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Thread: Zeus AI Combat Skills

  1. #1

    Zeus AI Combat Skills

    Update: A test version of Zeus AI Combat Skills compatible with ArmA 2 and CO or OA
    together with further information is available here.
    There are a number of new features for those interested in testing, including
    dynamic AI response to contact, use of buildings for cover and improved CQB.

    If you use ACE, follow the instructions in the readme.

    Rumour has it those sneaky folk at BIS cunningly camouflaged a search button
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    For those that find it, it is alledged to reveal answers to any questions...


    ///////////////////////////////////////////////////////////////////////////////


    Credit and thanks to:
    Sickboy (config reference ai_override addon (sb_at_dev-heaven.net))
    Jinef for reference values & Hund for setting up the testing!
    Zeus (beta testing)
    fabrizio_T for reference FAB_character2_mod
    Charon Productions for TroopMon2 tool
    (http://forums.bistudio.com/showthread.php?t=88670)
    Solus for reference information and improvements
    (http://forums.bistudio.com/showthread.php?t=84968)
    BIS and BIKI ref.: http://community.bistudio.com/wiki/Main_Page

    This mod improves the ability of AI soldiers in a number of key areas:
    - Improves AI's ability to spot and engage enemy, extending engagement ranges
    out to 500m and beyond
    - Changes the speed at which an AI can get a bead on a target
    - The AI now reacts to effective enemy fire, before taking casualties
    - Accuracy is changed to ensure sustained firefights take place, allowing
    movement under contact with good use of cover. Ammunition dispersion and
    weapon accuracy are not changed
    - AI use smoke and frag. Be aware of your enemy's ability to throw frags!
    - AI hearing ability is reduced to realistic levels, enabling a player to make
    stealthy close quarter approaches providing he can remain unseen
    - Vehicle gunners now react to enemy fire
    - Building on the native game feature, AI characters have varying ability to
    spot enemy according to role. This is to represent equipment and training
    variation, e.g. Observers, Snipers and Officers with Binoculars have greater
    ability to detect enemy
    - Sniper teams that make effective use of tactics, cover & concealment can now
    carry out their mission, especially at extended engagement ranges
    - Careful movement and correct use of formation is now an important factor in
    improving a soldiers survivability, as are planned ingress and egress routes
    - AI react more aggressively under contact and don't give up as easily
    - Injuries occur more frequently in firefights. Good drills and wise medics are
    now an essential part of the game

    It is fully tested in single and multiplayer and causes no known issues.
    For coop multiplayer, it is recommended to be installed both on the server and
    clients.
    If the server is running the mod and you choose not to install it client side,
    then any AI you command will be at a disadvantage compared to the server
    controlled AI.

    It has greatly increased the immersion and challenge of coop play for Zeus,
    hope you enjoy it!

    // Installation ///////////////////////////////////////////////////////////////

    Extract the @zeu_cfg_core_ai_skills.7z archive to your main ArmA II directory.
    If you don't already have a suitable archiving tool, ref.:
    http://www.7-zip.org/

    Inside the new @zcommon\Addons directory are the .pbo and .bisign files:

    zeu_cfg_core_ai_engagement.pbo
    zeu_cfg_core_ai_engagement.pbo.ZEU.bisign
    zeu_cfg_core_ai_sensors.pbo
    zeu_cfg_core_ai_sensors.pbo.ZEU.bisign
    zeu_cfg_core_ai_skills.pbo
    zeu_cfg_core_ai_skills.pbo.ZEU.bisign
    zeu_cfg_core_ai_spotting.pbo
    zeu_cfg_core_ai_spotting.pbo.ZEU.bisign

    The .bisign file is to enable players using properly signed addons to join
    servers that require them.

    Make a copy of the ARMA II shortcut on the desktop or wherever you have it.
    Right click the copy and select properties. In the target box, append:
    -mod=@zcommon

    It should look like this:
    "C:\Program Files\Bohemia Interactive\ArmA 2\arma2.exe" -nosplash -mod=@zcommon -maxmem=2047

    To load more than one mod folder use semi-colons to separate the mod list:
    ...\arma2.exe -mod=@mod1;@mod2;@mod3;@zcommon

    For an explanation of the -nosplash & -maxmem= parameters, reference the ArmA II
    startup parameter page:
    http://community.bistudio.com/wiki/A...tup_Parameters


    Player and server profile skill levels significantly affect gameplay. Empirical
    data provides the following recommended skill settings for the profile:
    skillFriendly=0.98500001;
    skillEnemy=0.98500001;

    With the above settings, AI provide good suppression levels, attempt flanking
    manoeuvres on spotted enemy while maintaining close formation and also make use
    of cover and concealment during movement. Attacks are slower, in larger force
    and more deliberate. Spotting distance is slightly extended in comparison to
    lower skill settings.

    Reducing skill settings to:
    skillFriendly=0.5;
    skillEnemy=0.5;

    With these settings AI tend attack individually or in loose formation with
    little regard for use of cover. Frontal attacks are common.

    Recommended precision settings for the player/server profile are:
    precisionFriendly=0.5;
    precisionEnemy=0.2;

    Higher precision settings tend to make the AI too accurate, which destroys
    some of the immersion. These are recommended values borne out of extensive
    testing. You can of course vary them as you wish to make enemy more
    lethal, but the window for adjustment is very small for precision: 0.2 - 0.245
    Friendly precision is set higher to mitigate against friendly fire and does not
    appear to unbalance gameplay when commanding AI squads.

    It is recommended that enemy tags are disabled for all difficulty levels by
    setting the server profile entries to:
    EnemyTag=0;

    UltraAI should also be disabled - enabling it makes AI into AK snipers, ruining
    any chance of movement under fire:
    UltraAI=0;


    // Changelog //////////////////////////////////////////////////////////////////

    Please refer to the readme included with the packages

    Video showing some of the AI improvements:



    Downloads
    ----------
    Armaholic mirror:
    - Zeus AI Combat Skills & AI Spotting modular


    ArmA II Zeus AI Combat Skills for ACE2 mod:
    Armaholic mirror:
    - Zeus AI Combat Skills & AI Spotting modular - ACE


    Protegimus
    Last edited by Protegimus; Dec 11 2010 at 10:46. Reason: News about Zeus Dynamic AI for OA

  2. #2
    Nice one I always welcome AI improvements.
    Fire And Smoke for ArmA2: JTD_FireAndSmoke v0.2

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  3. #3
    cranky old vet
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    Awesome. Downloading now !

  4. #4
    Chief Warrant Officer Daniel's Avatar
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    Might check this out. What do Zues have their AI settings set to on their server cfg? Or does this override them?
    "RIVET-COUNTER" ALARM [SCANNING]
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  5. #5
    Err... can we get more details:
    - how exactly is this mod different to accuracy setting on server via Arma2Profile config?
    - do clients need it or dedicated only?
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  6. #6
    Quote Originally Posted by [CAS] Daniel View Post
    Might check this out. What do Zues have their AI settings set to on their server cfg? Or does this override them?
    Skill is up to the mission maker, accuracy is modified.

    Maybe I didn't make it clear, but ideally should be installed on clients as well as server.

    .pbo contains source for those interested, if you modify it and make improvements, be sure to let me know.

  7. #7
    Good mod.

    The one problem I have with it is the detection range. 200m seems a little too short, but I understand it's to force close range firefights and I may just tweak that myself.
    "Once that first bullet goes past your head, Politics and all that {stuff} goes right out the window. Once the 100th bullet go's no where near you, well.... maybe it's time to get some better AI"

  8. #8
    Quote Originally Posted by Bulldogs View Post
    Good mod.

    The one problem I have with it is the detection range. 200m seems a little too short, but I understand it's to force close range firefights and I may just tweak that myself.
    Detection range is well over 200m for a grunt on default 50% skill and almost double the default detection range.
    Better for some types of units, but other config work will have to be done to improve it further. If you can help increase it, let me know.

    The engage/disengage bug is also fixed by this, whereby all you had to do was step back 1m and the AI would cease fire on you.

  9. #9
    Tried this out. Put 4 squads (2 blue, 2 red) on the Utes runway about 250m apart. didnt do anything until I created search and destroy waypoints.
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  10. #10
    Protegimus:
    First off thanks for doing this! Second, i would kill for similar values as the ArmA TrueRangeAI addon had. Scoped AI would see you and detect you as hostile from almost the distance you do yourself (human like spotting), and scopeless AI about the same there - shorter range, but similar to where you yourself can distinguish friendly from foe.

    Basically those values but then chip off a little extra range so its not exactlly as a human can spot for bit closer engagement ranges (less insane). In ArmA this made you HAVE to go from cover to cover when moving towards enemies, and i cant help think how AI will react in ARMA2 now that they are better to use cover etc. Is that something you would be able to create (wanting/have time to create)?

    Ok time to test this addon. Thanks again Protegimus!

    Alex

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