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Thread: ASR AI Skills

  1. #1341
    If you have FPS drops with ASR_AI try disabeling AI Rearming in the userconfig.

  2. #1342
    I just did it and delete profiles files and everything, now i dont lose any fps anymore, im at 15. Thanks

  3. #1343
    Master Gunnery Sergeant
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    Quote Originally Posted by Delta99 View Post
    I am testing whether AI pickup weapons while using ASR_AI and seems like the AI do NOT pickup anything. As a test my mission starts out with an AI with no weapons (I strip him of weapons at start). He has a waypoint that brings him past 4 ammo boxes and he just moves right past all 4 of them.

    Am I doing something wrong here? Do I need to specifically put something in a script to make them grab weapons? I thought by just having the mod enabled would do the trick.

    I am using v1.16
    Having an active waypoint prevents rearming for that unit, it's by design.

    ---------- Post added at 14:53 ---------- Previous post was at 14:51 ----------

    Quote Originally Posted by millerhighlife View Post
    Try setting up an opfor with no weapons too, and set both too danger, when they see each other I'm sure they will react and grab a weapon. I'm not sure if that's a feature or not.
    Nope, what you describe is the engine's rearming feature that kicks in.

    ---------- Post added at 15:01 ---------- Previous post was at 14:53 ----------

    Quote Originally Posted by benouyt View Post
    I just did it and delete profiles files and everything, now i dont lose any fps anymore, im at 15. Thanks
    Just keep in mind that even vanilla AI will be a lot weaker at that fps.
    Also some features from this mod won't even activate, for example info sharing between groups or gunshot hearing need at least 25 fps to run, or moving to cover won't trigger unless you have at least 30 fps.

  4. #1344
    Oh okay, but anyway, 15 fps is just in the benchmark 2, in normal game i got good fps (i think) it dont stutter or anything

  5. #1345
    Master Gunnery Sergeant
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    Quote Originally Posted by benouyt View Post
    Oh okay, but anyway, 15 fps is just in the benchmark 2, in normal game i got good fps (i think) it dont stutter or anything
    Ah, gotcha, 15 in benchmark 2 is pretty good I think.

  6. #1346
    Quote Originally Posted by Robalo View Post
    Having an active waypoint prevents rearming for that unit, it's by design.

    ---------- Post added at 14:53 ---------- Previous post was at 14:51 ----------



    Nope, what you describe is the engine's rearming feature that kicks in.

    ---------- Post added at 15:01 ---------- Previous post was at 14:53 ----------

    I am pretty sure my waypoint ended directly in the middle of about 5-6 ammoboxes and the AI never moved an inch towards any of them. Or, it ended after passing the boxes but not by much. I will retest again to be certain though and report back.

  7. #1347
    Quote Originally Posted by Delta99 View Post
    I am pretty sure my waypoint ended directly in the middle of about 5-6 ammoboxes and the AI never moved an inch towards any of them. Or, it ended after passing the boxes but not by much. I will retest again to be certain though and report back.
    Ok, tested again. I did have the waypoint set as I said. It took 4 minutes of game time for the unit to grab a weapon from an ammobox but it did work. Unfortunately this is way too long of a time for my purposes so I can't rely on ASR AI mod as it currently stands.

    However, Robalo, is there a way to programmatically call something in the mod from one of my own scripts to have a unit search close by for a weapon and grab one? Or, can you point to how you are doing this in your mod and perhaps I can strip out that functionality and use just that in my own script?

  8. #1348
    But... Can't you directly order your AI subordinates to rearm at the ammocrates in vanilla? Or are my brains fried? (that tends to happen quite a lot, so...)

  9. #1349
    Quote Originally Posted by BlackMamb View Post
    But... Can't you directly order your AI subordinates to rearm at the ammocrates in vanilla? Or are my brains fried? (that tends to happen quite a lot, so...)
    If you are commanding them yes, if not no. This is for a very specific purpose so I will probably contact Robalo privately on what I am looking for. Rather than re-inventing the wheel somebody pointed me to ASR AI to do it.

  10. #1350
    Well then, the simplest way to do it would be to use the rearm action.
    soldierOne action ["rearm", ammoTruckOne]

    Tell me if i'm off again.

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