Page 95 of 168 FirstFirst ... 4585919293949596979899105145 ... LastLast
Results 941 to 950 of 1676

Thread: ASR AI Skills

  1. #941
    Master Gunnery Sergeant
    Join Date
    Sep 8 2006
    Posts
    1,114
    Author of the Thread
    New version up.

    1.15 | 17 JUN 2012
    AI uses a lower stance in combat - crouch more, shoot from prone with MG, AR, sniper rifles or other weapons with bipods (ACE) (userconfig: stayLow = 1).
    Steadier AI machinegunners - less recoil based on firing position (userconfig: recoilMod = 1).
    Recoil is increased for wounded AI units (userconfig: recoilMod = 1).
    Added option to debug the gunshot hearing aid feature on screen (userconfig: gunshothearing_debug = 0).
    Merged asr_ai_c_aigrenadierfix pbo with asr_ai_c_airof
    Units unable to walk/run (wounded legs) are removed from their group unless they are healed in some time (userconfig: split_legged = 300).
    They will also be excluded from group consolidation.
    Optimised smoke throwing.
    Lower stance for higher building positions, also snipers stay in them more.
    Excluded a few buildings from the AI house patrol feature.
    Added option for how many morphine and epi units will try to maintain (ACE mod, wounding module; userconfig: ACEmeds[] = {4,1}; meaning: {amountIfMedic,amountIfNotMedic}).
    Fixed the slow AI aiming in the asr_ai_c_aiskill config addon.
    Foot soldiers are 20% less detectable (all units can hide better).
    Small adjustments of the default userconfig settings.

    Enjoy !

  2. #942
    First Lieutenant Kremator's Avatar
    Join Date
    Jun 8 2007
    Location
    Cambridge, UK
    Posts
    5,002
    Excellent thanks Robalo ! Testing this out now

  3. #943
    Nice one Robalo!

    Updated on Six Updater Network
    A.C.E. Advanced Combat Environment

    Dev-Heaven.net Free Project Hosting | A2 Community Issue Tracker Help BIS, Help yourself!

  4. #944
    Master Gunnery Sergeant -Coulum-'s Avatar
    Join Date
    Dec 8 2010
    Location
    Canada
    Posts
    1,067
    YYYYYYYYYYYEEEEEEEEEEEEEEEEEEEEEEEEEEEESSSSSSSSSSS SSSSSSSSSSSSSS!!!!!!!!!!!!!!!!!!!!!!!!!!

    Thank you so much Robalo! Really appreciate your hard work.

  5. #945

  6. #946
    Ooooh! That's a wonderful list of new features & improvements

    Really, really appreciate your creativity & skills.


  7. #947
    Yes! I would like to test today, but better not with work incoming in 6 hours I better get some sleep...keep up the good work!

  8. #948
    Seems this update broke ACE. I'm running ASR, ASR AI, ACE, ACEX(RU +USNavy), and CBA(A2 +OA) on beta patch 93825, launched with Six Updater. Repo by placing any unit in the editor and try to use any ACE feature.

    AKA SSG Sullivan [13th SFG]

  9. #949
    Master Gunnery Sergeant -Coulum-'s Avatar
    Join Date
    Dec 8 2010
    Location
    Canada
    Posts
    1,067
    Quote Originally Posted by Robalo
    Foot soldiers are 20% less detectable (all units can hide better).
    Does this mean closer range firefights? Do units actually hide better or is it just harder for the ai to spot other footsoldiers? Bah what am I asking for, I can just go test it out myself.

  10. #950
    Master Gunnery Sergeant
    Join Date
    Sep 8 2006
    Posts
    1,114
    Author of the Thread
    Quote Originally Posted by Aced170 View Post
    Seems this update broke ACE. I'm running ASR, ASR AI, ACE, ACEX(RU +USNavy), and CBA(A2 +OA) on beta patch 93825, launched with Six Updater. Repo by placing any unit in the editor and try to use any ACE feature.
    Tried the above exactly and could not reproduce. Please open a ticket with your .RPT and your <Arma dir>\userconfig\ASR_AI\asr_ai_settings.hpp files attached.

    ---------- Post added at 07:02 ---------- Previous post was at 06:41 ----------

    Quote Originally Posted by -Coulum- View Post
    Does this mean closer range firefights? Do units actually hide better or is it just harder for the ai to spot other footsoldiers? Bah what am I asking for, I can just go test it out myself.
    My "20% less detectable" statement might be inaccurate. I just multiplied all camouflage values from previous version by 0.8.
    Last edited by Robalo; Jun 18 2012 at 05:09.

Page 95 of 168 FirstFirst ... 4585919293949596979899105145 ... LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •