]={299};
keyAutoHoverCancel[]={43};
keySeagullUp[]={16,1048579};
keySeagullDown[]={44,1048578};
keySeagullForward[]={17};
keySeagullBack[]={31};
keySeagullFastForward[]={18};
keyCarLeft[]={30};
keyCarRight[]={32};
keyCarWheelLeft[]={1048576};
keyCarWheelRight[]={1048577};
keyCarForward[]={17};
keyCarBack[]={31};
keyCarFastForward[]={18};
keyCarSlowForward[]={16};
keyCarAimUp[]={1048578};
keyCarAimDown[]={1048579};
keyCarAimLeft[]={1048576};
keyCarAimRight[]={1048577};
keyCommandLeft[]={30};
keyCommandRight[]={32};
keyCommandForward[]={17};
keyCommandBack[]={31};
keyCommandFast[]={18};
keyCommandSlow[]={16};
keySwitchGunnerWeapon[]={486539297};
keyVehLockTargets[]={15};
keySwapGunner[]={};
keyHeliManualFire[]={40};
keyTurnIn[]={45};
keyTurnOut[]={44};
keyCancelAction[]={};
keyCommandWatch[]={};
keyTeamSwitch[]={20};
keyTeamSwitchPrev[]={21};
keyTeamSwitchNext[]={22};
keyGear[]={34};
keyGetOut[]={};
keyEject[]={};
keyLandGear[]={-754974685};
keyLandGearUp[]={-754974686};
keyFlapsDown[]={-754974683};
keyFlapsUp[]={-754974682};
keyBuldSwitchCamera[]={210};
keyBuldFreeLook[]={76};
keyBuldSelect[]={57};
keyBuldResetCamera[]={82};
keyBuldMagnetizePoints[]={63};
keyBuldMagnetizePlanes[]={64};
keyBuldMagnetizeYFixed[]={65};
keyBuldTerrainRaise1m[]={22};
keyBuldTerrainLower1m[]={36};
keyBuldTerrainRaise5m[]={23};
keyBuldTerrainLower5m[]={37};
keyBuldTerrainShowNode[]={35};
keyBuldSelectionType[]={31};
keyBuldLeft[]={203};
keyBuldRight[]={205};
keyBuldForward[]={200};
keyBuldBack[]={208};
keyBuldMoveLeft[]={1048576};
keyBuldMoveRight[]={1048577};
keyBuldMoveForward[]={1048578};
keyBuldMoveBack[]={1048579};
keyBuldTurbo[]={42};
keyBuldUp[]={201,16};
keyBuldDown[]={209,44};
keyBuldLookLeft[]={75};
keyBuldLookRight[]={77};
keyBuldLookUp[]={72};
keyBuldLookDown[]={80};
keyBuldZoomIn[]={78};
keyBuldZoomOut[]={74};
keyBuldTextureInfo[]={20};
keyDiary[]={36};
keyUser1[]={17};
keyUser2[]={31};
keyUser3[]={30};
keyUser4[]={32};
keyUser5[]={16};
keyUser6[]={44};
keyUser7[]={72};
keyUser8[]={80};
keyUser9[]={75};
keyUser10[]={77};
keyUser11[]={42,54};
keyUser12[]={57};
keyUser13[]={210};
keyUser14[]={211};
keyUser15[]={};
keyUser16[]={};
keyUser17[]={};
keyUser18[]={};
keyUser19[]={};
keyUser20[]={};
revMouse=0;
joystickSensitivity[]={0.5,0.5,0.5,0.5,0.5,0.5,1,1,0.5,0.5,0.5,0.5,0.5,0.5,1,1};
difficulty="regular";
class Difficulties
{
class recruit
{
class Flags
{
Armor=0;
FriendlyTag=0;
EnemyTag=0;
HUD=1;
HUDPerm=0;
HUDWp=1;
HUDWpPerm=0;
HUDGroupInfo=0;
AutoSpot=0;
Map=1;
WeaponCursor=1;
AutoGuideAT=0;
ClockIndicator=0;
3rdPersonView=1;
Tracers=0;
UltraAI=1;
AutoAim=0;
UnlimitedSaves=1;
DeathMessages=1;
NetStats=1;
VonID=1;
};
skillFriendly=1;
skillEnemy=1;
precisionFriendly=0.5;
precisionEnemy=0.5;
};
class regular
{
class Flags
{
Armor=0;
FriendlyTag=0;
EnemyTag=0;
HUD=1;
HUDPerm=0;
HUDWp=1;
HUDWpPerm=0;
HUDGroupInfo=0;
AutoSpot=0;
Map=0;
WeaponCursor=1;
AutoGuideAT=0;
ClockIndicator=0;
3rdPersonView=1;
Tracers=0;
UltraAI=1;
AutoAim=0;
UnlimitedSaves=1;
DeathMessages=1;
NetStats=1;
VonID=1;
};
skillFriendly=1;
skillEnemy=1;
precisionFriendly=0.5;
precisionEnemy=0.5;
};
class veteran
{
class Flags
{
HUD=1;
HUDGroupInfo=0;
WeaponCursor=1;
3rdPersonView=1;
UltraAI=1;
DeathMessages=1;
NetStats=1;
VonID=1;
};
skillFriendly=1;
skillEnemy=1;
precisionFriendly=0.5;
precisionEnemy=0.5;
};
class mercenary
{
class Flags
{
UltraAI=0;
DeathMessages=0;
NetStats=0;
VonID=0;
};
skillFriendly=1;
skillEnemy=1;
precisionFriendly=1;
precisionEnemy=1;
};
};
showTitles=1;
showRadio=1;
lastSPMission="Operation Hammer";
class MainMap
{
class Compass
{
inBack=0;
position[]={0.01645714,-0.039566103,0.2};
positionBack[]={0.0070000053,0,0.1};
};
class Watch
{
inBack=0;
position[]={-0.06174,-0.046856251,0.20999999};
positionBack[]={-0.0076999958,0,0.11};
};
class WalkieTalkie
{
inBack=1;
position[]={0.093999997,-0.043000001,0.25};
positionBack[]={0.28,-0.155,0.625};
};
class GPS2
{
inBack=0;
position[]={-0.021559991,-0.04908751,0.22};
positionBack[]={0.016800005,0,0.12};
};
};
activeKeys[]=
{
"BIS_SOM_INFO_HINT_1",
"BIS_SOM_INFO_HINT_2",
"BIS_T06",
"BIS_T07",
"BIS_T01",
"BIS_T03",
"BIS_T04",
"BIS_T02",
"SP_Sniper_RUS",
"differentkind01",
"LAC_Beachhead"
};
currentCampaign="Campaigns\pullercamp";
lastCampaignMission="Force Recon";
armoryPoints=100055;
browsingSource="Internet";
class Filter
{
serverName="";
missionType="Coop";
missionName="";
maxPing=0;
minPlayers=0;
maxPlayers=0;
fullServers=0;
passwordedServers=0;
battleyeRequired=0;
};
difficultyMP="regular";
lastMPMission="co30 DomiA2!(T10) West Revive [1.00]";
keyHeliThrottlePos[]={};
keyHeliThrottleNeg[]={};
tripleHead=0;
mouseSensitivityX=1.15;
mouseSensitivityY=1.15;
floatingZoneArea=0.19767882;
mouseSmoothing=30;
headBob=0;
teamSwitchOffsetX=0;
teamSwitchOffsetY=0;
sceneComplexity=300000;
viewDistance=2014.9282;
terrainGrid=12.5;
volumeCD=2.1772959;
volumeFX=7.4691505;
volumeSpeech=10;
gamma=1;
brightness=1;
fovTop=0.75;
fovLeft=1;
uiTopLeftX=0.15000001;
uiTopLeftY=0.15000001;
uiBottomRightX=0.85000002;
uiBottomRightY=0.85000002;
IGUIScale=0.69999999;
The good thing about these values was the AI didn't suck that much in CQB. They were a lot more challenging than one expects from ArmA 2 AI OPFOR.
But what do you suggest for accuracy? Leave it as it is or change to some other value?
In the meantime, I will check out what happens if I put AI skill to 0.50 while leaving AI accuracy at 0.50 as well.
Bye,
touristo
mrcash2009
Nov 16 2009, 12:57
Hows about putting you config list in a "spoiler" tag? :)
Protegimus
Nov 17 2009, 03:48
Interesting mod.
...
Just a suggestion, but maybe go back and update that initial section I quoted above to say what the result of each of the changes will be...
Anyhow, just a friendly suggestion. Cheers. :)
Following feedback from extended multiplayer testing and this thread, I've completed configuration for the next version. On release, the front page feature list will be updated to detail all the features/fixes that have been developed:
This mod improves the ability of AI soldiers in a number of key areas:
- Improves AI's ability to spot and engage enemy, extending engagement ranges
out to 500m and beyond
- Changes the speed at which an AI can get a bead on a target
- The AI now reacts to effective enemy fire, before taking casualties
- Accuracy is changed to ensure sustained firefights take place, allowing
movement under contact with good use of cover. Ammunition dispersion and
weapon accuracy are not changed
- AI hearing ability is reduced to realistic levels, enabling a player to make
stealthy close quarter approaches providing he can remain unseen
- Vehicle gunners now react to enemy fire
- Sniper teams that make effective use of tactics, cover & concealment can now
carry out their mission, especially at extended engagement ranges
- Careful movement and correct use of formation is now an important factor in
improving survivability, as are planned ingress and egress routes
- AI react more aggressively under contact and don't give up as easily
- Injuries occur more frequently in firefights. Good drills and wise medics are now an essential part of the game
Hopefully that clarifies what you can expect if you're thinking of trying the mod.
Generally, results have been very good - where people have made mistakes the AI have punished them brutally, but when a good plan has come together engagements have surpassed anything previous.
NoRailgunner
Nov 17 2009, 09:35
Just to know - will AI with binocs/scopes etc have more engagement range or do all AIs have the same extented engagement range?
fabrizio_T
Nov 17 2009, 15:26
Following feedback from extended multiplayer testing and this thread, I've completed configuration for the next version. On release, the front page feature list will be updated to detail all the features/fixes that have been developed:
This mod improves the ability of AI soldiers in a number of key areas:
- Improves AI's ability to spot and engage enemy, extending engagement ranges
out to 500m and beyond
- Changes the speed at which an AI can get a bead on a target
- The AI now reacts to effective enemy fire, before taking casualties
- Accuracy is changed to ensure sustained firefights take place, allowing
movement under contact with good use of cover. Ammunition dispersion and
weapon accuracy are not changed
- AI hearing ability is reduced to realistic levels, enabling a player to make
stealthy close quarter approaches providing he can remain unseen
- Vehicle gunners now react to enemy fire
- Sniper teams that make effective use of tactics, cover & concealment can now
carry out their mission, especially at extended engagement ranges
- Careful movement and correct use of formation is now an important factor in
improving survivability, as are planned ingress and egress routes
- AI react more aggressively under contact and don't give up as easily
- Injuries occur more frequently in firefights. Good drills and wise medics are now an essential part of the game
Hopefully that clarifies what you can expect if you're thinking of trying the mod.
Generally, results have been very good - where people have made mistakes the AI have punished them brutally, but when a good plan has come together engagements have surpassed anything previous.
Hi Protegimus, nice to see how this project is progressing.
I've already run FlexiAI on top of your mod and it runs almost fine (just had to tweak a couple of params).
For your information the video: http://www.youtube.com/watch?v=5dqfgRC7BKs is based on slightly tweaked Zeus AI Combat Skills settings (v.1.02).
I'll try latest version, since i noticed problems with stealthy tactics and disengage ranges in old version.
Now it seems i haven't to fiddle with configs anymore ;)
mrcash2009
Nov 17 2009, 16:13
This is great news, a big pile of AI transformation awaits :)
Sounds very good, I'm using the current public version and the firefights really got alot more intensive now, which is simply great and I'd like to thank you for these AI upgrades, makes the game alot better.
Is it just me, or is the AI in ArmA2 alot more friendly to all kinds of editing?
Protegimus
Nov 17 2009, 22:49
Hi Protegimus, nice to see how this project is progressing.
I've already run FlexiAI on top of your mod and it runs almost fine (just had to tweak a couple of params).
For your information the video: [url]http://www.youtube.com...
I read your thread updates and watched your video before I posted here and wondered if you'd tried them together - awesome work btw fabrizio!
New version 1.02.03 is now available for download at the front page, let me know how it goes with FlexiAI please.
Just to know - will AI with binocs/scopes etc have more engagement range or do all AIs have the same extended engagement range?
The mod doesn't truly vary range according to equipment, but it does build on ArmA 2 default behaviour and vary it by soldier type to simulate this.
The difference is quite noticeable when you face an AI section with and without a leader.
Manzilla
Nov 17 2009, 23:12
:yay:
Thanks!
Foxhound
Nov 18 2009, 11:06
Thanks to Alex for the headsup :)
New version frontpaged on the Armaholic homepage (http://www.armaholic.com/page.php?id=8251).
http://www.armaholic.com/datas/users/3-animation.png (http://www.armaholic.com/page.php?id=8250)
Zeus AI Combat Skills & AI Spotting modular v1.02.03 (http://www.armaholic.com/page.php?id=8250)
Protegimus
Nov 18 2009, 12:06
Thanks to Alex for the headsup :)
New version frontpaged on the Armaholic homepage (http://www.armaholic.com/page.php?id=8251).
http://www.armaholic.com/datas/users/3-animation.png (http://www.armaholic.com/page.php?id=8250)
Zeus AI Combat Skills & AI Spotting modular v1.02.03 (http://www.armaholic.com/page.php?id=8250)
Thanks again for the mirror - I did PM you!
Major_Dandelion
Nov 18 2009, 13:58
Is this fully compatible with SLX mod? This seems to be a very nice addition to ArmA2, but I really like to use SLX... It would be a shame to see them mess up one another.
[ZSU]Preacher
Nov 18 2009, 18:58
Nice work Protegimus. One question though: what should the UltraAI setting be configured as when using your mod?
Protegimus
Nov 18 2009, 23:19
Is this fully compatible with SLX mod? This seems to be a very nice addition to ArmA2, but I really like to use SLX... It would be a shame to see them mess up one another.
I hadn't tried SLX mod before, but see Solus has put a lot of work into improving the AI - nice work.
The good news is that you shouldn't see any problems using Zeus AI Combat Skills together with SLX, though your experience will be slightly different. SLX AI will have the edge with leadership, but Zeus AI have slightly better basic combat skills and likely pose more of a threat because of this.
Loading Zeus AI after SLX in your mod line should ensure SLX values are overriden.
Preacher;1492492']Nice work Protegimus. One question though: what should the UltraAI setting be configured as when using your mod?
Thanks and UltraAI=0;
Enabling UltraAI just created AK snipers and totally ruined any chance of movement under fire. Readme updated to include this recommendation.
204 Kallisto
Nov 19 2009, 03:40
very nice mod, i thought UltraAI=1 overrides AI settings from mission maker or is that incorrect
maj_woody
Nov 24 2009, 07:45
Recommended skill settings for the server profile are:
skillFriendly=0.89999998;
skillEnemy=0.89999998;
precisionFriendly=0.5;
precisionEnemy=0.2;
Hi could you explain this? Should players also set these values in our profile, prior to using the mod? Will the enemy AI be too accurate at the default settings?
very nice mod, i thought UltraAI=1 overrides AI settings from mission maker or is that incorrect
It's not you the first one I hear this from. Can somebody confirm what does this ultraAI do exactly?
Protegimus
Nov 24 2009, 20:10
Hi could you explain this? Should players also set these values in our profile, prior to using the mod? Will the enemy AI be too accurate at the default settings?
Yes, I recommend setting these values in your profile (first copy the file to another location as a backup for your default values). Too high precision makes the enemy way too accurate, even with iron sights; making it both unrealistic and ruining immersion due to the player being unable to move using cover.
Mr_Centipede
Nov 24 2009, 22:06
I like precission 0.4... on my PC, 0.2 they cant hit anything at long ranges (around 400m) so I just can stand in the open and have no fear at all. But with precission 0.4, fear is back.
Try up to 0.5, they are deadly as hell. So I choose 0.4... personal preferences may vary
Jblack9
Nov 24 2009, 22:57
does this work with the SLX mod?
Mr_Centipede
Nov 25 2009, 00:19
I think yes, except it may conflict with SLX_AISkill.pbo.. because that is the same what zeu_something_AISkill.pbo does
maj_woody
Nov 27 2009, 01:05
IM looking foward to trying this out!
do you think Zeus AI and SLX compliment each other? If so, in what way? Also, should we remove the SLX_AISkill.pbo from SLX in order to let Zeus take it, or can we set the order for the mods? I get confused weather a mod should come first in the string to overwrite another, or after?
Inkompetent
Nov 27 2009, 01:40
Yes, remove the SLX_AISkill if you want to use Zeus, since they do interfere a bit in values ^^
fabrizio_T
Nov 27 2009, 17:06
Protegimus, maybe you are interested in this: "sensitivity" was raised back to around v1.02 values with beta patch build 60588.
sensitivity = 3.75;
Look into the "b/configs/A2/unformatted/ca/hotfix/config.cpp" section here:
http://dev-heaven.net/repositories/diff/cmb?rev=5d1c6dc45fc9ef9c386fd072781f4fb6a494dc61
Coutesy of kju ;)
Cheers.
EDIT: i wonder why BIS does not give a slight "sensitivity" advantage to some classes such as SF units and snipers.
Protegimus
Nov 28 2009, 10:28
Protegimus, maybe you are interested in this: "sensitivity" was raised back to around v1.02 values with beta patch build 60588.
Cheers.
EDIT: i wonder why BIS does not give a slight "sensitivity" advantage to some classes such as SF units and snipers.
Thanks fabrizio_T and of course kju, information much appreciated.
I'm also following up on your feedback from the SLX thread, if you can provide any more information that would be cool; system spec's. might also be useful for reference.
The sensitivity increases that return with beta build 60588 are a step in the right direction. Hopefully we can encourage adoption of the holistic approach taken by Zeus as it provides a far superior gameplay experience at no cost.
fabrizio_T
Nov 28 2009, 20:41
Thanks fabrizio_T and of course kju, information much appreciated.
I'm also following up on your feedback from the SLX thread, if you can provide any more information that would be cool; system spec's. might also be useful for reference.
The sensitivity increases that return with beta build 60588 are a step in the right direction. Hopefully we can encourage adoption of the holistic approach taken by Zeus as it provides a far superior gameplay experience at no cost.
Hi Protegimus,
no biggie, but i've made some testing with FlexiAI+Zeus mod in the last few days, a thing i've noticed in some cases at very close range (< 50m.) AI units had a sort of "hesitation" in returning fire. I can't tell for sure which was the cause, but disabling the mod seemed to alleviate the problem.
Best thing is probably wait an see if somebody else is having a similar experience.
Specs: running the game on my lappy, a DELL Precision M6400 workstation (Core 2 Duo T9600, 4Gb Ram, Nvidia Quadro FX3700M 1Gb, 2x320Gb WD scorpio hard disk, Windows 7RC).
Definetely not a killer machine.
Keep up the good work.
Miles Teg
Nov 28 2009, 20:56
Just so ya'all know. The Tactical Gamer Alpha server is running it (maybe Bravo as well) and apparently it left a chilling effect on those who faced the new AI intelligence. I think they are needing PTSD treatment after that as they don't even want to talk about how brutally the AI ravaged them with flanking maneuvers.
http://www.tacticalgamer.com/arma-2-general-discussion/151481-tg_modpack-addon-request-thread-2.html
I'm about to go on the server now and hopefully will come back for PTSD treatment. Have the shrink on call. I'm going to see what all the fuss is about and give 'em what for....
Chris G.
aka-Miles Teg<GD>
|TG| 353rd Special Operations- Fire Team Lead/squad automatic weapons specialist
The Lost Brothers Mod Team Leader
AnimalMother92
Nov 29 2009, 13:00
ok just gotta say i never really appreciated this mod until this night. played a bunch of coop with Kristian and we got served by the AI. it's scary. really scary. they engaged really far out, flanked us and overall screwed us over. very challenging. thnx for the AI tweaking, i am thoroughly traumatized!
Kristian
Nov 29 2009, 13:02
For once, my AI gunner used his miniguns properly, but when doing infantry stuff, the AI got scarier, more flanking, used building corners, and we're hiding in bushes. wow... AI behaves really well, now all that stops me from enjoying this game is a NASA computer :rolleyes:
Protegimus
Nov 29 2009, 18:22
...The Tactical Gamer Alpha server is running it (maybe Bravo as well) and apparently it left a chilling effect on those who faced the new AI intelligence. I think they are needing PTSD treatment after that as they don't even want to talk about how brutally the AI ravaged them with flanking maneuvers.
http://www.tacticalgamer.com/arma-2-general-discussion/151481-tg_modpack-addon-request-thread-2.html
...
Chris G.
aka-Miles Teg<GD>
"Be carefull Jorge...the new AI is scary....they pop smoke and hide behind trees.......then if you die they steal your wallet and use your phone to make international calls..."
Classic line from Dredge :)
Maybe not your mobile phone, but it's founded in truth - AI now take equipment from a dead enemy of their own accord!
Unfortunately, I was one of those humbled last night on the TG server!
Manzilla
Nov 29 2009, 18:36
This sounds great! I can't wait to check it out in SP. I'd hop over to the server but I don't play MP much. :(
fabrizio_T
Nov 29 2009, 20:29
Hi,
I've run latest version all the day.
AI behaves well also in CQB, only problem is stealth is almost gone.
I think "sensitivity" is the killer.
EDIT: nope, it's probably the lower bound for "spotDistance" being too high. Just my opinion, though (i play high skill vs. low skill to simulate highly trained units vs. regular grunts).
Protegimus
Nov 30 2009, 01:23
Version 1.02.04 is released (http://forums.bistudio.com/showpost.php?p=1484550&postcount=1). This improves compatibility with Solus SLX mod and incorporates some additional improvements.
If you are already using an earlier version, please delete it before installing the new version.
This version also adds zeu_cfg_core_ai_engagement.pbo
which is not yet signed as it is a WIP and is not enabled by default. However its use is encouraged.
It allows the AI to use AT weapons, missiles, vehicle and static weapons at
more realistic ranges. It is not yet complete, however it already provides
worthwhile enhancement to AI performance and has received SP & MP testing.
It is located under the following path:
@<hidden>\Addons\Experimental
simply move zeu_cfg_core_ai_engagement.pbo to
@<hidden>\Addons
in order to enable it (the Experimental directory is not required - you can delete it after you've moved the .pbo).
Inkompetent
Nov 30 2009, 07:32
Thanks for the update!
Mark XIII
Nov 30 2009, 08:39
Great work so far mate, excellent addition to A2 :)
Thanks for sharing
Wow update sounds awesome. :)
Thanks Protegimus!
Manzilla
Nov 30 2009, 13:46
This is mind blowing. The AI are much improved. The enemy AI are a lot harder now and respond very well to fights. Big thanks from a dedicated SP fan.
I am getting an error now though at the main menu at start up.
Warning Message: No entry 'bin\config.bin/CfgWeapons/M16_base/Single.displayName'.
It's also in the .rpt file along with a ton of other similar errors. I'm not sure if this has to do with your Mod but I'm gonna look into it. I've never seen it before this morning. Maybe a conflict?
EDIT:
After a few minutes of testing it seems the Vop sound mod is the culprit when used with this Mod. Can anyone else confirm this? I've never seen this before.
Helmut_AUT
Nov 30 2009, 16:03
Would this add CPU load and thus reduce framerate in any noticeable way? Generally the AI in .588 beta seems much improved, but I'm tempted by this mod.
froggyluv
Nov 30 2009, 16:12
Mods great.
As it is, I wouldn't play without it. Glad you and SLX are working towards compatability - had one of the most immersive fights last night while using your two mods +WarFX, while playing the old Arma1 campaign...
...yes, thats right, Arma1 campaign :eek:
I like your mod and its good you are making it compatible with SLX.
- Although please make the AI taking weapons from dead bodies a separate addon. Im using VFAI and it does the job better, since with VFAI you can switch this ability ingame on and off. This makes AI more controllable.
Protegimus
Nov 30 2009, 18:09
...
I am getting an error now though at the main menu at start up.
Warning Message: No entry 'bin\config.bin/CfgWeapons/M16_base/Single.displayName'.
...
EDIT:
After a few minutes of testing it seems the Vop sound mod is the culprit when used with this Mod. Can anyone else confirm this? I've never seen this before.
Glad you're enjoying it Manzilla, shows just how good BIS AI really can be!
VopSound is good work, but there are still a few errors in the config and that is what is causing the problem. You have a couple of courses of action, you can ignore it if it's not causing any other issues, try loading the mod's in a different order, e.g. -mod=beta;@<hidden>;@<hidden>
or
-mod=beta;@<hidden>;@<hidden>
to see if that helps, or finally if you don't use the engagement .pbo:
zeu_cfg_core_ai_engagement.pbo
that will avoid it.
Would this add CPU load and thus reduce framerate in any noticeable way? Generally the AI in .588 beta seems much improved, but I'm tempted by this mod.
No noticeable difference in CPU usage to my knowledge. The mod does not involve any scripting, all functionality is native to the game it is purely config work that provides the improvements - so hopefully you'll go ahead and give it a try!
I like your mod and its good you are making it compatible with SLX.
- Although please make the AI taking weapons from dead bodies a separate addon. Im using VFAI and it does the job better, since with VFAI you can switch this ability ingame on and off. This makes AI more controllable.
Thanks Kroky.
AI taking weapons is BIS ArmA 2 functionality, so it's not possible to disable it! It is more likely to happen under certain conditions with Zeus AI due to improved AI performance. I'm sure VFAI will work alongside Zeus AI just fine though.
Seems to have broken the Helo landing in SP mission 1. Haven't seen any other problems yet (latest releease).
Nice mod otherwise :)
BangTail, maybe you are using the latest ArmA 2 beta build 60588?
Have a look here (http://forums.bistudio.com/showpost.php?p=1499231&postcount=1984) on the beta thread, then let me know if you think there is still a problem and provide a bit more information so I can check it.
BangTail
Nov 30 2009, 18:12
BangTail, maybe you are using the latest ArmA 2 beta build 60588?
Have a look here (http://forums.bistudio.com/showpost.php?p=1499231&postcount=1984) on the beta thread, then let me know if you think there is still a problem and provide a bit more information so I can check it.
Apologies mate - After further testing, it is not your mod and I have asked that the original post be deleted.
Great mod mate, thanks :)
@<hidden>
Hmm,
Thats the first time I hear default ArmA2 AI has the ability to pick up weapons by themselves. Are you sure?
Besides this, after a quick test I have to say the AI is behaving strange...i.e. some of the soldiers would not pick up weapons and they die a lot quicker then before. (Get less wounded).
But I will test some more.
Protegimus
Dec 1 2009, 02:36
@<hidden>
Hmm,
Thats the first time I hear default ArmA2 AI has the ability to pick up weapons by themselves. Are you sure?
Aye, circumstances this was observed under:
Multiplayer dedicated server
Soft Shoe v9 mission by Warhammer using BIS medic module
human player injured, bleeding out
enemy AI from close quarters took SMAW launcher and ammunition from the human player!
There are other reports of this behaviour on the forum too.
Besides this, after a quick test I have to say the AI is behaving strange...i.e. some of the soldiers would not pick up weapons and they die a lot quicker then before. (Get less wounded).
But I will test some more.
Please try downloading the latest version linked from my web site and compare your test results - I've spent many hours running through my list of tests and everything looks good, so hope you experience it as I do.
Looking good Protegimus! If you've got time, maybe try playing with the courage value to see if AIs will flee more often when appropriate.
Kroky: The AI accuracy seemed to be a strong factor on firefight lethality, which is why my values were a bit lower than with Zeus AI. I haven't gotten to test much myself, but try adjusting the AI accuracy in your .ArmA2Profile file to what Protegimus recommends which might get the AI working more correctly. I tested my AI skill values with the regular A2Profile AI precision, so with lower A2Profile AI precision it might work right. Hmm, although I wonder if people reporting the SLX AI as too inaccurate had the A2Profile precision down as well as the lower SLX AI skill addon, which would make them too inaccurate.
Protegimus, what do you think of the differences? Would having a lower AI skill and higher A2Profile precision work as well? What are the default A2Profile values set to when going into the settings and changing the AI difficulty levels? Would it be better to try using those as a base so players can change the AI skill in game rather than manually editing the file? Although those would also affect the AI skill setting, would there be a way to make the default A2Profile settings work better with the other CfgAIskill settings? This all sounds like a lot of reworking things though.
Take care.
Protegimus
Dec 1 2009, 19:10
Looking good Protegimus! If you've got time, maybe try playing with the courage value to see if AIs will flee more often when appropriate.
Hi and thanks Solus, good idea will do.
Kroky: The AI accuracy...
I completely agree, the profile precision settings have a dramatic effect on AI shooting accuracy and although more subtle, skill does have noticeable effect on AI performance.
There was some discussion earlier in the thread about increasing precision to provide a greater challenge when playing in SP, so the flexibility is there for different individual preferences and game types.
The recommended settings for the mod should provide a very good starting point for SP and excellent results for MP & dedicated servers - one of the design goals was to make firefights more prolonged, with a lot more ammunition expended by the AI before their fire became effective and caused casualties - the default precision of the default AI was in no way realistic.
Low precision does not mean less of a challenge, the improved performance of the AI more than makes up for it.
Protegimus, what do you think of the differences...
We've obviously been thinking along the same lines as that was pretty much my starting point after planning & discussion amongst the Zeus guys.
After some early tests it quickly became obvious that some of the cfgAISkill values are rather sensitive to change - tiny adjustments having significant consequences during gameplay, not always for the better.
Based on that I don't think it is practical to accommodate the default profile values with cfgAISkill adjustments, they are just too far off.
I'm happy to discuss what I've observed from different settings in detail if it will help you or anyone else working on improving the AI.
Also, although having to set the profile values manually is not ideal, it does provide the best results (or certainly the experience I intended) and is pretty straightforward. I could certainly elaborate on the instructions if this is required.
One note on the AI skills.
DMarkwick and I did some testing of an evolutionary model for AI skills. The results I got seem to show a hierarchy in how the skills are related. I'd be happy to share the limited results I got, if anyone is interested.
Most importantly, however, it seems like the skills are very interlinked. That is, if the spot distance goes up, the accuracy goes up, too. But, if aim speed is also high, the accuracy is less important.
For an idea:
http://s26.photobucket.com/albums/c114/TRexian/JTD/testing/?action=view¤t=Cycle4_chart2.jpg
Just throwing that out there. The work by you guys is awesome, regardless!
fabrizio_T
Dec 1 2009, 20:09
One note on the AI skills.
DMarkwick and I did some testing of an evolutionary model for AI skills. The results I got seem to show a hierarchy in how the skills are related. I'd be happy to share the limited results I got, if anyone is interested.
Most importantly, however, it seems like the skills are very interlinked. That is, if the spot distance goes up, the accuracy goes up, too. But, if aim speed is also high, the accuracy is less important.
For an idea:
http://s26.photobucket.com/albums/c114/TRexian/JTD/testing/?action=view¤t=Cycle4_chart2.jpg
Just throwing that out there. The work by you guys is awesome, regardless!
Can you elaborate about how you extrapolated this data?
It looks interesting.
With great frustration and heartache is the simple answer. :)
But seriously, here's the OFPEC thread I had going on it:
http://www.ofpec.com/forum/index.php?topic=34292.0
To make the long story short(er), though, here's how it worked.
An iteration consisted of 100 AI v. 100 (10 groups of 10 units per side) AI on the airfield at Utes, all spawned, roughly 300m apart. Each side given the opposite side's spawn point as the combat waypoint. Each individual unit started with a base .2 value for each skill, but each was skill had a random element (up or down). When either side was reduced to less than 10 units, the iteration (or generation, in evolutionary terms) was over. Of those units who had a "score" (that is, if they achieved a wounding or kill of an opponent), their skills were assessed, and averaged. The average of all scoring survivors then was used as the base value for the entire next generation.
So, the next successive generation would start with either a higher or lower base value, modified by a random amount, in each skill, depending on how the previous generation fared.
I've let it go to the wayside, as I can only get really 14 iterations out of A2. The 144-group cap is causing me problems. I can get around it by trying to re-use groups, but I've implemented it poorly, and after the 144 groups, it slows down VERY badly. I have one assessment that went to 26 iterations, but it was a problem because the groups were spawning incredibly slowly, and it was taking 30 mins. for all 100 to spawn, which literally meant that whatever the last group had, those were the numbers.
If you have OpenOffice, I can zip up the various assessments and upload them someplace. The init is pretty simple, actually, for the mission itself.
fabrizio_T
Dec 1 2009, 20:50
If you have OpenOffice, I can zip up the various assessments and upload them someplace. The init is pretty simple, actually, for the mission itself.
It would be useful if possible, thx!
Time to stop peeking around, good night to everybody :)
Protegimus: I wonder if ZeusAI will be applied even if i use Kronzkys UPS scripts? Not that it feels it doesnt work, but i want to be sure. With the UPS script AI are placed out as you put them, but will then be initialized and copied plus placed out randomly. And i think UPS does something to the AI as well like improved flanking etc.
So if you know i would be very thankful. :)
Inkompetent
Dec 2 2009, 05:13
UPS is only a script suite that controls the AI's waypoints and related behaviour, coordinating several AI squads with eachother for improved combat effectiveness. It doesn't touch the configs at all, while configs is the core of the Zeus mod. Fully compatible together. Although the percieved result and/or combat effectiveness of the AI may vary with/without Zeus for UPS, since the way it moves and fights might or might not be optimal for the Zeus AI settings.
Inkompetent
Dec 2 2009, 09:56
Just read a post in another thread with something that the Zeus-team might want to have a look at: http://forums.bistudio.com/showpost.php?p=1502636&postcount=89
Helmut_AUT
Dec 2 2009, 18:06
Okay, I tested this mod, and I admit I'm not seeing that large a difference compared to standard beta 588.
I have four squads (two russian, two usmc) approach each other at Utes Airfield. With the mod, the engagement ranges seem to be slightly higher, but I'm not seeing any "magic" AI behaviour, not even a smoke grenade. Also for the vehicular MG I have parked behind us, the behaviour stays the same - pretty much engages always at about 300 or 400 meters.
Maybe my test is not well suited to this mod but what should I be seeing?
Arguable pre Beta 588, engaement ranges seemed much worse (much too short with default AI), so this mod would have made more sense. Right now the difference in a frontal engagement with rifle calibre weapons seems to be about 100m (350 for the mod, 250 without) which is both pretty okay and I guess a matter of taste. Because with the mod, units do engage earlier, but not necessarily kill earlier (lack of precision at 300+ meters for 5.56mm)
Manzilla
Dec 2 2009, 19:00
Helmut,
I have yet to see the enemy AI launch any smoke. I've had some wicked fire sights but they just don't seem to throw frags or smoke. They sure don't pop em like the VF smoke grenade mod does.
DMarkwick
Dec 2 2009, 19:07
I don't think this addon introduces smoke grenade usage. I see it a lot, but that's from SLX and VFAI.
Helmut did you change the precission and skill values as suggested? Longer engangement ranges + lower precission/skill = more interesting and longer firefights.
Manzilla
Dec 2 2009, 19:22
I don't think this addon introduces smoke grenade usage. I see it a lot, but that's from SLX and VFAI.
From the ReadMe:
- AI use smoke and frag. Be aware of your enemy's ability to throw frags!
I guess I did see one toss one, it was a red one though.
Helmut_AUT
Dec 2 2009, 20:33
I did set the Precision and Skill variables in my A2 config.
What was pretty cool just now - not sure from this mod or default Arma2 - was that I got shot at by a tank from certainly more than 1500 meters. There's a road near Chenargorsk which runs on a hillside and can be fired at from the valley below, and I learned the hard way that the AI down there DOES care.
Also the AI on foot is pretty aggressive now. It's overall a good gameplay balance, I just can't say for sure what part of it is the mod and what part are the latest beta changes. But it is TONS better than plain 1.04.
Protegimus:
I generally enjoy how this mod affects the AI. However, when using a blufor AI sniper equipped with an m107, I found him to be fairly ineffective at ranges of about 800m, plus or minus 200m or so. This was in spite of the fact that I had used every trick I know to increase the AI skill. I use setSkill [number] as well as setSkill [array] to max out all skill parameters, rank is set to colonel, and AI skill and precision are both set to 1 in the server profile. For ten magazines of ammo, I'd estimate this AI was able to get perhaps 4 kills. By comparison, I was able to get more than 20 kills as the sniper on the same mission with 10 magazines. I should point out that when I played as the sniper, I played largely by myself. When using the AI sniper, I played as a high commander directing a platoon sized supporting element. When playing the sniper by myself, the platoon sized element was still in the mission, but they spawn in a location that minimizes their effect on the scenario. In both scenarios, the sniper was able to remain largely stationary. For many situations, I find the current AI accuracy could stand for slight improvement, but in cases like these I think a greater improvement is warranted. Isn't there some way to greatly improve accuracy for units that are mostly stationary, but only slightly improve accuracy for units which are regularly mobile?
Another thing: I do find that at night the AI are just a little bit better than I am, while I can generally outclass the AI playing the same mission during the day.
Thanks again for your time.
fabrizio_T
Dec 3 2009, 07:23
- AI use smoke and frag. Be aware of your enemy's ability to throw frags!
Protegimus, how is this supposed to work?
Didn't saw AI throwing smoke grenades and rarely fragging.
Resorted to create my own script for CQB fragging.
The only smoke grenades i've seen were those launched by AI with M203, but that's a known vanilla bug (they deplete explosive rounds and start throwing smoke grenades).
Thx.
EDIT: i have fairly high arma2profile settings:
skillFriendly=0.99000019;
skillEnemy=0.99000019;
precisionFriendly=0.85000014;
precisionEnemy=0.85000014;
I use units with 50%-100% skill in editor.
At work at the moment, but it would be great if someone could test if ai snipers are really that bad as it is mentioned a few posts up COMPARE TO VANILLA AI! if nobody I will do in the evening. Maybe a check with slx and Zeus ai 2gether as well?
I'd expect a real danger from the M107, at least a kill after every 3 shots under 600m and at least 2 out of 10 anywhere under 1000. What do you guys think?
Maybe the ai_precision is way too low on .2, .5?
Or what else?
Is it possible to give better aiming to snipers?
Protegimus
Dec 5 2009, 01:55
Protegimus, how is this supposed to work?
Didn't saw AI throwing smoke grenades and rarely fragging.
...
Video link in first post here (http://forums.bistudio.com/showpost.php?p=1484550&postcount=1) demonstrating a lot of the features and hopefully dispelling the confusion.
Smoke is nothing like on the scale of VFAI where I believe it is a scripted response to almost every contact - I'm sure you can use that too if you like!
Helmut_AUT: When using the latest betas, move or rename the BIS hotfix.pbo This is the mechanism BIS has used to increase engagement range, by setting
sensitivity = 3.75;
for every 'person' class in the game.
Zeus AI takes a much more refined (imo) approach, adjusting sensitivity on an individual class basis, so that your basic peasant farmer doesn't have the same ability to detect enemy presence as a Spetznatz sniper.
Alex72: I haven't inspected the UPS, but unless it does something funky with the AI Skill values it should work very well with Zeus AI.
Inkompetent: Thanks for pointing me to that - update prepared, video on the first post to demonstate its effectiveness, I'll release as soon as I've had the opportunity to test against the new betas!
Gearson: I haven't tested use of AI snipers at such extended range, it wasn't really in the scope of the work I was doing. I'll have a think about your comments to see if I can come up with something, but any change would have to be very carefully implemented for the right effect, no-one's gonna enjoy getting blown away by an AI sniper from 800m+
Gearson: I haven't tested use of AI snipers at such extended range, it wasn't really in the scope of the work I was doing. I'll have a think about your comments to see if I can come up with something, but any change would have to be very carefully implemented for the right effect, no-one's gonna enjoy getting blown away by an AI sniper from 800m+
I respectfully disagree. Look at it this way - who would enjoy having a sniper on their team who cannot seem to hit the broad side of a barn at 800m with an m107? I, for one, do not. Keep in mind that my server and mission were setup to use the highest skilled and most accurate AI possible for the game. Given that most people will probably not be doing this, I would think there would be a bit of wiggle room before many people start getting blown away at 800m on the first shot. I've looked at the config files and I understand it's a bit of a tall order, but I would really appreciate it if something could be done. I hope there are others who feel the same way. Mission designers should be able to adjust the skill of their enemy snipers if they feel it is a problem.
Alanthegreat
Dec 5 2009, 07:54
This is the Best mod for Arma 2 in my appion. I have it on my two servers LastSight Online and F2F lastsight Online Servers. It has changed the game for us in all MP modes. It know forces people in the server to work together, that is why this is the best. Protegimus thank you for programing it. To have it run on the server with out needing it on your computer is great. I have lost some people on my server because it is too hard for them but for the rest of us we would not have it any other way. this is a great mod I can not wait to see what you come up with next. Also no problems with the mod so far it has changed the game for the better on MP. you have help me get people on my server and make them work togather with out me having to say a word on the game or team speak. The only thing I want is to get the enemy Ai to stop flanking the same way all the time and work a little more like a team with supresing fire and then flank at the same time. But that is not your fault. HAve a mary Christmas.
Alanthegreat LSO
jasonnoguchi
Dec 5 2009, 10:13
Does the AI in this mod attack differently using different weapons? i.e suppressively using MG, long range using sniper and assault on assault rifles? or do they all charge at the enemy no matter what weapon they are carrying?
Protegimus
Dec 5 2009, 16:00
New version available for download on first page.
Tested with latest beta 60899, however (especially server admins) please take note of the following advice in order to get the best experience:
Server admins are recommended to use Zeus AI Combat skills version: 1.02.05
server side in combination with ArmA 2 beta build version: 1.04.60803
AI performance in build 60803 is currently superior to that of later releases,
including 60899 from an infantry combat perspective.
Typically 60803 AI respond better to engagements, provide more effective
suppression, make better use of cover & concealment, maintain formation during movement and make improved flanking attacks.
Client side, build 60899 appears to maintain a better frame rate and AI no
longer shoot while changing stance, reducing the danger of friendly fire.
However, AI are much more hesitant under contact and when attacking a position tend to make more direct frontal attacks with lower strength in numbers and without providing covering fire!
Engagements are pretty awesome using the 60803 and 1.02.05 combination.
---------- Post added at 05:00 PM ---------- Previous post was at 04:49 PM ----------
Does the AI in this mod attack differently using different weapons? i.e suppressively using MG, long range using sniper and assault on assault rifles? or do they all charge at the enemy no matter what weapon they are carrying?
jasonnoguchi, I was able to achieve pretty much what you are asking with just the mission editor. Seperate the sniper team from the assault team and make certain the sniper is the senior rank (otherwise the observer will probably order him to attack). If you use Zeus AI and increase the skill of the sniper/observer team, they will probably detect contacts close to their location and engage of their own accord. You could test out the same method for the gunners.
Zeus AI Combat Skills does not directly modify the behaviour of the AI to the level you describe. However the changes it makes in ability, to simulate the different soldier roles does go some way to achieving this. Ultimately, for an AI squad if the squad leader orders the squad members to attack, that's what they will do.
Overall it is still a significant improvement over vanilla AI performance, even taking the latest hotfix changes into consideration.
Thanks for the update Protegimus! :)
Just to be clear though. Do we as players (not server) set the arma2.profile to what you wrote on the first page?
recommended skill settings for the profile:
skillFriendly=0.89999998;
skillEnemy=0.89999998;
Recommended precision settings for the player/server profile are:
precisionFriendly=0.5;
precisionEnemy=0.2;
Playing with latest beta 60899.
Thanks.
froggyluv
Dec 5 2009, 19:58
Tried the latest version with the 819 beta and the infantry won 3-5 this time over abrams which is alot better than 0-8 in my Tank/Infantry test mission.
Next I disattached (ungrouped) all of the Infantry units so that they had no "Groups" but the same waypoint ie.Guard/Sentry given individually. Infantry won 8-0 and it wasn't even close. They lit up that Abrams before he ever gets to town the good majority of the time.
This leads me to believe that there is something about the AI leader's group commands that actually renders the individual units less effective :eek:
Sounds like a good case for a fraggin!
Is it ZEUS AI that makes the AI fire at helicopters with small arms? Never saw it before but i dont know if its the latest beta.
However if it is ZEUS im wondering if its possible to change to that they fire only upon transport helis? Firing a M4 at a full fledged attack helicopter is not a very smart move lol. Leads to certain death basically all the time.
Really liking everything else in the update. :)
snakedoctor34
Dec 5 2009, 23:09
New version available for download on first page.
Tested with latest beta 60899, however (especially server admins) please take note of the following advice in order to get the best experience:
Server admins are recommended to use Zeus AI Combat skills version: 1.02.05
server side in combination with ArmA 2 beta build version: 1.04.60803
AI performance in build 60803 is currently superior to that of later releases,
including 60899 from an infantry combat perspective.
Typically 60803 AI respond better to engagements, provide more effective
suppression, make better use of cover & concealment, maintain formation during movement and make improved flanking attacks.
Client side, build 60899 appears to maintain a better frame rate and AI no
longer shoot while changing stance, reducing the danger of friendly fire.
However, AI are much more hesitant under contact and when attacking a position tend to make more direct frontal attacks with lower strength in numbers and without providing covering fire!
Engagements are pretty awesome using the 60803 and 1.02.05 combination.
---------- Post added at 05:00 PM ---------- Previous post was at 04:49 PM ----------
Do we have to remove the hotfix.pbo with 60803 as suggested...
Any chance of a 1.04 update Only ;)
Manzilla
Dec 6 2009, 11:12
Any chance of a 1.04 update Only ;)
For what? Shouldn't this work just fine with v1.04? Unless I'm confused here it's the more recent betas where the AI has been changed by BIS. I think v1.04 should benefit greatly by this Mod. I could be wrong though.
TheCrusader
Dec 6 2009, 11:35
Hi Protegimus,
I just tested your addon with beta 803 and your suggested skill settings, and its an amazing experience. Thx for all your work and testing!
fabrizio_T
Dec 6 2009, 11:50
AI performance in build 60803 is currently superior to that of later releases,
including 60899 from an infantry combat perspective.
Typically 60803 AI respond better to engagements, provide more effective
suppression, make better use of cover & concealment, maintain formation during movement and make improved flanking attacks.
Client side, build 60899 appears to maintain a better frame rate and AI no
longer shoot while changing stance, reducing the danger of friendly fire.
However, AI are much more hesitant under contact and when attacking a position tend to make more direct frontal attacks with lower strength in numbers and without providing covering fire!
Engagements are pretty awesome using the 60803 and 1.02.05 combination.
Nice to hear your opinion, Protegimus.
I absolutely agree with you.
Any builds between 60588 and 60819 provide a great AI challenge.
Build 60803 and 60819 are quite similar, i'd choose the latter due to these bugfixes:
[60818] Fixed: AI no longers switches to aware when player leader turns in in an armored vehicle, it only goes prone/crouch.
[60818] Fixed: AI groups never went to "combat" when player was a tank commander, resulting in multiple "under fire" messages.
[60818] Improved: AI subordinates in player's group now report Clear as appropriate unless player has given Danger command.
Would you mind to post your opinion/findings into the main BETA thread?
I think most people did not noticed this sensible AI behaviour degradation with latest builds ...
EDIT: downloading the latest 1.02.05 version ...
Mr_Centipede
Dec 6 2009, 11:58
I played this with 60899, got pinned down, surrounded and out of ammo. Need to put arty support in that mission. hehe. good job on this mod. really feel the intensity. and hearing the AI report "oh no! out of ammo", really gives you a sense of futility.
Protegimus
Dec 6 2009, 12:23
Thanks for the update Protegimus! :)
Just to be clear though. Do we as players (not server) set the arma2.profile to what you wrote on the first page?
...
Thanks.
You're welcome and arma2.profile settings are recommended for players so you get the benefit when playing campaign or missions in single player mode. Plus, if you are playing on a multiplayer server, any AI you command will benefit from the improved AI behaviour.
For servers, recommended settings should always be implemented.
As an aside, if anyone is doing testing with variations in skill and precision, go ahead and post your findings.
Do we have to remove the hotfix.pbo with 60803 as suggested...
Yeah, ref. the Changelog, just move the files out of the ..\ArmA 2\beta\addons directory
More info on the whys and wherefors here (http://forums.bistudio.com/showpost.php?p=1505705&postcount=104).
Any chance of a 1.04 update Only ;)
No changes required for base version 1.04. Pretty much everything works as it's supposed to.
You'll lose out on improved AI tactics and behaviour though, in an engagement they will return fire, but often seem rooted to the spot where the firefight began. Build 60803 is much more of a challenge and lots more fun - lot's of experienced players handed one by the AI's pretty decent use of the four f's...
Nice to hear your opinion, Protegimus.
I absolutely agree with you.
Any builds between 60588 and 60819 provide a great AI challenge.
Build 60803 and 60819 are quite similar, i'd choose the latter due to these bugfixes:
...
Thanks fabrizio, will test and report back!
-- Edit 06.12.2009 16:27 --
60819 came through testing. One question I couldn't definitively answer was if AI still lay down as much suppressive fire when manoeuvring as with 60803?
The are certainly making decent use of cover & concealment.
Thanks again to Big and the guys at Armaholic, download mirror is updated!
Thanks for the update, Protegimus. I noticed a significant change in accuracy overall, however the sniper was as ineffective as ever. Not sure what to make of that. Still, I enjoy it overall. Cheers.
Miles Teg
Dec 6 2009, 21:13
I have a question. On the latest versins of Zeus, is the AI accuracy increased or decreased. The reason I ask is that while suppressive fire is all fine and good, in real life, AK47's and their variants do not have good accuracy. An experienced rifleman can generally only hit 200 meter man sized targets consistently. I imagine the Ak74 and AK-107 are prehaps ok out to 300 meters. Even accurate 5.56mm rifles like the M4A1, are generally not used past 300 meters without magnified optics and other modifications.
So to be sniped by some terrorist with an AK47 from 500 meters becomes highly annoying. This is one area where I really hope Zeus AI improves things so that firefights last much longer and so that players are not immediately gunned down at long range. That way players can experience the real beauty of Zeus which is how the AI fire and maneuver at closer range to flank, surround, and assault extremely aggressively.
Anyways, thats just my 2 cents worth.
Chris G.
aka-Miles Teg<GD>
Inkompetent
Dec 6 2009, 21:17
That would be nice indeed. Pin 'em down with PKs and SVDs at 500 meters, pin 'em down even more with RPKs at 300 meters, and finish them off with AKs and hand grenades up close :)
Miles Teg
Dec 6 2009, 22:56
Yeah that's what I was thinking. Medium machine guns and sniper rifles are great longer range weapons where as assault rifles should be for the up-close and dirty work under 300 meters. Good suppressive fire on the part of MG's like the M240 and PKM would definitely pin a squad of players down, and from what I experienced from the Zeus AI, they are more then capable of moving in for the kill, flanking, surrounding, and destroying with truly viscious assaults that leave squads of human players fighting for their lives. From my experiences with Zeus it truly feels like I am playing against real human players. No longer can I take for granted that I can easily ambush an enemy AI patrol with a small squad. Now, the react like professional soldiers to contact with quick flanking maneuvers and covering fire. So like a real life ambush my squad then has to quickly pull back and readjust positions or better yet, have another squad or two man team covering the flanks to mop up. Likewise for assaults or defensive tactics, human players have to be on top of their game using real life tactics to defeat the AI. What's awesome is thta it forces squad leaders to really take their roles seriously in COOP missions and to really think out how the AI might react and what measures to take to counter what will be a very aggressive and tactically superb reaction. It definitely gives you and your team a profound sense of satisfaction when you defeat the Zeus AI on missions.
Taming the "sniper AK's" would just, I believe, remove the one insanely annoying aspect of ArmA2 AI (aside from their nasty habit of shooting through trees and bushes at times, but that's for another mod to solve probably).
Anyways... in summary, I LOVE this mod and I really hope that it keeps getting better and better.
Chris G.
aka-Miles Teg<GD>
Miles have you decreased the AI skills in your profile? That's why you may be getting 'sniped' by AK74's.
Also, new beta which is supposing to make AI squads better again (like early 608xx releases), so time to check!
Protegimus
Dec 7 2009, 00:05
...
Taming the "sniper AK's" would just, I believe, remove the one insanely annoying aspect of ArmA2 AI (aside from their nasty habit of shooting through trees and bushes at times, but that's for another mod to solve probably).
...
Chris G.
aka-Miles Teg<GD>
The whole premise of Zeus is making infantry combat what it should be in ArmA 2, so I take all feedback on board.
Release 1.02.05 did see a very small increase in AI accuracy (precision). This was deliberate because on Zeus gaming nights with decent numbers (20-30) of human players in coop versus AI, we found we could overwhelm the AI with organised section attacks just a tad too easily with the 1.02.04 level of precision.
Although Zeus AI infantry will happily engage at 500m, it is area suppression.
The chance of you receiving a wound is realistically low and you'd have to be pretty unlucky for anything more serious. If you're up against a mounted MG or armour, you're gonna have more of a problem, but this is as it should be.
A pretty extreme example is demonstrated in the video on the first page. In Castle Defence I was happily dodging bullets behind the battlements for nearly 10mins, until the suppression was focussed on us at which point I couldn't even get a bead to get a shot off!
wrt to bushes and trees, the AI are pretty good at using them for concealed firing points, looks like the fir trees could do with some work on the view block.
If you can confirm the server profile is configured as recommended plus server ArmA 2 version and can give some example of scenarios where you think AK snipers may have bitten, please let me know and I'll certainly take another look. If you've got a mission even better.
Check out this insanity, we were pinned on the beach, boss ordered us to deploy smoke and charge!
<object width="640" height="505"><param name="movie" value="http://www.youtube.com/v/pGfKpDPqyOU&hl=en_GB&fs=1&"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/pGfKpDPqyOU&hl=en_GB&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="640" height="505"></embed></object>
Dictionary Attack: (warning: language filter off!)
<object width="640" height="505"><param name="movie" value="http://www.youtube.com/v/juepMQkyDX0&hl=en_GB&fs=1&"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/juepMQkyDX0&hl=en_GB&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="640" height="505"></embed></object>
Protegimus
Miles Teg
Dec 7 2009, 03:12
The whole premise of Zeus is making infantry combat what it should be in ArmA 2, so I take all feedback on board.
Release 1.02.05 did see a very small increase in AI accuracy (precision). This was deliberate because on Zeus gaming nights with decent numbers (20-30) of human players in coop versus AI, we found we could overwhelm the AI with organised section attacks just a tad too easily with the 1.02.04 level of precision.
Although Zeus AI infantry will happily engage at 500m, it is area suppression.
The chance of you receiving a wound is realistically low and you'd have to be pretty unlucky for anything more serious. If you're up against a mounted MG or armour, you're gonna have more of a problem, but this is as it should be.
A pretty extreme example is demonstrated in the video on the first page. In Castle Defence I was happily dodging bullets behind the battlements for nearly 10mins, until the suppression was focussed on us at which point I couldn't even get a bead to get a shot off!
wrt to bushes and trees, the AI are pretty good at using them for concealed firing points, looks like the fir trees could do with some work on the view block.
If you can confirm the server profile is configured as recommended plus server ArmA 2 version and can give some example of scenarios where you think AK snipers may have bitten, please let me know and I'll certainly take another look. If you've got a mission even better.
Protegimus
No offense Protegimus, but your example videos were all CQB scenarios and in the last showed a complete loss of tactical discipline with the human squad. Neither show the issue of long range "AK sniper fire. If you increased the already insanely accurate BI average assault rifle accuracy, then sadly it will be a great disappointment. Even with normal stock BI AI accuracy on veteran mode, I get shot at 500 meters with AK's. I don't plan on spendng hours on trying to make videos to prove that because you are right, it doesn't happen all the time, but it happens way more often then is realistic. You will hear the same story from countless players.
At any rate, it's up to you whether you want to accept that input. If not, that's fine. I will be happy with just ACE2 if it's up to ACE1 standards at least. No biggie. I just feel that it will be a rather sad note on what could have been the ULTIMATE AI realism mod as you are so damn close.
Chris G.
aka-Miles Teg<GD>
The Lost Brothers Mod Team Leader
Protegimus
Dec 7 2009, 07:48
No offense Protegimus, but your example videos were all CQB scenarios and in the last showed a complete loss of tactical discipline with the human squad. Neither show the issue of long range "AK sniper fire...
...and absolutely none taken.
The ridiculous situation we put ourselves in at the railway line was simply to show that no matter how inept or disorganised your move turns out to be, it doesn't mean it's suicidal like it would be in the default game.
To be honest, between my offer to take a look at the situation and your minor rant about AK snipers I'm not sure what happened in between?
I didn't ask for videos and disregard those that I posted, however you didn't answer my question about the server settings, so I stand that again:
"If you can confirm the server profile is configured as recommended plus server ArmA 2 version and can give some example of scenarios where you think AK snipers may have bitten, please let me know and I'll certainly take another look. If you've got a mission even better."
I've spent countless hours getting this mod to where it is now so I don't think it's unreasonable to ask someone to help to sort out something they are asking about.
As stated earlier in the thread, I have not changed accuracy for any weapon in the game. There are other mods for that and to me it shouldn't be part of an AI mod.
Finally, if ACE provides AI that are as good as Zeus I'll be more than happy. I'm also willing to contribute what I can to help if asked.
Mr_Centipede
Dec 7 2009, 07:57
About the charging part, if you upped the precissionEnemy to 0.4, I think you can have a reasonably accurate enemy while not render them super accurate. I used in my profile skill=1
precission=0.4
both for enemy and friendly.
For me, that is the sweet spot. 0.2 for me is too inaccurate and I can plink them off easily. But that's just me.
Thanks again for this mod :)
Miles Teg
Dec 7 2009, 15:00
...and absolutely none taken.
The ridiculous situation we put ourselves in at the railway line was simply to show that no matter how inept or disorganised your move turns out to be, it doesn't mean it's suicidal like it would be in the default game.
To be honest, between my offer to take a look at the situation and your minor rant about AK snipers I'm not sure what happened in between?
I didn't ask for videos and disregard those that I posted, however you didn't answer my question about the server settings, so I stand that again:
"If you can confirm the server profile is configured as recommended plus server ArmA 2 version and can give some example of scenarios where you think AK snipers may have bitten, please let me know and I'll certainly take another look. If you've got a mission even better."
I've spent countless hours getting this mod to where it is now so I don't think it's unreasonable to ask someone to help to sort out something they are asking about.
As stated earlier in the thread, I have not changed accuracy for any weapon in the game. There are other mods for that and to me it shouldn't be part of an AI mod.
Finally, if ACE provides AI that are as good as Zeus I'll be more than happy. I'm also willing to contribute what I can to help if asked.
Ah oops, I missed the bit about the server profile. I'll have to ask one of the Tactical Gamer admins what the server profile is set to. As for scenarios, I recommend one distinct occasion where we were approaching the rail yards at one of those coastal cities from the South with the ocean on our right and a large hill with thick forest on the left about 500 meters from us. As we approached from halfway up the hill a guy with an AK47 shot me with one shot as I was standing still observing the rail yards through binoculars. I knew he had an AK he used because of the death cam that showed who shot me.
At any rate, unfortunately, Zeus is not on the TG servers anymore in preperation for the ACE2 beta test. So hmm... now that I think about it, it may not be possible to know what they were set to before unless one of the admins remembers. But at the least I can try to recreate some scenarios on single player to see how often I get sniped by Ak equipped riflemen at long range using Zeus AI.
At any rate, I'm glad you're willing to work with with the ACE2 team. Hopefully Zeus and ACE2 can be made compatible with each other.
Chris G.
aka-Miles Teg<GD>
The Lost Brothers Mod Team Leader
Protegimus
Dec 7 2009, 19:29
No worries Miles, glad we can see eye to eye. Offer stands if you have the chance to get a scenario set up, but mate I have to state that Zeus AI does not create `AK snipers' - it gets rid of them!
If you have a look through the thread I've responded and improved the mod following pretty much every bit of feedback I've received, hopefully that speaks for itself regarding my intentions. That said, no one should be under any false pretence about how this mod affects the game.
If you experienced otherwise it is almost certainly because setup advice accompanying the mod was not followed. Mistake, server admin that knows better, or it'll be way too easy with those settings...Whatever the cause, please take a few minutes to set your player profile as recommended, play a few missions and let me know what you think - if you're not too busy enjoying ACE2 that is! :)
Talking about that, how does ACE2 change the AI (from the pbo's I guess it changes a lot of the stuff ZeusAI changes), and there will be a ZeusAI compatible with ACE2, there is even need for one? Questions :)
speedwaystar
Dec 8 2009, 12:33
Just a heads up--I spotted this in the ACE2 Beta release thread.
Zeus AI and ACE was crashing the server, i removed Zeus and that had fixed it. :) must have been conflicting bad
http://forums.bistudio.com/showpost.php?p=1509136&postcount=999
Inkompetent
Dec 8 2009, 12:36
Also note that the reply to that was:
According to your server's RPT you weren't even running ACE yesterday (probably wrong installation), has that been fixed in the meantime?
http://forums.bistudio.com/showpost.php?p=1509137&postcount=1000
any news for last betas? and comparation to ACE AI?
Gearson
Dec 10 2009, 15:47
any news for last betas? and comparation to ACE AI?
I've found the ACE ai to be really inaccurate, even with scoped M16s and Zeus AI loaded (@<hidden>;@<hidden>;@<hidden>). They *can* see quite well, even without Zeus loaded. I'd suggest for your consideration Protegimus, that perhaps you release a special ACE edition of Zeus AI that has the accuracy greatly increased. I've done some testing with this myself, and I have yet to observe the dreaded "ak sniper" phenomenon. I have to assume the ballistics in use play a role in that. Just my two cents.
I had the impression using Zeus AI & ACE together didn't work as I had sdome crashes while doing, maybe were caused by other mod or by beta... will have to try again.
Gearson
Dec 10 2009, 18:32
I had the impression using Zeus AI & ACE together didn't work as I had sdome crashes while doing, maybe were caused by other mod or by beta... will have to try again.
I've been using ACE and Zeus together almost since ACE came out, and I haven't had any crashes yet. I've only tested this on the client, not a dedicated server.
FunkD00BiesT
Dec 10 2009, 19:31
When I start Zeus with ACE 2 I get some no entry errors:
Warning Message: No entry 'bin\config.bin/CfgWeapons/M4A1/Single.displayName'.
Warning Message: '/' is not a value
That is just one but there are a few, AK_Base, M16_base and again M4A1.
Now for the client it's not really a problem since you can just click ok and continue with the game, but this will halt a Dedicated server starting up.
Ok that makes sense as that's what happened when I hosted a game.
I think the end result will be a Zeus AI made specifically for ACE2, since the Zeus Community is running ACE2 now, and we want our AI!
Tactical Gamer, to my better understanding, is running Zeus AI with ACE2, and as far as I have seen it hasn't crashed their servers yet.
IceShade
Dec 11 2009, 03:40
When I start Zeus with ACE 2 I get some no entry errors:
Warning Message: No entry 'bin\config.bin/CfgWeapons/M4A1/Single.displayName'.
Warning Message: '/' is not a value
That is just one but there are a few, AK_Base, M16_base and again M4A1.
I'd like to confirm this as well.
Probably need a separate ACE 2 package, Prot.
Tonci87
Dec 11 2009, 08:40
IF I launch Zeus and ACE together I get about 5 CTDs in 20 Minutes
[GIBF]-BadBoy
Dec 11 2009, 09:25
When I start Zeus with ACE 2 I get some no entry errors:
Warning Message: No entry 'bin\config.bin/CfgWeapons/M4A1/Single.displayName'.
Warning Message: '/' is not a value
That is just one but there are a few, AK_Base, M16_base and again M4A1.
Now for the client it's not really a problem since you can just click ok and continue with the game, but this will halt a Dedicated server starting up.
you have this error messages only if you use the experimental :
zeu_cfg_core_ai_engagement.pbo
No error messages if you only use the :
zeu_cfg_core_ai_skills.pbo
zeu_cfg_core_ai_spotting.pbo
BB
Manzilla
Dec 11 2009, 10:15
IF I launch Zeus and ACE together I get about 5 CTDs in 20 Minutes
I think you got something setup wrong or a different conflict. I've been using this and ACE2 with out issue since ACE2 was released. What else are you using with these two?
I think the end result will be a Zeus AI made specifically for ACE2, since the Zeus Community is running ACE2 now, and we want our AI!
Tactical Gamer, to my better understanding, is running Zeus AI with ACE2, and as far as I have seen it hasn't crashed their servers yet.
I hope an old non-ACE version is kept up for those that do not use ACE.
Tonci87
Dec 11 2009, 11:32
If I use zeus and ACE together it seems that Zeus isn´t activated at all. Soldiers don´t throw smoke etc.
I use some other Mods, but that are non AI Mod, just some Vehicle and Weapons stuff
I find when using ace and zeus units still use formation tactics - covering, pairing off, havent seen em use smoke yet tho but find no problems otherwise
jasonnoguchi
Dec 11 2009, 15:38
yeah, smoke and grenade usage is still way too low. Also, the AI should be given a set of "common sense" reactions like finding cover when under fire etc... some of them just stand around not knowing what to do under fire and then some go prone IN FRONT of covers.... suppressive fire looks ok but the enemies don't look suppressed. They are still going around their business like no suppressive fire is on.
If I use zeus and ACE together it seems that Zeus isn´t activated at all. Soldiers don´t throw smoke etc.
I use some other Mods, but that are non AI Mod, just some Vehicle and Weapons stuff
Maybe you're not loading zeus-AI last in your mod-line?
Hi Tonci87
As Mike84 says your target line should have this type of layout.
-mod=beta;@<hidden>;@<hidden>;@<hidden>;@<hidden>
Each mod folder that loads over writes the preceding state of the config values.
So in the case of that line:
The beta config values that are changed by the beta over write those of Vanila ArmA. They in turn are over written by the changed config values of the Community Based Addons @<hidden> mod folder, it in its turn has its config value state over written by those that comprise @<hidden> then @<hidden> changes some more values. Now because @<hidden> and @<hidden> both alter AI aspects one has to take precedence over the other to get @<hidden> to over write the other values it must be last.
As other have said because both alter some AI values we also need to consider having an ACE specific version of Zcommon.
Kind Regards walker
Cant say i agree with ACE AI not doing their job. The first time ever i didnt make the first stretch in my mission was with ACE2. The AI shot and throwed nades at us plus flanking and being very sneaky.
I will wait and see if there will be an ACE version of this good addon and use it then. :)
Miles Teg
Dec 11 2009, 19:33
Yup for the first time I fought against Zeus AI WITH the ACE2 mod on the Tactical Gamer server (Alpha server). The AI DEFINITELY kicked ass and put up a really tough fight. I remember joining one mission in progress and was listening to the comms on team speak. I heard, "Oh crap, they're flanking! They're flanking! It's a whole damn squad!! They're coming in now on your rear! Face to the rear!" Followed by "They just wiped out our whole squad" and then on survivor in panic saying that two tanks had followed him and were bearing down on his position...this was shortly followed by "Crap..they got me!" lol!
That mission was a bit disorganized by TG standards. The next missions were done more professionally with proper bounding overwatch and squads designated to certain areas in the platoon formation in order to provide overwatch and flank protection for the main assault element. Once we used such tactics (along with proper formations, bounding overwatch, etc...) we did much better but not without some fairly fierce firefights and a few KIA.
At any rate, you learn REALLY quick with Zeus AI, not to get tunnel vision and to always check your flanks and rear as well as not to take for granted that some guys running behind you are friendly. lol
Chris G.
aka-Miles Teg<GD>
Tonci87
Dec 11 2009, 21:34
Hmm I guess I´ll give Zeus AI a second try then. But I was getting CTDs with Both Zeus and ACE activated. It was in the BIS Bear Rising Mission. It became completely unplayable with a CTD every 5 Minutes at the End of the Mission
(AEF)Swordsman
Dec 11 2009, 21:46
On our server we found if you run the latest version without the experimental pbo it doesnt crash. In saying that the AI still engage with RPG's from a few hundred, so no loss there :D
Easily our most used addon to date - there needs to be an over-ride to disable ACE-AI and replace it entirely with Zues. :)
Helmut_AUT
Dec 11 2009, 22:25
Okay, I had some really nice fight today with a single enemy soldier holding up my whole spec ops teams of 5. I just couldn't pinpoint the sucker and he kept firing, was hidding in grass too. Had to offer myself as bait and rear-end him with two AI.
So if those increased tendency to spot and fire came from Zeus, then it really is a good mod.
The ony thing that bugs me a bit (using an older beta, I think 588, and the appriorate Zeus version) is that my team is constantly reporting vehicles and tanks from miles away and opposite a hill. "Tank at 079106"
Is this a problem with the beta builds, or with the increased awareness of Zeus AI that makes them spot these things?
Hi all
There is talk of the Zeus AI occasionaly mugging and even kidnapping people. There is no proof of this! I suspect it is a rumour started by people with a political axe to grind wanting to criminalize Zeus AI and wanting people to vote for other AI systems.
Kind Regards walker
Tonci87
Dec 11 2009, 22:50
Hi all
There is talk of the Zeus AI occasionaly mugging and even kidnapping people. There is no proof of this! I suspect it is a rumour started by people with a political axe to grind and wanting people to vote for other AI systems.
Kind Regards walker
WHAT? You serious?
WHAT? You serious?
I think Mr. Walker might be exaggerating a little bit there. An AI stole a SMAW and some ammo from an injured dude, then watched him die slowly and painfully. No one was kidnapped.
And for all we know this may have been BIS AI at work.
Tonci87
Dec 12 2009, 10:26
I would call this a cool Feature
.kju [PvPscene]
Dec 12 2009, 16:06
Thanks for your effort! Way more fun to play this way.
That said please fix your configs.
a) No cfgAddons preloading. It is a BIG no no.
b) Do not define empty classes.
zeu_cfg_core_ai_engagement
http://pastebin.jonasscholz.de/320
class zeu_core_ai_skills
http://pastebin.jonasscholz.de/321
zeu_cfg_core_ai_spotting
http://pastebin.jonasscholz.de/319
fabrizio_T
Dec 12 2009, 17:08
Tried a bit more v1.02.05 and i think i like it very much.
In MP is just great.
In SP is great as well, as long as a stealthy approach is not needed. However this has probably more to do with ArmA2 spotting problems than to applied workarounds.
Great work so far, shame i can't force myself to like AI of latest beta builds :)
Tonci87
Dec 12 2009, 18:10
What are the problems if a stealthy approach is needed?
fabrizio_T
Dec 12 2009, 19:44
What are the problems if a stealthy approach is needed?
Sorry, i am talking about AI vs. AI tactics, don't want to create a misunderstandment.
Problem is that, quite independently on the units skill, distance ad time needed for spotting enemies is roughly the same. So uber-skilled AI units normally end being spotted just a moment after spotting enemy recruits. That does not leave much room for AI based stealthy tactics.
This is not a Zeus mod problem strictly speaking though.
It has probably to do on how spotDistance and SpotTime are scaled.
Also the raised sensitivity in ArmA2 v. 1.04 is partly responsible of the problem (while it cures many other issues).
Obviously this is just my opinion, i may be proven wrong.
Now i'll stop hijacking this thread, mercy Protegimus :)
Tonci87
Dec 12 2009, 21:39
Thats Ok I planed to test zeus together wit ACE on the Seal Team Six 3 campaign that is gonne be released next week. I was a little bit worried, because in the Seal team Six campaigns you really need Stealth
Protegimus
Dec 13 2009, 16:35
Thanks for your effort! Way more fun to play this way.
That said please fix your configs.
a) No cfgAddons preloading. It is a BIG no no.
Thanks for keeping me right kju!
Out of interest can I ask what the problem is with this...think I picked it up from ArmA references?
b) Do not define empty classes.
...
Can you clarify how I should declare classes that should inherit from a parent I've modified, e.g. I modify M24 properties:
class M24 : Rifle {
aiRateOfFire = 10; // delay between shots at given distance
aiRateOfFireDistance = 1200;
};
and I want the M40A3 to inherit the modified properties, but this:
class M40A3 : M24 {};
is incorrect? (don't be afraid to spell it out, what's obvious to you is almost rocket science to config newb's :)
Thanks for your assistance,
Protegimus
---------- Post added at 05:35 PM ---------- Previous post was at 05:04 PM ----------
...So uber-skilled AI units normally end being spotted just a moment after spotting enemy recruits. That does not leave much room for AI based stealthy tactics.
...Also the raised sensitivity in ArmA2 v. 1.04 is partly responsible of the problem (while it cures many other issues).
...
Now i'll stop hijacking this thread, mercy Protegimus :)
Beta 61032 AI are performing quite well (61062 not), though they often bunch up too much when moving tactically as mentioned above.
As we have discussed before and hopefully for BIS reference, build 60803/60819 provide the best AI combat performance; both from testing and actual gameplay.
I recommend not loading BIS hotfix.pbo (supplied with beta builds) when using Zeus AI, as with that sensitivity is set the same for all unit types.
I haven't specifically optimised the AI SF class sensitivity values in zeu_cfg_core_ai_spotting at this time, though they certainly have an advantage over lesser units. There is no doubt mileage to achieve what you want from careful optimisation - drop me a PM if you need more specific direction. It would be great if you share any optimised values too.
Tonci87
Dec 13 2009, 16:42
What does the hotfix.pbo actually do? What happens if i delete it from the Beta Folder?
Nothing, it changes sensitivity as Protegimus said. What would happen is you would keep 1.04 sensitivity values if I'm right, which are better for running Zeus AI, as different classes will have different sensitivity (i.e. FR > resistance).
I think you guys are running ACE on Zeus servers now Protegimus, do you recommend using Zeus AI with it? What do you think about AI changes with ACE? (tbh, I'm starting to get a bit crazy about what changes what: last beta builds change a lot of the AI and ACE has totally different weapon ballistics/accuracy so I'm not sure what does what at this point).
Tonci87
Dec 13 2009, 19:35
Thats exactly the point why I´m not sure If i should make Zeus AI implemented on our Clan Server. We are running ACE and the last Thing i want is a server crashing, but the zeus AI changes are awesome
.kju [PvPscene]
Dec 13 2009, 21:09
class Rifle;
class M24: Rifle
{
aiRateOfFire = 10; // delay between shots at given distance
aiRateOfFireDistance = 1200;
};
That's enough. Via inheritance the M40A3 class will get it anyway.
Only if BI classes define a value, you need to redefine it.
so
class A { time = 5; }
class B: A {}; // no changes - B gets and therefore has the same content/values as A
class C: A { time = 6 };
so if you want to modify those values,
you only need to redefine the values for class A and C.
Protegimus
Dec 14 2009, 00:00
Zeus AI Combat Skills for ACE is released and available from the download link (http://forums.bistudio.com/showpost.php?p=1484550&postcount=1) in the first post.
This version is built for ACE compatibility from the ground up, is tested in multiplayer & single player and causes no known issues.
To be clear, this is a dedicated version for ACE (and actually requires ACE to load). The original version is not required to work with ACE.
The original Zeus AI Combat Skills is still valid for standard and beta ArmA 2 play and will be updated when required.
Release notes in the attached readme.
Protegimus
jasonnoguchi
Dec 14 2009, 01:27
I just tested this ACE version putting 2 squads 500m apart with clear line of sight on utes base and for as long as i have waited, they did not spot each other... how come? :( tot they were supposed to spot and engage at about 600m?
Other than that, once engaged, the enemies are BAD ASS!!!! :) Very fierce and sustained fire fight. Machine gunners used suppressive fire VERY effectively. in fact, mggunner runs out of ammo way too quickly! hahahaa. However, when under suppressive fire enemy AI did not take effective cover nor look suppressed and returned fire out in the open all the same.
Protegimus: Hey thx for your great work but i cant figure out if i need Zeus before or after ACE/X in the target line..
i.e "C:\Program Files\Bohemia Interactive\ArmA 2\beta\arma2.exe" -noSplash -noFilePatching -maxmem=2047 -world=empty -mod=beta;@<hidden>;@<hidden>;@<hidden>;@<hidden>;@<hidden>
or "C:\Program Files\Bohemia Interactive\ArmA 2\beta\arma2.exe" -noSplash -noFilePatching -maxmem=2047 -world=empty -mod=beta;@<hidden>;@<hidden>;@<hidden>;@<hidden>;@<hidden>
Some people say the 1st one some say the 2nd way..which is right?? lol
Protegimus
Dec 14 2009, 01:36
Protegimus: Hey thx for your great work but i cant figure out if i need Zeus before or after ACE/X in the target line..
...
"C:\Program Files\Bohemia Interactive\ArmA 2\beta\arma2.exe" -noSplash -noFilePatching -maxmem=2047 -world=empty -mod=beta;@<hidden>;@<hidden>;@<hidden>;@<hidden>;@<hidden>
Some people say the 1st one some say the 2nd way..which is right?? lol
Put it at the end, after @<hidden>;
Tonci87
Dec 14 2009, 07:39
Tjanks for the ACE compatible Version, gonna test it out soon
fabrizio_T
Dec 14 2009, 08:28
Beta 61032 AI are performing quite well (61062 not), though they often bunch up too much when moving tactically as mentioned above.
As we have discussed before and hopefully for BIS reference, build 60803/60819 provide the best AI combat performance; both from testing and actual gameplay.
I recommend not loading BIS hotfix.pbo (supplied with beta builds) when using Zeus AI, as with that sensitivity is set the same for all unit types.
I haven't specifically optimised the AI SF class sensitivity values in zeu_cfg_core_ai_spotting at this time, though they certainly have an advantage over lesser units. There is no doubt mileage to achieve what you want from careful optimisation - drop me a PM if you need more specific direction. It would be great if you share any optimised values too.
From what i know DEVs have actually tried to roll back AI behaviour to 608XX version. The roll-back was done in 60902 build, if i recall correctly.
I am trying build 61062 and i saw too the attitude of AI "bunching".
Also noticed they still make a lot of pointless movements when some cover is nearby. They seem working better on open terrain.
All in all in 61062 i see improvements compared to 60890-60896 builds, formation is indeed softer and more "natural", but still there are problems.
I did not test 61032, thanks for the hint, i'll give it a try.
EDIT:
still looking for some good sensitivity values for SF, but what i noticed is that putting max spotDistance back to 1 in CfgAISkill gives a better chance of having stealth working correctly (eg: higly skilled units having a chance to detect on distance low skilled enemies while remaining undetected). It looks like that values way over 1 are giving lowly skilled units (0.25-0.50) too good spotting performance, almost on par with highly skilled units.
deralky
Dec 14 2009, 09:57
Hi
when i understand it correctly than,
when the server has the mod actived the non Player Controll AI will be changed from this mod right?
So when we wont to play an Coop Mission without own AI Troops is it than enough to only run the Mod on Server?
Correct deralkym for coop without own AI server running mod should suffice.
So now the ACE2 ai will become even harder? :p:eek:
jasonnoguchi
Dec 14 2009, 14:17
So now the ACE2 ai will become even harder? :p:eek:
Well, I have played 3 missions with ACE + ZEUS_ACE and I find that the AI isn't "even harder" but if you make the necessary adjustments to the accuracy and skill settings as recommended, you will get VERY long range firefights (I commonly exchange fire at about 550 to 600m on those 3 missions) and VERY suppressive fires (my mg gunner ALWAYS run out of ammo). You and your squad mates will get injured very often making your medic very busy. In fact, I get injured most often when the enemy decide to rain a volley of grenades around my position where cover don't really help. Enemy AI will use whatever better weapons they can lay their hands on like a static grenade launcher or MG and will move in tactical bounding movements (even though bounding in ArmA2 really isn't what its supposed to be like in RL, which is bounding from cover to cover). They will take cover whenever convenient to do so and will return a SERIOUS volume of fire at your position instead of sniping single shots. Area suppression is also very commonly done as I often see an area of as big as 50 to 100m raining with MG suppressive fire from the enemy. One thing is the enemy don't really look like they want to advance on your position very much and so engagement becomes really long range and you have to find ways to advance onto their positions under fire.
Your squad mates will also take up positions behind buildings and trees and actually lean out and fire instead of standing full out which is excellent. Sykes (or any snipers) will actually start behaving more like a sniper as he can now spot enemies WAY far away and actually snipe them. I had Sykes actually spotting and sniping enemies at 1200m in manhattan mission (I rearmed him with an M109.. dunno if its because of that)! One little flaw is that your friendly squad mates will also be quite crappy shooters at long range, so you might have to help out a little more (especially since they don't use the sight adjustment that ACE provides). Sykes need about 10 shots to kill one enemy at 600m.
conclusion:
Overall, a seriously intense war experience without the frustration of dying frequently. :) Pump up the volume if you want your neighbours to think that you are watching an actual war movie. :) (tons of firing and explosions!hahahha)
In Short:
Intense long range firefights that take some time to resolve.
Point to Note:
You MUST adjust your accuracy and skill setting as recommended in order to achieve this level of result. Effects of different settings are already explained in the readme.
Got to say the combination of ZEUS and ACE makes ARMA 2 the BEST wargame to play and I mean EVER!
jasonnoguchi
Dec 14 2009, 15:38
Got to say the combination of ZEUS and ACE makes ARMA 2 the BEST wargame to play and I mean EVER!
Wait til you add HIFI_FX_ACE to the equation! eagerly awaiting that sound mod to complete the experience. :)
---------- Post added at 04:38 PM ---------- Previous post was at 04:30 PM ----------
Oh one issue... I noticed that when I put my squad mates into "Danger" mode, they tend to walk from cover to cover slowly and stealthily instead of running from cover to cover like in unmodded 1.04. Is this due to Zeus or is it because of the new Arma patches? Could Zues fix this? Can't have soldiers walk from cover to cover under danger and fire.
Tonci87
Dec 14 2009, 15:50
One Question, where can I change the accuracy and skill settings?
jasonnoguchi
Dec 14 2009, 15:57
One Question, where can I change the accuracy and skill settings?
Got to MY DOCUMENTS folder in your computer, then ARMA 2 (or ARMA2 Other Profiles if you are playing with another profile), then open with wordpad that file with your profile name on it.
Tonci87
Dec 14 2009, 16:38
OK thanks
Note that's for client setup, server profile will be on other folder, search *.ArmA2Profile file extension if you are trying to setup a server.
Protegimus
Dec 14 2009, 20:29
...
still looking for some good sensitivity values for SF, but what i noticed is that putting max spotDistance back to 1 in CfgAISkill gives a better chance of having stealth working correctly (eg: higly skilled units having a chance to detect on distance low skilled enemies while remaining undetected). It looks like that values way over 1 are giving lowly skilled units (0.25-0.50) too good spotting performance, almost on par with highly skilled units.
Interesting stuff fabrizio_T, thanks.
Can we explore both options - I will regress spotDistance to lower values and evaluate the results.
Please can you reference the values that I used for a sniper class in:
zeu_cfg_core_ai_spotting
and test an appropriate variation for SF, without altering spotDistance?
I expect it is better for us to test against standard ArmA beta releases.
(AEF)Swordsman
Dec 15 2009, 02:08
We've been getting server crashes running the ACE2 version :(
Gives an "out of memory" error and crashes - we've reverted back to the previously released version as that seemed to be pretty stable for us (with ACE2).
Edit: tried re-running the addon today and it seems to have stopped crashing. Disregard :)
Tonci87
Dec 15 2009, 06:44
I still haven´t seen AI throw Smoke Grenades with the ACE Version even if under really heavy fire. Is it included in the ACE Version?
jasonnoguchi
Dec 15 2009, 09:48
I still haven´t seen AI throw Smoke Grenades with the ACE Version even if under really heavy fire. Is it included in the ACE Version?
that's right, I didn't see smoke grenade or even frag grenades being thrown much maybe because the engagement range is so high that nobody bothers with grenades..hohoho
I have had nades thrown at me - or maybe they just threw mine back:P i dunno the timing was strange:)
- We at GOL Clan ran the ACE2 version and our server configs are set at maximum skill 1.000 and accuracy too. 2 man team walked through a town and killed 2 big squads of inf and walked into open ground with a big squad of infantry. Was way too easy they couldnt hit us!!!
I edited the Aiming.pbo and changed 2 numbers, now they are really good! IF you stay still they will kill you! if you run they just miss you so its a good balance allows you to run to cover etc they might still hit and kill u while your running though.
speedwaystar
Dec 15 2009, 11:36
A bit off-topic, but could someone clarify:
-mod=beta;@<hidden>;@<hidden>;@<hidden>;@<hidden>
Will this first load the beta, then load ACE (overwriting anything from beta that ACE modifies), then load ACEX (overwriting ACE and beta), then finally load ZEUS (taking priority over ACEX and all earlier loaded mods)?
Just checking ;)
A bit off-topic, but could someone clarify:
-mod=beta;@<hidden>;@<hidden>;@<hidden>;@<hidden>
Will this first load the beta, then load ACE (overwriting anything from beta that ACE modifies), then load ACEX (overwriting ACE and beta), then finally load ZEUS (taking priority over ACEX and all earlier loaded mods)?
Just checking ;)
Hi speedwaystar
That is correct.
Later config changes over write the previous ones.
Kind regards walker
Ive Heard that its the other way around.. Wonder if someone from BIS or Kju would know?
Ive Heard that its the other way around.. Wonder if someone from BIS or Kju would know?
Hi OrdeaL
Normal Modfolder Priority is the latter items overwrite previous; if this was not the case the vanilla BIS addons would always take precedence.
There may be an exception to this which is where Overloading occurs where things have the same name and the Overload resolution process occurs.
And use of the property RequiredAddons in an addon config can alter this.
There is further discussion here:
http://forums.bistudio.com/showthread.php?t=66058
here:
http://forums.bistudio.com/showthread.php?t=65862
and here:
http://forums.bistudio.com/showthread.php?t=64045
But as all those threads conclude; in general consider load priority to be higher for later folders in you mod folder list.
The key factor in this thread is that your folders for ACE plus Zeus should be like this:
-mod=beta;@<hidden>;@<hidden>;@<hidden>;@<hidden>
Kind Regards walker
maj_woody
Dec 15 2009, 15:47
edited the Aiming.pbo and changed 2 numbers
which numbers did you change? what values did you use to get those results? thanks!
Tonci87
Dec 15 2009, 19:54
Would like to know that too
Hi all
The Zeus Community manual gives detailed information of how to set up you short cut mod folder priorites including a specific one for ACE.
http://zeus-community.net/important/zeusmanual.pdf
Kind Regards walker
Tonci87
Dec 16 2009, 15:50
My Solution: Mod launcher
can´t get more simply
Gearson
Dec 16 2009, 19:10
Just updated to the latest ACE mod version, and when I launch ArmA 2 now, I get an error that says "Addon 'zeu_c_ai_other' requires addon 'ace_c_ai_other'". The game continues to run, though I am not sure how gameplay is affected.
AnimalMother92
Dec 16 2009, 19:17
Just updated to the latest ACE mod version, and when I launch ArmA 2 now, I get an error that says "Addon 'zeu_c_ai_other' requires addon 'ace_c_ai_other'". The game continues to run, though I am not sure how gameplay is affected.
same here.
the new ace mod is not compatible with the released Zeus ACE mod
Hi Pro, as per the previous 2 posts, we need a quick fix for tomorrow nights session.
I just updated ACE to the latest 1.88, they have removed the "ace_c_ai_other.pbo"
RPT Error
Warning Message: Addon 'zeu_c_ai_other' requires addon 'ace_c_ai_other'
Hopefully you can get this sorted for us and I can get it on the Yoma addon sync before the gaming session starts
Meatball0311
Dec 16 2009, 23:01
yep, I concur about updated ACE. I was just coming in here to see what the situation was, and behold you guys already know.:cool:
Killswitch
Dec 17 2009, 00:44
Protegimus, FYI, that which used to be in "ace_c_ai_other.pbo" has been moved into the "ace_c_ai_skill.pbo", which now looks to contain all(?) the properties of class CfgAISkill, whereas before they were spread out over a few addons. Oddly enough, the latter addon is named "ace_c_ai_aiming" in it's CfgPatches entry... (ACE beta build 188)
BTW - thanks a bunch for your hard work on this. This combined with ACE is starting to bring back the good feeling I had in large AI / CoC CE battles from the days of OFP with WGL.
"Oh look, they're actually engaging...wonderful. Now charge, minions!" :D
EDIT: For ACE beta 1, build 188, one needs to change the requiredAddons property of the following three addons: zeus_c_ai_aiming, zeus_c_ai_other and zeus_c_ai_spotting to:
requiredAddons[] = {"ace_c_ai_aiming"};
gunterlund21
Dec 17 2009, 00:52
Ah if Walker would only wake up and smell the coffee and redo his mortar system that was in WGL we would have the whole banana.:yay:
Protegimus, FYI, that which used to be in "ace_c_ai_other.pbo" has been moved into the "ace_c_ai_skill.pbo", which now looks to contain all(?) the properties of class CfgAISkill, whereas before they were spread out over a few addons.
BTW - thanks a bunch for your hard work on this. This combined with ACE is starting to bring back the good feeling I had in large AI / CoC CE battles from the days of OFP with WGL.
"Oh look, they're actually engaging...wonderful. Now charge, minions!" :D
jasonnoguchi
Dec 17 2009, 10:30
Is there an update to the ZEUS_ACE for the new ACE update? It seems like the existing version doesn't work with it.
[GIBF]-BadBoy
Dec 17 2009, 11:38
Hi Pro, as per the previous 2 posts, we need a quick fix for tomorrow nights session.
I just updated ACE to the latest 1.88, they have removed the "ace_c_ai_other.pbo"
RPT Error
Warning Message: Addon 'zeu_c_ai_other' requires addon 'ace_c_ai_other'
Hopefully you can get this sorted for us and I can get it on the Yoma addon sync before the gaming session starts
and also :
Warning Message: Addon 'zeu_c_ai_spotting' requires addon 'ace_c_ai_spotting'
The new ACE AI is as good as Zeus now :) Ive been testing it against the Zeus AI, infact ACE might have the upper hand..they seem better in CQB and tactics. Recommend setting skillFriendly=1;
skillEnemy=1;
precisionFriendly=0.3;
precisionEnemy=0.25;
Im sure they couldn't of done it without the help of this mod tho! And No Zeus doesn't work with ACE right now. Can you try out ACE AI Protegimus and let me know what your thoughts are?
So thanks Protegimus for all the hard work you have done!
Protegimus
Dec 18 2009, 00:50
This update provides compatibility with ACE version: 0.1.188
Following extensive development & testing, further improvements have been incorporated to improve conditions for covert approaches, without compromising AI detection and engagement of undisciplined units.
As always, download link on first page.
Protegimus
jasonnoguchi
Dec 18 2009, 01:11
@<hidden>, is the version hosted on armaholic updated?
Yokhanan
Dec 18 2009, 01:13
No I think that downloaded as 0.01 and the new one is 0.02, so shoot for the second link, mate. ;)
jasonnoguchi
Dec 18 2009, 01:16
got it! thanks mate! :)
Yokhanan
Dec 18 2009, 02:46
np :)
jasonnoguchi
Dec 18 2009, 04:53
seems like the files are different... do we add onto the current version or replace?
(AEF)Swordsman
Dec 18 2009, 05:44
Fantastic stuff! Thanks for the new ACE-compatibility release. You make our gaming complete :)
Protegimus
Dec 18 2009, 07:02
seems like the files are different... do we add onto the current version or replace?
Replace!
[GIBF]-BadBoy
Dec 18 2009, 07:44
so after updated to v0.02 (delete, add and replace the files) => we must have this files in our @<hidden>\addons, correct ?
zeu_c_ai_aiming.pbo
zeu_c_ai_aiming.pbo.ZEU.bisign
zeu_c_ai_recognition.pbo
zeu_c_ai_recognition.pbo.ZEU.bisign
zeu_c_ai_rof.pbo
zeu_c_ai_rof.pbo.ZEU.bisign
zeu_c_ai_skill.pbo
zeu_c_ai_skill.pbo.ZEU.bisign
If yes, Protegimus please edit your post on Armaholic (section "Included .pbo Files"), it is a bit confused there mate ;)
Thank you very much for this update, Protegimus ;)
PS : and please modify your "ARMA II Zeus_ACE_readme.txt" too
Cheers,
BB
We tested the addon last night on our Thursday Gaming session.
I have to say the AI are the best I have ever seen going back right to OFP days
We were in constant contact for nearly every mission we played, .50 cals raining fire down on us without being too accurate. Absolutely immersive. Well done Prot..
Hi all
Ditto on what terrox said. The best MP game of ArmA or OFP ever yesterday. 3 hours of relentless action our medics were running around like blue arsed flies. Constant out flanking attacks. The weight of fire leaves you cowering behind rocks and trees. The racket was unbelievable; while leading in the first mission, I had to retire down slope to hear coms. I died trying to get to our out of position MG team and do a tactical assessment.
I got killed in the second mission when the AI sprang a reverse slope defense on us. I stepped over the ridge in to a world of hurt. Those who play with me will know this is one of my one favourite tactics, yet here was the AI doing the same right back at me.
Well done Protegimus this is the best AI I have ever played against.
Kind Regards walker
Sorry for the noob question but where is the file to edit the skill level?
Protegimus
Dec 18 2009, 17:34
Good spot BadBoy, thx.
Readme amended to state, "Inside the new @<hidden>\Addons directory are the .pbo and .bisign files:
zeu_c_ai_recognition.pbo
zeu_c_ai_recognition.pbo.ZEU.bisign
zeu_c_ai_rof.pbo
zeu_c_ai_rof.pbo.ZEU.bisign
zeu_c_ai_skill.pbo
zeu_c_ai_skill.pbo.ZEU.bisign"
The correct installation procedure is to remove the old version and replace it with the new one.
-BadBoy;1518110']so after updated to v0.02 (delete, add and replace the files) => we must have this files in our @<hidden>\addons, correct ?
...
If yes, Protegimus please edit your post on Armaholic (section "Included .pbo Files"), it is a bit confused there mate ;)
...
PS : and please modify your "ARMA II Zeus_ACE_readme.txt" too
Cheers,
BB
As both Terox & Walker said, we had some monumental firefights last night, even though we were using the ArmA 2 beta 61450 AI. One engagement was pretty much full on for an hour during which we could hear a section that had advanced too far ahead of the main force getting cut to pieces over comm's, but could do nothing to assist as we were thoroughly engaged ourselves.
[GIBF]-BadBoy
Dec 18 2009, 18:45
Just to be sure (if i have understood well) :
zeu_c_ai_aiming.pbo
zeu_c_ai_aiming.pbo.ZEU.bisign
this above files aren't need anymore, we can delete them
only these files are required :
zeu_c_ai_recognition.pbo
zeu_c_ai_recognition.pbo.ZEU.bisign
zeu_c_ai_rof.pbo
zeu_c_ai_rof.pbo.ZEU.bisign
zeu_c_ai_skill.pbo
zeu_c_ai_skill.pbo.ZEU.bisign
Thanks to confirm ;)
PS : do we always remove the Hotfix.pbo from the beta folder ???
BB
nuggetz
Dec 19 2009, 00:11
I used the six updater and zeus still complains about zeu_c_ai_other requires addon ace_c_ai_other
Shouldn't matter if you use SIX or yoma, the files remain the same, assuming you're on the same version of course.
Check manually and make sure you did remove all of the old version zeus AI.
Mark XIII
Dec 19 2009, 13:25
This is the best thing I've downloaded for A2 since being back online... Seriously, thankyou now our games play and last as they should be. The only thing I need to do now is stop watching my cool AI team-mates. They move so well now I get totally lost just watching them...then catch a stray bullet!
HiFi approved ;)
-BadBoy;1518513']Just to be sure (if i have understood well) :
zeu_c_ai_aiming.pbo
zeu_c_ai_aiming.pbo.ZEU.bisign
this above files aren't need anymore, we can delete them
only these files are required :
zeu_c_ai_recognition.pbo
zeu_c_ai_recognition.pbo.ZEU.bisign
zeu_c_ai_rof.pbo
zeu_c_ai_rof.pbo.ZEU.bisign
zeu_c_ai_skill.pbo
zeu_c_ai_skill.pbo.ZEU.bisign
Thanks to confirm ;)
PS : do we always remove the Hotfix.pbo from the beta folder ???
BB
That's correct m8, all you should have is..
zeu_c_ai_recognition.pbo.ZEU.bisign
zeu_c_ai_rof.pbo.ZEU.bisign
zeu_c_ai_skill.pbo.ZEU.bisign
zeu_c_ai_recognition.pbo
zeu_c_ai_rof.pbo
zeu_c_ai_skill.pbo
jasonnoguchi
Dec 19 2009, 14:44
I don't know if any of you had this same problem but while the AI squad mates have become more autonomous in attacking, its almost impossible to get them back into formation when they are engaging enemies even if they are on DISENGAGE command :( Is it a Zeus thing, or the arma beta thing? :(
Herr_kalashnikov
Dec 19 2009, 17:05
This addon seems to change that behaviour i noticed to.
Example in a mission me and squad are beeing transported in a car and normaly we would drive to a checkpoint and dismount there and start clearing the area. With the Zeus AI (and Ace2) the leader spots a enemy halfway and orders a dismount / engage, which kinda breaks the mission. I understand that replacing AI can have such impact tho.
Great mod btw realy makes alot of combat situations more intense and realistic. A must have for sp/coop players.
its almost impossible to get them back into formation when they are engaging enemies even if they are on DISENGAGE command :( Is it a Zeus thing, or the arma beta thing? :(
It's an Arma beta, try the beta patch 60819, this is reported to be the best patch for AI
Here's hoping BIS realise it
This is the best thing I've downloaded for A2 since being back online... Seriously, thankyou now our games play and last as they should be. The only thing I need to do now is stop watching my cool AI team-mates. They move so well now I get totally lost just watching them...then catch a stray bullet!
HiFi approved ;)
Amen to that brother I had a squad of royal marines set up on Afghani (mental block) that arma 1 cool map by opteryx, anyhow had a challenger 2 and UKF WMIK as Fire support sections - wandered into the city with a HOLD waypoint on the police station with the city full of motorised terrorists, talk about damned awesome never lost one man and I was the medic. Never ever had so much fun as a squadie with a one waypoint mission :yay: Best ai mod ever IMO combined with ACE and GL3 from SLX.
HyperU2
Dec 20 2009, 04:43
As I stated elsewhere, if you're not playing with this mod you may as well have your mom play for you. Thanks.
AnimalMother92
Dec 20 2009, 06:30
As I stated elsewhere, if you're not playing with this mod you may as well have your mom play for you. Thanks.
:yeahthat:
seriously. i loved this mod before, but now that ive played it with ACE at the same time, its insane! i just had the craziest firefight ever in Arma 2 that lasted for ages and was bloody intense.
ACE+ZeusAI=How Arma 2 should be played :thumbsup:
jasonnoguchi
Dec 20 2009, 06:58
A-M-E-N!!!! HEHEHEHEHE
Now, if only the AI would use nades and smoke more...mmm.... ;-)
HyperU2
Dec 20 2009, 07:11
I seem to have them throwing plenty of smoke. Not a ton, but enough that you'd notice.
jasonnoguchi
Dec 20 2009, 09:09
oh? Ok, I better make sure my men are carrying smokes! hahahaha... so far, none :(
HyperU2
Dec 20 2009, 09:14
I should mention I've only see the enemy AI throw smoke, but I'm not usually with friendly AI that have smoke.
Tonci87
Dec 20 2009, 09:36
I still haven´t seen smoke. Do friendlys use it?
It would be great if tanks under fire would deploy some smoke
jasonnoguchi
Dec 20 2009, 09:46
In the GL3 AI mod for ArmA1, friendlies pop smoke as soon as shots are heard, which is a great tactic sometimes when the direction of contact is uncertain.
HyperU2
Dec 20 2009, 09:48
I still haven´t seen smoke. Do friendlys use it?
It would be great if tanks under fire would deploy some smoke
I've seen plenty of tanks and BMP's deploy smoke but again mostly enemy.
gunterlund21
Dec 20 2009, 15:13
I think the question here is do the AI have smoke in their kit inherently. If not then you wont see smoke? Ive certainly seen AI toss grenades at me especially if Im around a corner of a building. Ive also seen them move to a wounded friendly to guard him and see if I will come and aid him. Those tricky AI bastards!!!
Hi all
Latest little trick the AI has learned is infiltration.
We are in a major battle in the forests with the complex terrain NE Chernagorsk round black lake but one AI OPFOR sneaked into the middle of my human squad shot a guy which lead to some confusion as it was thought to be a blue on blue. I ran up to see what was happening as the medic arrived to treat the wounded I saw the guy shoot and wound the medic. As it was in a BLUFOR area and there was some confusion as to uniforms it took me couple of seconds to ID him. He then started shooting at another player who went to help his colleagues. I shot the AI then and told others on TS about it.
Odd aberrant behaviour we thought.
Later in the same mission I died and was shifted to the Observer script dang me if it did not happen to two other squads. Stealthy AI sneaks up to the guys through the dips and bushes, gets real close and offs a couple of guys and waits for their pals to come and save them. One of them killed and wounded 3 in one squad plus an OC who came to investigate. The guys who came to medic up the others killed it but one of the players put a couple of extra rounds into it just to make sure. :D
Now all we need is the possum script back in and we have some serious nastiness.
Kind Regards walker
jasonnoguchi
Dec 20 2009, 23:55
ZEUS PAWNAGE AI!
Ever since using Zeus in combination with ACE, I have yet to successfully complete any missions. :(
Protegimus
Dec 21 2009, 00:27
Both ArmA II Zeus AI Combat Skills and Zeus AI Combat Skills for ACE mod are updated to version: 1.03 and 0.03 respectively.
If you are using a previous release, please delete it before installing the new version.
This update improves AI performance in very close quarter combat, something that was recently discussed.
In fact the CQB performance is not difficult to achieve, the hard part is doing so while maintaining the possibility to make covert approaches to enemy.
Thanks also to BIS for all the hard work they have put in improving the AI! Beta 61974 AI perform well in conjunction with Zeus AI for coop play. A review in comparison to the more fluid movement and improved flanking builds 60803/60819 provide would be appreciated and perhaps consideration to vary sensitivity values for different classes of soldier.
Protegimus
jasonnoguchi
Dec 21 2009, 00:41
Wow, you are updating quickly Pro! :) Downloading now! Ready to get my ass whipped harder by AI!
idiosis
Dec 21 2009, 10:53
That infiltration trick the AI pulled last night was incredible, really took us by surprise.
jasonnoguchi
Dec 21 2009, 11:19
Tried the new update today in the Chesty puller campaign and it was awesome sauce! The enemies really went A HUGE circle on both flanks in a pincer flanking move. The flanking circle was sooooo huge that if I hadn't have the squad looking in all directions, we won't have spotted them!
I also got pinned down behind a wall for the first time ever in ArmA1/2 when a guy with a Dskhm showered suppressive fire on the wall I was hiding behind, making it impossible/risky for me to try to pop up! NICE! The sound of the brick wall chiselling off on the 50 cal rounds really made me feel back on the real battle field once again!
One complain though... there were a bunch of enemies which we put under suppressive fire the moment they appeared and then instead of rushing back into cover, they simply went prone on the spot which we of course conveniently took them all out.
Hi all
Protegimus seems to have found the AI sweet spot with this latest build. I think the current Zeus AI shifts ArmA to somewhere between 2 and 3 to one against humans, at the very least we have an AI that is at least twice as good as the standard COD player. When the CQB stuff gets put in it should up another point.
Most serious ArmA players would treat Zeus AI with respect. Any one new to ArmA is going to find Zeus AI terrifying!
Kind Regards walker
ACE AI + Zeus AI skills + lastest betas = different game. Now if Fabrizio resumed his AI mod...
jasonnoguchi
Dec 21 2009, 15:17
You know, I am actually restarting the official campaign and this time, play with pure zcommon only, without ACE to experience truly the effects of Zeus. :)
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