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Thread: precisionEnemy in 1.60

  1. #11
    Any hope if this will be fixed?
    "precisionEnemy" and "skillEnemy" are broken, which means difficulty settings are not fully working in SP and MP.

    I'm talking about Arma 2 OA 1.60 without any mods.

  2.   Click here to go to the next Developer post in this thread.   #12

  3. #13
    Quote Originally Posted by Dwarden View Post
    well is there simple CIT ticket about it with usable repro mission ?
    http://dev-heaven.net/issues/27417

  4. #14
    Quote Originally Posted by Dwarden View Post
    well is there simple CIT ticket about it with usable repro mission ?
    CIT ticket is up.
    http://dev-heaven.net/issues/27417

  5. #15
    Yesterday i played on a Poland Server with latest ACE+1.60 latest beta and indeed i was shot by a rebel PKM gunner standing at a distance of 150m in the head, while i was lurking over a wall... it was his first "burst" and at least one bullet (a tracer round) hit me in the head.

    So there "is" something about it... :-)
    Marek Spanel: [...] Every single element is well taught so that it fits together. So this is a significant change, because with ArmA 1 it was just random, really.
    We made some units because we had to. There wasn't much passion from our side with the first ArmA, to be honest. This time it's different. (Videogamer.com Interview

    Please BIS: Arma2 must become a TRUE MASTERPIECE - Not a middle-heavy catastrophe!

  6. #16
    Sergeant Major eggbeast's Avatar
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    Hi Dwarden - it's ubiquitous - the setting precisionenemy is no longer working and this would be true for any mission

    I was asking a question initially "how is precision now managed in 1.60? has precisionenemy been updated or revamped or modified?"

    any of our missions will show this.

    this mission
    http://www.gitsarma.gamingdeluxe.net....Chernarus.pbo
    with this profile
    Code:
    class Difficulties
    {
    	class Recruit
    	{
    		class Flags
    		{
    			3rdPersonView=1;
    			armor=0;
    			autoAim=0;
    			autoGuideAT=0;
    			autoSpot=0;
    			cameraShake=1;
    			clockIndicator=1;
    			deathMessages=1;
    			enemyTag=0;
    			friendlyTag=1;
    			hud=1;
    			hudGroupInfo=1;
    			hudPerm=1;
    			hudWp=1;
    			hudWpPerm=1;
    			map=0;
    			netStats=1;
    			tracers=0;
    			ultraAI=0;
    			unlimitedSaves=1;
    			vonID=1;
    			weaponCursor=0;
    		};
    		skillFriendly=1;
    		precisionFriendly=1;
    		skillEnemy=1;
    		precisionEnemy=0.10000001;
    	};
    	class Regular
    	{
    		class Flags
    		{
    			3rdPersonView=1;
    			armor=0;
    			autoAim=0;
    			autoGuideAT=0;
    			autoSpot=0;
    			cameraShake=1;
    			clockIndicator=1;
    			deathMessages=1;
    			enemyTag=0;
    			friendlyTag=1;
    			hud=1;
    			hudGroupInfo=1;
    			hudPerm=1;
    			hudWp=1;
    			hudWpPerm=1;
    			map=0;
    			netStats=1;
    			tracers=0;
    			ultraAI=0;
    			unlimitedSaves=1;
    			vonId=1;
    			weaponCursor=0;
    		};
    		skillFriendly=1;
    		precisionFriendly=1;
    		skillEnemy=0.98500001;
    		precisionEnemy=0.20499997;
    	};
    	class Veteran
    	{
    		class Flags
    		{
    			3rdPersonView=1;
    			armor=0;
    			autoAim=0;
    			autoGuideAT=0;
    			autoSpot=0;
    			cameraShake=1;
    			clockIndicator=0;
    			deathMessages=1;
    			enemyTag=0;
    			friendlyTag=0;
    			hud=1;
    			hudGroupInfo=0;
    			hudPerm=0;
    			hudWp=1;
    			hudWpPerm=0;
    			map=0;
    			netStats=1;
    			tracers=0;
    			ultraAI=0;
    			unlimitedSaves=0;
    			vonId=0;
    			weaponCursor=1;
    		};
    		skillFriendly=1;
    		precisionFriendly=1;
    		skillEnemy=0.99000001;
    		precisionEnemy=0.30000001;
    	};
    	class Mercenary
    	{
    		class Flags
    		{
    			3rdPersonView=0;
    			armor=0;
    			autoAim=0;
    			autoGuideAT=0;
    			autoSpot=0;
    			cameraShake=1;
    			clockIndicator=0;
    			deathMessages=0;
    			enemyTag=0;
    			friendlyTag=0;
    			hud=0;
    			hudGroupInfo=0;
    			hudPerm=0;
    			hudWp=0;
    			hudWpPerm=0;
    			map=0;
    			netStats=0;
    			tracers=0;
    			ultraAI=0;
    			unlimitedSaves=0;
    			vonID=0;
    			weaponCursor=0;
    		};
    		skillFriendly=1;
    		precisionFriendly=1;
    		skillEnemy=1;
    		precisionEnemy=0.5;
    	};
    };
    shadingQuality=7;
    shadowQuality=3;
    singleVoice=0;
    maxSamplesPlayed=32;
    sceneComplexity=300000;
    viewDistance=1600;
    terrainGrid=10;
    volumeCD=6.5;
    volumeFX=6.5;
    volumeSpeech=6.5;
    volumeVoN=6.5;
    vonRecThreshold=0.029999999;
    start the mission in regular setting
    join as officer
    go to a city and set up a recon hq so you can respawn there after death
    engage the enemy
    you will see that despite the setting of precision to 0.2 in regular they are all aimbots with max precision

    Evofillinf script makes these units with the following code

    Code:
    BIS_EVO_FillInf = 
    {
    	_grp = _this select 0;
    	_lpos = position leader _grp;
    
    	_r = (round random 4)+1;
    	_allunits = EGG_EVO_east10;
    	switch (_r) do
    	{
    		case 1: //rebels low skill
    		{
    				_allunits = EGG_EVO_east5;
    		};
    		case 2: //insurgents fair skill
    		{
    				_allunits = EGG_EVO_east4;
    		};
    		case 3: //soldiers medium skill
    		{
    				_allunits = EGG_EVO_east1;
    		};
    		case 4: // MVD good skill
    		{
    				_allunits = EGG_EVO_east2;
    		};
    		case 5: // spetsnaz excellent skill
    		{
    				_allunits = EGG_EVO_east3;
    		};
    	};
    
    	_grpskill = skillfactor+(_r/10);
    	_max = (count _allunits)-1;
    	_infcount = 11;
    	_j = 0;
    	while {_j <= _infcount} do 
    	{
    		_nunit = (_allunits select (round random _max));
    		_unit = _grp createUnit [_nunit, _lpos, [], 0, "FORM"];
    		_unit setSkill _grpskill;
    		_unit addEventHandler ["killed", {handle = [_this select 0,"INF"] execVM "data\scripts\mobjbury.sqf"}];
    		[_unit] join _grp;
    		_j = _j+1;
    		sleep 1;
    	};
    	[_grp] call BIS_EVO_OrderSquad;
    };
    this script will set a skill 0.1 increments added to a base (skillfactor from the init.sqf which is set in paramaters and can be anything from 0 to 0.5) up to 1.0 for each class type from local to specop - but this shouldnt affect precision anyway and it worked ok on 1.59 with same code - now ALL UNITS have max precision

    basically the skill level is reset in mission but not the precision.

    before 1.60 this worked like a peach in about 25 missions we have made on every island and with most of the good community mods like rksl planes and RH weapons etc (we don't use ace though) - the enemy had been very skilled but poor accuracy allowing for long firefights

    now they one-shot kill every time

    I'm wondering if precisionenemy got overwritten into skillenemy or is overruled by setSkill

    given lots of other mission players are experiencing this i don't think it's mission related (but could be wrong)

    the units of every type have MAX precision and we cannot modify it any more

    when we used to run the mission in 1.59 and accidentally adopted the default server init line (which does not call the profile above), it was immediately obvious because the enemy were a lot more accurate. since 1.60 this is the same even though we are running the profile

    thinking of occam's razor - simplest failure could be that maybe its not calling the profile in the first place...

    we use this line to call it

    -server -port=2300 -mod=@CBA -profiles=D:\xxgames\ROBG\GameServers\TC72378756645 241343275023\server -name=server -config=server.cfg

    and server.cfg is situated in the folder
    /Users/server/
    and called
    server.Arma2OAProfile

    maybe the new patch calls the game something different and we need the profile somewhere else or named something else?
    like for example
    server.Arma2reinforcementsProfile ??

  7. #17
    eggbeast

    Even if you try to change precisionenemy in your local profile (C:\Users\username\Documents\ArmA 2) and try it in SP, any mission, any scenario, it's obviously broken.

    I made a custom mission on Utes that I have tried out in Arma 2 1.11 and Arma 2 1.60 OA.

    In 1.11 precision works fine, but in OA 1.60 it has zero effect.
    Same exact mission.

    http://dev-heaven.net/issues/27417

  8. #18
    Sergeant Major eggbeast's Avatar
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    awesome work mate - can you post back here if you get anywhere with a result or workaround ?

  9. #19
    It was disabled on purpose in 1.60 final.

    It is this line in the changelog:

    Improved: AI skill settings in difficulty options easier to use.

  10. #20
    Sergeant Major eggbeast's Avatar
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    Author of the Thread
    yes we kind of realise this, but are keen to know what we now do to manage precision. i.e. will setting the skill low mean the precision is also low?

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