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Thread: ASR AI Skills

  1. #1281
    Master Gunnery Sergeant
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    Author of the Thread
    Quote Originally Posted by Muecke View Post
    I still got those many RPT entries cant help myself.


    I dont use any other weapon mods at all.
    If i turn ASR_AI_skill off those entries are gone.
    I assume that's in MP. It can be simply caused by another player joining the game with a weapon mod you don't have. But you reported this a while ago, an the answer is the same, make sure everyone plays with the same weapon mods as those activated on the server. I'll have to hear more about this and be sure it's a fault caused by this mod.
    Might be because I've added support for the ACR DLC, which is optional. But it would be the same as having players running the DLC while others are not.

    I recommend installing ACR lite on the server and instructing players to at least install ACR lite if they don't have the full DLC.
    Last edited by Robalo; Aug 18 2012 at 17:45.

  2. #1282
    Staff Sergeant Muecke's Avatar
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    Aug 26 2006
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    Would be easy if its ACR or any other mod as this problem was before ACR was released. But no other mod is allowed on our server.
    I assume it has something to do with the changing weapon part. Its reporting problems only about ammo not about weapons.
    Maybe AI dont drop the ammo corect while changing weapons ?

    Anyway i dont want to bother you with this, would just be helpful if any other ppl has the same reports...
    On the other side the AI is acting very nice and its really fun to play with this mod.

  3. #1283
    I'm pretty sure it's not to do with multiple players in MP, Robalo. I get this spammed into the server RPT and it always only mentioned weapons that I'm carrying. It will happen when I'm alone on the server. If there are other players, there will be more references to their kit.

    It might be mod related. I get it in my clan mission which requires a clan mod pack which has a few reconfigged weapons, a couple of new weapons and a few bits and bobs.

    I'm pretty sure it isn't related to ASR though. I run ASR only server side, yet the RPT server spam talks about weps I'm carrying. I can't see how that would be caused by a serverside mod.
    Documentation is not a dirty word.
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  4. #1284
    What's this new "reactions" setting in the userconfig with the new update? Any other changes you'd like to comment on, Robalo?

  5. #1285
    Staff Sergeant
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    Quote Originally Posted by Duckmeister View Post
    What's this new "reactions" setting in the userconfig with the new update? Any other changes you'd like to comment on, Robalo?
    from the readme:
    New basic scripted reaction to danger: support (2 waypoints: 1 - support a near group that is taking casualties then 2 - SAD). This will be disabled by default in the final release, but enabled now to testing. Again, reactions are only for groups which have no waypoints or have completed all of them.

  6. #1286
    Okay, I'm stupid. Thanks for pointing that out.

  7. #1287
    Staff Sergeant
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    Quote Originally Posted by Duckmeister View Post
    Okay, I'm stupid. Thanks for pointing that out.
    I didn't say that, just that every once in a while a readme.first is worth the reading ...

  8. #1288
    Master Gunnery Sergeant
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    Author of the Thread
    Reactions on danger - only for groups without active waypoints:

    First, the group tries to move to cover. Then, a random action is sometimes selected from these currently available types:
    - attack - leader goes to cover, orders units to go hunt the enemy
    - defend - group set to defensive mode, units mount near vehicle weapons and statics
    - support - find a friendly group that is taking damage, move there to support

    Userconfig looks like this:
    Code:
    reactions[] = {1,1,0};         // Infantry groups will randomly react with basic, scripted, random actions, to detecting the enemy or being shot at; format: {enableAttack,enableDefend,enableSupport}
    Which means attack and defend reactions are enabled by default but not the support action. To enable that too, set:

    Code:
    reactions[] = {1,1,1};
    Last edited by Robalo; Aug 20 2012 at 07:53.

  9. #1289
    I know you didn't say that, I was being self-deprecating. My thanks are genuine.



    Thanks Robalo for the extra info.

  10. #1290
    Robaldo,

    Can I confirm that the last update did not change the way skills are allocated to AI.

    I am trying to ascertain whether the enemy AI are super accurate with the last Beta or the last ASR AI updates, but something has changed.

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