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 ??