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Thread: ASR AI Skills

  1. #711
    This looks very interesting and looking forward to trying it - thanks for the work doing this mod.

    I just installed ASR AI for the first time using Sixupdater - and when that finished I had SU run process userconfigs. I have not yet laumched the game with it but looking in my userconfigs folder there are two asr_ai subfolders:

    asr_ai

    and

    asr_ai_1330760738

    each of these in turn have the asr_ai_settings file.

    What is the difference in the folders and which settings file should I edit for my preferences?

    I do have ACE and also Beta vers 89223 installed - if either has anything to do with why the two sets of userconfigs.
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  2. #712
    Master Gunnery Sergeant
    Join Date
    Sep 8 2006
    Posts
    1,114
    Author of the Thread
    SeaVee,

    When you run process userconfigs, SU does a backup of the existing one then installs the default. So the ones with the numbers are just backups.
    If you open the settings file you will see:
    Code:
    /*
     ASR AI settings
     this file must be found in <game folder>\userconfig\asr_ai\
    That tells you where this file is read from. That's the one you customize as needed.

  3. #713
    I would like to use this in a mission on a DEDI server , would I need all Clients to also have MOD installed ? or can it just be run on the server?

    Thanks

  4. #714
    Quote Originally Posted by psvialli View Post
    I would like to use this in a mission on a DEDI server , would I need all Clients to also have MOD installed ? or can it just be run on the server?

    Thanks
    If you run on the server only, then only AI controlled by the server are affected. Any units that are part of a player's squad will not be unless that client also has ASR_AI installed.
    Jedra's Addons
    Arma 2 : Enhanced Skills Slider
    Take On Helicopters : Take On Taxi | Jedra's Time Trials | Weapon Indicators | No Radar

  5. #715
    Sorry, but I have to report a problem with the addon.
    It causes an error with some (don't know why not all) weapons' firing mode. It occurs with BIS weapons (e.g. G36a and G36k burst mode not working while G36c still working) and also with user made weapons (e.g. RH_M4 versions also burst mode not working).
    Hope you can correct it asap.
    P.S. It might be that the error only occurs when used together with other addons.
    Last edited by DiFool; Mar 4 2012 at 00:55.

  6. #716
    Master Gunnery Sergeant
    Join Date
    Sep 8 2006
    Posts
    1,114
    Author of the Thread
    Quote Originally Posted by DiFool View Post
    Sorry, but I have to report a problem with the addon.
    It causes an error with some (don't know why not all) weapons' firing mode. It occurs with BIS weapons (e.g. G36a and G36k burst mode not working while G36c still working) and also with user made weapons (e.g. RH_M4 versions also burst mode not working).
    Hope you can correct it asap.
    P.S. It might be that the error only occurs when used together with other addons.
    Thanks, just tried with "-mod=expansion\beta;expansion\beta\expansion;@CBA;@ ASR_AI;@RH_M4"
    Had no error at all, all the G36 worked fine, but the RH M4 was single fire only.
    Will fix ASAP but I need to know what other mods are you running to test and fix any other conflicts as much as possible.

  7. #717
    Sorry, Robalo, but I have dozens of other addons running. It will take time to sort out the exact addon, and the next days I'm too busy. But if I find something I'll tell you.

  8. #718
    Quote Originally Posted by Robalo View Post
    @Pd3:
    You should try it without other mods, because what you describe is not by design and is far different from my experience. AI hearing was tweaked a bit upwards but at the same time the soldier movement was configured to be less audible by AI. The goal was to have AI hear better overall without affecting your ability to sneak up on them (I like getting close and shooting them in the head with SD pistols
    The situation you describe could be from an enemy spotter that reported your position to another group, that could not detect you otherwise. I would be happy to check your scenario and debug the issue if you can provide all the info in a ticket.
    Hi again, sorry for my late reply.

    I've done a little research on my own, and it actually seems that the AI's extra sensory perception seems overall less prominent with your most recently updated version of ASR_AI.

    I conducted the same experiment on both vanilla and ASR_AI and it was a pretty stark contrast.

    The vanilla AI could pinpoint my location whilst moving out of its sight far more accurately than the AI with your mod.

    I personally believe their hearing is still too accurate. I don't like the fact that I can appear on one end of the street, get spotted, and then detour out of the soldier's line of sight, and then appear on the other side of the street out of view, and the AI will still have successfully estimated my location even though I didn't show myself to them at all after being spotted.

    I tried the same experiment only with myself as the constant and the AI running the same route as I did, and I could just -barely- hear his footfalls, and at some points they grew so faint there was -no- way I could ever tell where they were going to reappear.

    I personally really hate this, I hate the fact that the Arma 2 AI are basically psychic, or at least have situational awareness that is far greater than that of the player.


    I really like your mod, but could you tell me what I should do if I want to somehow customize my game in order to tone down this super hearing, echolocation nonsense that the ai is capable of?

    Is it just as simple as making a config mod that lowers the base value for sensitivityear= to something lower than normal?

    Does or will your mod interfere with that in such a way that I would perhaps be better off editing some of your code instead of tinkering with that variable?


    I'm really trying to enjoy Arma2, and especially with your mod, but this whole business with the AI always knowing where I am really kills my enthusiasm for the game.

  9. #719
    @Pd3 - In the userconfig for ASR_AI you could play with the following values;

    gunshothearing = 1; - setting this to 0 will turn off this feature which may help you not get spotted after firing your weapon and then hiding.
    radionet = 1; - setting this to zero will prevenent enemy AI from radioing your position to nearby units.
    radiorange = 600; - playing with this value will change the range that the nearby units are informed of your position when the above parameter is on.

    You could also play with the spotTime and spotDistance values in the skillsets, which will reduce the AI's ability to spot you in the first place.

  10. #720
    Sorry never used this before, what i am after is to try and Dumb down AI skills as they seem to be very very good indeed!

    I have even set the server to this:-

    Code:
    		skillEnemy=0.7;
    		precisionEnemy=0.2;
    But they still seem to kill you miles away and are so accurate, will using this MOD help at all in reducing their precision , if not any solution , as i want bullets to fly around you so fired fights last a lot longer.

    Many thanks

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