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Thread: ASR AI Skills

  1. #1161
    Master Gunnery Sergeant
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    Sep 8 2006
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    That's correct neven. BAF units are mostly level 3 by default (same as US Army, USMC, RU Army and other regulars)

  2. #1162
    That's great to know.

    So unless otherwise named at a different level, say level 1 (perfect), then "regulars" remain at level 3? So to add classes to level 1, I would move the defaults up there, and/or, add new classes in level 1.

    Like this:

    Code:
    	aimingAccuracy[] = {1.00, 0.00};
    				aimingShake[]    = {1.00, 0.00};
    				aimingSpeed[]    = {1.00, 0.00};
    				spotDistance[]   = {1.00, 0.00};
    				spotTime[]       = {1.00, 0.00};
    				endurance[]      = {1.00, 0.00};
    				courage[]        = {1.00, 0.00};
    				reloadSpeed[]    = {1.00, 0.00};
    				commanding[]     = {1.00, 0.00};
    				general[]        = {1.00, 0.00};
    
    				units[] = { 
    
    	"bink_usmc_tl","bink_usmc_sl","bink_usmc_dmr","bink_usmc_scout","bink_usmc_scout_l","bink_usmc_tl_des","bink_usmc_sl_des","bink_usmc_dmr_des",
    					"bink_usmc_scout_des","bink_usmc_scout_l_des","rb_teamleader","ibr_venator_leader"
    Is there a way to add all the BAF classes, like a group class, instead of having to add individual soldier classes? I only see usmc listed in the Userconfig by default. And since I may not know the exact soldier class for each fire team in the mission without unPBO'ing it, it would be great to add a faction if possible.

    Thanks for such a quick reply.

  3. #1163
    Master Gunnery Sergeant
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    In userconfig you only see skill level overrides for classes from some mods that I could not set properly with standard configs like here.
    Filling the userconfig with a lot of classnames is actually not recommended because it could cause tiny slowdowns when assigning skills.
    I did not implement a way to add them by faction name, since there are different levels within a faction (USMC regulars, Force Recon specials, snipers, spotters, pilots etc.)
    I will consider adding this option as some kind of fall back level.
    Right now if you have to add each classname, if you need to

  4. #1164
    That makes complete sense to me.

    I've added them before, and I saw a dramatic increase in accuracy from my fire team. This was for a mission that I was working on and I could see the exact class names. I can't even recall if their was a performance hit or not, but I only added classes that were in the mission –not a whole faction. I could definitely see game performance being an issue for the reason you mentioned if one were to add to many class names.

    I'll unPBO this mission and have a look and test this out again with the exact classnames. I'll report any issues if I have'em.

    Thanks for the consideration in your future release.

  5. #1165
    Is there anyway to prevent the AI from wondering off and doing whatever they want during combat? I was using this mod earlier and even if I told them to regroup or move somewhere, they would runoff about 10 seconds later. Other than that, this mod is absolutely excellent

  6. #1166
    Quote Originally Posted by Robalo View Post
    Not implemented, all skills are set by unit class, so you could override that, but probably not what you're asking.
    The config has a perfect zero-level skill "for testing." How do I place a unit with that skill for testing, then?
    My Chernarussian Civil War SP missions:
    Enfilade Ambush
    Autumn Siege

  7. #1167
    Master Gunnery Sergeant
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    Sep 8 2006
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    Author of the Thread
    Quote Originally Posted by maturin View Post
    The config has a perfect zero-level skill "for testing." How do I place a unit with that skill for testing, then?
    All units of that type - put classname in the level 0 units config
    Just one unit: put this in it's init:
    Code:
    this setVariable ["asr_ai_sys_aiskill_configured", true];
    and set max skill with the slider, or add this setskill 1 to it's init.

    ---------- Post added at 03:30 ---------- Previous post was at 03:21 ----------

    Quote Originally Posted by Sandy106 View Post
    Is there anyway to prevent the AI from wondering off and doing whatever they want during combat? I was using this mod earlier and even if I told them to regroup or move somewhere, they would runoff about 10 seconds later. Other than that, this mod is absolutely excellent
    What were they doing exactly ? In combat mode, they tend to break formation and look for cover on their own, it's just how the game works and I can't do much about it. I usually give them the stay back command to prevent them from going ahead of me. Unless we're talking about something else here. But the mod isn't supposed to program your AI to do anything in combat. Only exception is having an empty primary weapon, or none at all, they will go get one if found nearby.

  8. #1168
    Quote Originally Posted by Robalo View Post

    What were they doing exactly ? In combat mode, they tend to break formation and look for cover on their own, it's just how the game works and I can't do much about it. I usually give them the stay back command to prevent them from going ahead of me. Unless we're talking about something else here. But the mod isn't supposed to program your AI to do anything in combat. Only exception is having an empty primary weapon, or none at all, they will go get one if found nearby.
    If I had them in a specific formation (staggered column or whatever) they'd stay in that postion until combat broke out. After about 5 seconds they would start moving around into buildings and running off into the forest. It's not a huge problem, only a nuisance. I'll experiment around with different orders and see if that fixes it.

  9. #1169
    Master Gunnery Sergeant
    Join Date
    Sep 8 2006
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    Author of the Thread
    Quote Originally Posted by Sandy106 View Post
    If I had them in a specific formation (staggered column or whatever) they'd stay in that postion until combat broke out. After about 5 seconds they would start moving around into buildings and running off into the forest. It's not a huge problem, only a nuisance. I'll experiment around with different orders and see if that fixes it.
    I don't think it's possible to force them into formation when they're in combat mode. Try without any mods, it should be the same.

    Pushed another version to dev-heaven, marked "beta" because it hasn't been tested very much. I will probably release it as 1.16 soon. Here's a list of changes since 1.15.1:

    Rearming
    - fixed missing rearming options in the comms menu for the player.
    - fixed errors in sys_aiskill when rearming was disabled.
    - MP checks: rearming runs only on units where the mod is installed.
    - fixed unit getting missing primary weapon or ammo in combat mode.

    Skills
    - MP checks: all units get the skills set by the server, including those belonging to players not running the mod.
    - fixed night spotting skills not applied properly for spawned units.
    - added a global variable "asr_ai_sys_aiskill_initialized" which changes from false to true after the first
    iteration (can use it to test if all units got their custom skills set at the start of the mission).
    - added default skills for I44 mod units.

    Gunshot hearing
    - range can vary for a weapon based on type of ammo.
    - default range extended.
    - detects JSRS sound mod and auto-adjusts for proper sound range as well.
    - feature disabled for subsonic ammo fired with suppressors and for GLs.
    - feature now applied for vehicle shooters (was foot soldiers only).

    Others
    - added a basic, customized danger.fsm which takes care of group to group info sharing and some reactions for AI without waypoints.
    - AI react to incoming fire and enemy detection: switch to combat mode, try to move to near cover, may use empty static and vehicle weapons or simply attack.
    - the surrendering module from BIS is auto-activated (has userconfig option).
    - single unit joining group may take command if having higher rating than current leader.
    - compatibility fixes for TPWC AI suppression system, Warfare games (BIS and Benny editions), DAC and MSO gtk caching module.
    - houses are only searched once. Some positions may be randomly skipped also.
    - aiming speed increased in default userconfig setting for all units.
    - added faction skill coefficient in userconfig; note: version bumped, update it!
    - many code fixes and performance tweaks.
    Last edited by Robalo; Jul 18 2012 at 00:40.

  10. #1170
    Cheers, Robalo - seems to work nicely in a couple of quick tests using Flashpoint v1.21.

    One issue - I had assembled a small squad, & jumped into a disabled tank to deal with an oncoming BMP (we had no AT weapons), when abruptly I heard "I am the new actual" as a unit joined my (now his) team. Immediately I was ordered out of the tank (I loathe that bug!) & got blown away.

    The player has rank of private in thomsonb's missions, & fairly low rank (e.g., Sergeant) as a squad leader in many other SP missions/campaigns.

    It may have been a glitch, but if not having command taken away could break a lot of SP missions. Might there be an option in the config to exclude the player's team from having the command role hi-jacked?

    Thanks for your continuing efforts on this 'must-have' mod

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