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Thread: ASR AI Skills

  1. #741
    Quote Originally Posted by Robalo View Post
    This is where I ask again for the ticket, have to see it to believe it
    Same as with the reports like "they shoot me in the head with 2 bullets from miles away".

    I'm not changing anything about how AI uses vehicle weapons, only small arms. Also, on default settings, AI is less accurate then vanilla.
    Na' I fixed it, the add-on wasn't being read correct fully.

  2. #742
    How compatible is Invasion44 mod or is it safer to copy&paste unitnames into asr_ai_settings.hpp?

  3. #743
    Quote Originally Posted by NoRailgunner View Post
    How compatible is Invasion44 mod or is it safer to copy&paste unitnames into asr_ai_settings.hpp?
    It seems to work fine. You'll probably need to add the grenade/launchers to the config though. Check out the spreadsheet I linked to earlier as it also has a tab for the new I44 stuff with ASR_AI - you'll be able to see which units need tweaking (if any). I have been running it on my server since the 2.6 release of I44 and have had no problems.
    Jedra's Addons
    Arma 2 : Enhanced Skills Slider
    Take On Helicopters : Take On Taxi | Jedra's Time Trials | Weapon Indicators | No Radar

  4. #744
    Thanks, sounds good if there are no issues with ASR AI & Inv44 units!

  5. #745
    Quote Originally Posted by Robalo View Post
    Also, on default settings, AI is less accurate then vanilla.
    Do you have a repro mission that can confirm that? Have to see it to believe it .

  6. #746
    Quote Originally Posted by seba1976 View Post
    Do you have a repro mission that can confirm that? Have to see it to believe it .
    Here is a simple test harness that I wrote while building something else. Run it once with ASR_AI and once without and compare the results in the .rpt that it outputs. To begin the test, just fire a shot in the direction of the enemy in front of you and wait for about a minute!

    SkillsTest

    In my own testing, ASR_AI controlled is less accurate - this is because the skills Robalo sets are more specific and usually less than the 0.7 (or whatever) all round that the standard skill_enemy usually gives.

  7. #747
    @Jedra: I'm on it. Will report later.

  8. #748
    Quote Originally Posted by Robalo View Post
    This is where I ask again for the ticket, have to see it to believe it
    Same as with the reports like "they shoot me in the head with 2 bullets from miles away".

    I'm not changing anything about how AI uses vehicle weapons, only small arms. Also, on default settings, AI is less accurate then vanilla.

    I use a separate mod for mounted guns and the like, and I've struck quite a nice balance with the ASR_AI mod.

    I really have to say again, after my sensitivity tweaks, I can sneak up on AI and put a bean in the back of their head and they won't turn around like they heard me running from a mile away.

    They're also much more general in their estimate of your position, and it isn't updated as frequently, which means you can actually evade and watch them running toward the place where they think you are.

    It creates some great ambush potential.




    I also have a question regarding the AI firing rates of weapons.

    I would like to greatly decrease the firing rate for rifles and carbines from about 225/250m onward, since at present they don't really shoot like they're taking "aimed" single shots, but simply leaning on the full auto and managing to control it into a way tighter group for the range they're doing it at.

    I know in ofp they had a variable called: AIrateoffiredist, but I see no such thing now.

    Is it a different variable, or is it handled differently now?
    Last edited by Pd3; Mar 10 2012 at 22:14.

  9. #749
    Is there any issues using this with UPSMON ? as when i activate this on our Dedi UPSMON does not seem to spawn any units in , take it off and they spawn in again , but when i test it on local host it all works great !?

    Anyone using this on Dedi with UPSMON ?

  10. #750
    i'm using this and upsmon in a custom mission, and it works..no clue

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