GJ Rob!
Nice to see the level/straight line shooting while in crouch.
GJ Rob!
Nice to see the level/straight line shooting while in crouch.
...Free people unbanable...
I've been using this AI mod for about a couple months now while comparing it to others and I must say it is the best one out of them all IMHO. Firefights between the AI seem to last for ages now as the AI aren't dumb enough to just stand out in the middle of a field and get picked off by enemy forces. AI will seek out cover, either behind a rock wall, fence, corner of a house, inside a house, behind an empty vehicle and in the worst case when there's nowhere else to hide they will even seek cover behind a tree. But what is really cool about any of the cover they choose is the fact that they will peek around the corner to shoot, pop up from behind a rock wall to fire on the enemy AI and fire from house positions. It really makes it interesting to just sit back Using Charons TroopMon 2 and watch a great show that the AI will put on for you.
I have a few question regarding way-points and how the AI act with this mod when you create way-points in the 2D default editor:
1> Does ASR AI skills prefer certain types of way-points? Does the mod have any effect on certain types of way-points? I have found that by using a way-point of "MOVE" along with "COMBAT" as the behavior, the AI will be extremely cautious about making their way to the "MOVE" way-point. They will completely make sure no enemy is in the way-point area until proceeding to the objective.
2>I am guessing that the ASR AI Mod also effects armor but if you wish to override the mod using this setVariable ["asr_ai_sys_aiskill_exclude", true] you must do it to an infantry commander as the groups leader then use the moveIn command on each unit, correct? The override doesn't seem to work on default tank that is placed in the 2d editor.
Music I Have Created
Win 7 64 - i7-2600k (@5.22) - 16GB G-Skill Ripjaws 2666 - ASUS P8P67 MB - Noctua NH-D14 (Air) - 3X OCZ Vertex 3 120GB SSD
2X ASUS GTX580 Direct CUII SLI (@913/4233) - SB Creative Xfi - Silverstone 1200W PSU - 4X 500GB WD RE4 7200RPM - Cooler Master HAF-X
Excellent work, Robalo
Re Coulom's point about AIs unable to see /shoot over low walls, if you haven't already seen it there is a set of new commands in the latest beta that enable LOS checking, There's also a thread just started by Saok in the editing forum. Not sure if they would be useful in the contaxt of ASR_AI, but anyway...
I tried to keep scripts as simple and optimized as possible. There should not be any noticeable impact on performance.
There are limits to how many animations are processed and this not only saves performance but also makes it less predictable. I am OK with sometimes AI doing stupid things because humans do them too.
How I do it ? I'm plugging into the AnimDone EH, detect if a unit knows about enemies, if yes, select "Middle" stance with setUnitPosWeak, otherwise revert to "AUTO".
There's a special case if the animation was a stop and the unit is carrying MG, AR or sniper rifle, then selects the prone stance.
This is the lowest priority way so all other methods take over when it comes to player commanding AI stance, scripted setUnitPos or the game's default "micro-AI" when AI is close to things.
Looks really good. Nice Work!![]()
Awesome. Does that mean that rifle men will no longer go prone when they see an enemy though (always going crouched instead).Originally Posted by Robalo
I could be wrong, and I don't mean to take away from Robalo's great work, but most of the stuff you describe (except moving into buildings) is actually the vanilla ai. Or at least that's how I understood it. ASR lets ai groups share enemy locations, as well as makes ai rearm themselves and sets different skill levels for different types of soldiers + a bunch of other neat little ai features like throwing smoke and what not. I didn't think that it made ai seek cover any better or any more often.Originally Posted by Jocko-Flocko
1>yes combat behaviour makes the ai seek cover when possible and do a partial overwatch while teammates advance. It is quite slow and wouldn't be ideal for a patrol. It also seems to increase their awareness. Generally, I would use the aware behaviour. When enemy are detected the behaviour will automatically switch to combat anyhow. If you want an ai group to defend a certain area I would use a combat behaviour over the some cover and type "this enableAttack false" into the leaders init to prevent him sending his subordinates out of the cover. I usually always use move or cycle waypoints for infantry.
2>I couldn't tell you
One question Robalo, If units are not listed in the Userconfig (like Lingor units for example) wich skill level is asigned to them?
Depends on their parent classes, skill config is inherited where not particularly defined.
---------- Post added at 18:13 ---------- Previous post was at 17:59 ----------
Coulum is right, I can't take credit for all you're describing, AI using cover and peaking around corners specifically is a default engine feature introduced since Arma 2 (called the micro-AI I believe). For your questions:
1> No preference, the principle is to enhance the AI as much as possible without interfering with the mission design.
2> setVariable ["asr_ai_sys_aiskill_exclude", true] is only for soldiers, because only they get the scripted skills. The vehicles are not affected and the crew is, if I'm not mistaken, not initialized until they get out.
http://forums.bistudio.com/showthrea...95#post2072895
BTW, Robalo, I'm really looking forward to try the new version. One question, what other mods where running on those two videos you posted? ACE? Soundmod?