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Thread: AI Compilation List of Addons/Mods/Scripts & Misc

  1. #41
    List Update

    under

    Arma2OA Scripts

    Garrison House Area Script
    http://www.armaholic.com/page.php?id=15241
    The script places men inside houses at windows, doors, and on rooftops and balconies.
    more scripts and such to come!
    If you guys have any addons/mods, scripts ect,. that deal with AI that I may have missed,
    then post your reply, and or send me a pm.

    Hosting Missions for Invasion-1944, Iron Front: Liberation 1944, & Hell in the Pacific

    WarMod Series - Massive Addon & Mod Customizable Compilation Mods for Arma1, Arma2, & Arma2CO
    WarMod | A2WarMod |A2WarModACE | COWarMod | COWarModACE | COWarModI44 |COSLX

  2. #42
    List Addition

    Arma2 Addons

    AI Forward Observer
    http://www.armaholic.com/page.php?id=15442
    This module gives mission designers the possibility to add artillery to the opposition.

  3. #43
    I have a curious question. I've been messing around with the Harvest Red campaign, and I've come across a few snaffus with the AI, and I'm only using ACE and ASR AI. There have been times where my allies don't tend to take cover and rush right into enemy fire (an example here would be the many dense forests in the game, and there have been instances where I can get up and close with the enemy (usually if they gun down one of my guys I book it and try to be Rambo before the mission fails) and some of them tend to not mind my company at all. Is this an issue with the campaign and the AI conditions it has for my specific allies, or do I need another AI addon to improve this? I was considering Zeus AI, but I have no idea if it would improve things for me. The missions where I'm not in charge had AI using cover with the trees very smartly, but when I was given the lead role it seems they're unsure on what to do half of the time. They've even ran into the motor blades of helicopters we're supposed to be boarding..

    Also, I've heard of issues with Zeus crashing the game. Is this still true, and why exactly does it do so?

  4. #44
    Sergeant Major
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    The missions of the Harvest Red campaign are prolly among the most scripted out there. You are running ACE and ASR AI which are by definition a total conversion and AI mod. Both of these mods have probably a greater impact on gameplay than any other mod. And you're surprised that your AI are reacting in ways which don't seem coherent with the mission? I'm not. For campaigns and other heavily scripted missions, I advise against ACE and, to a lesser extent, ASR AI. The same can be said to other AI-influencing mods such as SLX and Zeus AI. If you want to improve the game but minimise impacts on the mission, I suggest audio and video mods like JSRS and BlastCore WarFX, noBlur, etc.

  5. #45
    You can improve your game greatly with AI mods, just you have to decide which one to use and which one will work for what your play on.
    Coop missions are good, campaigns are heavily scripted, best to play with the vanilla game AI and enhance the effects as Domokun
    has suggested, other campaigns based on mods would be different of course but all depends.

    Slx mod has many features, it is not a total Ai enhancement mod, it is listed on the list but its only 25% AI enhancement,
    now when i say enhancement i mean the AI are using combat oriented tactics, or taking cover, shooting longer distances etc,.
    some other noncombat oriented more in general features you would see are like animations,wounding features.

    ACE by itself has its own Ai enhancement built into it, I suggest if you are going to use ACE with a mission or campaign that you run missions
    and or campaigns that were built using ace, others would prob say it dont matter, I suggest try and see what you get find out for yourself and you
    will know, same for ASR try it and find out for yourself.

    I've heard of issues with Zeus crashing the game. Is this still true, and why exactly does it do so?
    I have no idea, suggest run Zeus by itself with a mission and see what it does for you or what it will do.

  6. #46
    Hi guys, I'm just getting into the Armaverse and have finished most of my Basic Training in Arma2 with no other expansion packs installed. I've installed CBA and CopyMyStance and Copy seems to be working fine.

    As a newcomer to the game(s) I have to say, they are beautiful and very realistic, with one exception: my AI teammates are morons: they often don't listen to orders or take forever to react; they charge at enemy defensive positions; they stand up to shoot when I've told them to lie down; they don't make use of cover, etc.. I suppose that is to be expected from a game that is maybe primarily intended for multiplayer?

    Part of the problem might be that I just don't know how to command them, but I think this is only a minor part of it, as the most egregiously stupid behavior is observed in those scenarios where I'm not the squad leader.

    The opponent AI seems a bit less stupid but maybe that is just my biased perspective.

    Quote Originally Posted by domokun View Post
    The missions of the Harvest Red campaign are prolly among the most scripted out there. You are running ACE and ASR AI which are by definition a total conversion and AI mod. Both of these mods have probably a greater impact on gameplay than any other mod. And you're surprised that your AI are reacting in ways which don't seem coherent with the mission? I'm not. For campaigns and other heavily scripted missions, I advise against ACE and, to a lesser extent, ASR AI. The same can be said to other AI-influencing mods such as SLX and Zeus AI. If you want to improve the game but minimise impacts on the mission, I suggest audio and video mods like JSRS and BlastCore WarFX, noBlur, etc.
    So is it safe to interpret from the emboldened part above that the AI in the campaigns was scripted to act like a moron?

    Any pointers on how to make the stock game scenarios and missions a bit less aggravating as a result of the silly teammate AI?

    Hope I don't sound like one of those noob gits who shows up on a forum and starts badmouthing a game. It is clearly a great game, and I reckon there are 'solutions' to the problems I've noted -- assuming it is not just me?

  7. #47
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    @Anthropoid: welcome to the community. Ensure you're running the latest beta patch as there have been considerable improvements in AI over the last 5 months (last official patch, 1.60, dates from Dec 2011). If that doesn't improve AI behaviour sufficiently, I suggest trying Robalo's ASR AI mod. If you ever want to go a step further, but a considerable step further, try installing the COWarMod. Finally, as a regular player online, I can also suggest the even human players act occasionally VERY stupidly. So maybe cut the AI some slack

  8. #48
    Hey thanks Domokun. I recently installed ASR AI mod, and I am presently 56% done with download of COWarMod.

    Mostly I've been playing Markb50K's "Lost" mod, which I absolutely adore: sandboxy focus on stealth, force conservation and partisan support, as well as the need to attend to logistics. I could just go on playing that mod for weeks . . . except for one thing: the incredibly frustrating way the AI "Groups" in the High Command mode fail to follow orders, take forever to execute orders, and sometimes, for no apparent reason, just randomly go running off on their own to get decimated.

    I went on about it in great detail here:

    http://forums.bistudio.com/showthrea...-bugs)!/page23

    I don't know if this is a consequence of how the vanilla AI works, how the vanilla AI works in concert with the High Command features (originally from Clayman's "Zero" mod I think) included in Lost, or if it maybe even has to do with ASR AI conflicting with something. To be fair, I had these sorts of problems before I installed ASR AI, though it is maybe happening a bit more often now.

  9. #49
    Sergeant Major
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    Antrhopoid: glad to see that you're getting stuck in. OA is like an uncut gem, she's got a lot of potential but she requires a fair amount of work. The advantage is that you can fashion her to your liking, i.e. fast'n'furious, hyper realistic, etc.

    Obiviously the more you customise her, the less likely the missions are run as originally intended by their authors.
    In terms of modding, the choice is vast so rather than loose yourself, I'd recommend a gradual approach:
    a) drop in a couple of high-viz/low-impact mods, i.e. audio or video mods, e.g. JRSRS and/or WarFX
    b) test with a few AI mods, e.g. ASR AI or even Zeus and/or GL4
    c) test with a major mod, e.g. COWarMod but customise it to your tastes
    d) test with a TC mod, e.g. ACE2
    e) test with MP mod, e.g. ACRE, PR2
    Don't rush in. Take your time. If you feel like you're spending more time configuring & testing, play a few missions. During the missions you'll enjoy yourself but you'll also notice the little details that jar and hinder that suspension of disbelief. Then you can come back to the table with those peeves and "correct" them using mods.
    Last edited by domokun; Jun 14 2012 at 14:05.

  10. #50
    Somehow I missed this conversation, You guys mentioned COWarMod but please understand that COWarMod isnt an AI mod,
    it has AI mods in it, but it is 230+ addons/mods that deal with gameplay, effects, and fixes to the game.
    Further discussion of the mod should be on its own thread.

    In general not all AI mods are the same, some do different stuff and make the AI do things that other mods dont do, good general AI mods are a combo of SLX,ASR, &GL4.
    Lets not stop there, as those three mods even though they are great, dont cover or do everything, again it all depends on what you want to do in the game.

    Refer to the 1st page and look through the list of whats out there.

    Lastly if anyone has any addons, mods, scripts for Ai you wish i should add to the list, then please let me know either by reply,
    or through pm, and I will update the list accordingly.

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