Ok. I will update accordingly, and Your welcome.Yes, thanks Günter Severloh. TPWC_AI_SUPPRESSION is the official addon release from me and -Coulum-.
The other stuff was WIP and is now superseded. Thanks for inclusion in your list.
Added under Arma2OA Addons
using this link:
Last edited by Günter Severloh; Jun 23 2012 at 20:01.
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wow this is looking good
Do the driving fix addon still improves some of the AI driving? I know that some of the driving already is improved in the newest patch.
---------- Post added at 10:28 AM ---------- Previous post was at 10:27 AM ----------
Can someone tell me the differenses between GL4, Zeus and ASR?
@^Th0mas^: Sakura_Chan says that recent patches have broken the mod. AFAIK there are no current plans to update it, probably as well given that v1.63 is in the pipeline (though I don't expect that to appear until BIS have sorted out various MP issues, especially the Linux server).
Zeus is very long in the tooth, & hasn't been supported for ~ 1 year. In contrast, asr_ai is being very actively developed by Robalo. Works brilliantly (by design) with TPWC_AIS & TPW_LOS.
GL4 is also no longer in development, sadly. However the script version at least enables mission designers to incorporate specific features. Note that the addon version (PBO) breaks very many official & user missions/campaigns as GL4 messes with waypoints.
In the case of both Zeus & GL4, they may become increasingly problematic as the game itself is patched/developed.
Actually from reported tests for my COWarMod in campaigns it makes the AI ignore waypoints, I will remove it from the list.Do the driving fix addon still improves some of the AI driving?
It may be early to ask, but has there been any word if some of these mods will be made for ArmA 3 when its released?
Another question. Do ArmA 2 allow players to change/edit the AI 100%? As much as BIS?
You'll have to either ask in the mod's threads themselves or pm the modders if they will bring their mods to Arma3, I'd assume most of them likely will do so, but some mods that have not been updated in many months, even a year you may not see being ported to Arma3, but Im sure Arma3 will have its own AI addons and mods and scripts being made, as Arma3 will have its own Ai upgrade by itself, so i think modders will be waiting to see what the game will present before they start porting and or making new stuff, thats what i would do anyways.but has there been any word if some of these mods will be made for ArmA 3 when its released?
Much as BIS would be the whole AI system, for a mod it can be done, but on a nonmodder just a player, some AI mods have userconfig which youDo ArmA 2 allow players to change/edit the AI 100%? As much as BIS?
can make adjustments to certain components, so unless your going to mod the whole game in respect to the AI then that would be really the only way,
use the existing or create your own.
Notes on this thread
Just to note this thread really isn't a dicussian thread per say, its really to list all possible Ai addons, & mods, scripts, anything to do with the AI,
so if you have something that you would like to see that is not on the lists concerning AI then post a link and I'll add it, if you have a question pertaining
to a mod on the list I can answer or another maybe, but there are already AI discussion threads about, please use those as this is not meant for that.
Added the following:
This addon improves AI response and realism in closer engagements. It is based on SaOk's excellent line-of-sight code
which implements the new line intersects, terrain intersect, eye pos and eye direction commands introduced in OA beta patch 94103
(and simply won't work on earlier versions). TPWLOS works well with and nicely complements TPWCAS.
TPWLOS scans for enemies near each opfor or blufor or independent unit, determines if they have line of sight
to the enemy (no buildings or terrain in the way), runs a few more visibility checks based on light level, movement,
camouflage etc, and if the enemy is determined as visible then the unit will face towards and shoot at the enemy.
Reaction time should be well under a second, which greatly enhances squad response and aggression in CQB situations.