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Thread: Zeus AI Combat Skills

  1. #1171
    It looks like a bug in PMC camp. as it does not happen in the editor or elsewhere. Even in the campaign only certain missions affected.
    x4 965 @3.8
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  2. #1172
    I don't think it's a PMC campaign related bug. I haven't even run PMC campaign with zeus AI so far and I keep getting this bug when playing for example official BAF single missions or Wolle's CWC classics converted missions.


    Blessed are those who have nothing to say but yet remain silent.

  3. #1173
    You don't really notice how much the new Zeus changes things until you do the good old Utes runway firefight thing. I was testing the updated sonic cracks in JSRS and single enemies placed in the open behave radically different now.

    Instead of lying down and shooting at you until you're dead, they take occasional shots while running away, usually to the side and vaguely towards cover. Put yourself in full view of an enemy standing near the control tower and he will run away behind the building! It's actually sort of hard to get them to kill you.

    Entire squads will do the same. Their formations sort of melt apart as they displace, gradually moving behind cover using bounding overwatch. It looks chaotic and resulted in pauses in fire, suppressive or otherwise, and friendly fire causalities from machinegunners whirling on their axis (a vanilla bug apparently exacerbated by the new behavior). They didn't get much in the way of rounds downrange, but they ended up standing behind a hanger with the guys on the edges poking their heads out to shoot.

    Very interesting.

    ---------- Post added at 11:54 AM ---------- Previous post was at 11:51 AM ----------

    Quote Originally Posted by AnimalMother92 View Post
    Roger, will test.

    Additionally I've uploaded a pre-configured mod-folder for ACE users, that I'll try to keep up2date on Dev-Heaven.
    "ZeusAI_ACE.7z"
    http://dev-heaven.net/projects/anm-missions/files
    Contains the old Zeus for ACE PBOs combined properly with the latest Dynamic AI files.
    Bless you. By the way, are any of those other files on there SP-compatible?

  4. #1174
    Staff Sergeant langgis08's Avatar
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    Quote Originally Posted by maturin View Post
    By the way, are any of those other files on there SP-compatible?
    yep, they are (dont know if all of them but most of them, at least) ... I've played already some of them and they are GOOD

    EDIT: just checked my download from some time ago and they are all single player missions, I'm pretty sure --- I had put them in my \missions-folder and so they are stored as sp ;-)
    Last edited by langgis08; Dec 7 2010 at 17:12.
    We're adults. When did that happen? And how do we make it stop? - Meredith Grey


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  5. #1175
    Quote Originally Posted by maturin View Post
    Bless you. By the way, are any of those other files on there SP-compatible?
    All should work in SP and coop. See wiki or thread
    http://dev-heaven.net/projects/anm-missions/wiki
    http://forums.bistudio.com/showthread.php?p=1461914
    Quote Originally Posted by langgis08 View Post
    yep, they are (dont know if all of them but most of them, at least) ... I've played already some of them and they are GOOD
    Thanks, feedback is always appreciated
    ____

    Regarding this latest version, things are really good apart from the GLx related freezing. I've actually decided to put up with it for now just because of how good the features of that pbo are, makes for some great battles.
    If it helps, the freezing seems to come shortly after contact and lasts 30-40 seconds for me.
    1.56
    ACE
    Latest Zeus


  6. #1176
    BTW I was getting freezing issues like AM too. Except for me they usually go for 4-5 secs, but very rarely for 30 too.

    Saying that I really want to see GLx being smoothly integrated with Zeus without issues. It's a great addon.

  7. #1177
    Hi,

    I haven't read all the 118 pages of this thread, mind you, but I DID search the thread for the word "bead", and came up with nothing but an unanswered question. So here goes:

    - Changes the speed at which an AI can get a bead on a target
    Could you please be more specific? Friendly/Enemy/All AI? They do it faster or slower with the mod? Any more details?

    My problem is not so much with the stock AI in the open, but with enemy AI inside vehicles. As soon as I get out of cover, at a 90 degrees angle, AI gunners "sense" me, get an exact bead and lock, instantly turn the turret, choose the right weapon and hit me with the 1st or 3rd bullet, even at hundreds of meters away, and all of this within ONE second. So does this mod make the AI crews, currently acting like Robocops, into more human-like entities?

    Also, is there a way to do something to bailed out crews? Imagine you are in a tank or APC. You are hit with something that damaged the vehicle, which probably took fire, and you bail out. You are in physical shock since you probably hit a wall or piece of equipment when you were hit. You are in psychological shock. You bail out into the open, a world of noise and smoke, and you feel extremely vulnerable, not even sure you are in one piece, and you know you still are in the line of fire since you were just hit. Your only thought is to gtfo. So I am afraid that the only thing you will NOT do, and not even be able to do properly, is: lie down right where you bailed out on the enemy side, find him take a bead lock on snipe with your short AK at 100+ meters and hit with the 3rd bullet, all within 1 second again. /poetry_end

  8. #1178
    Gunnery Sergeant TeilX's Avatar
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    try Zeus + ACE seems very similar to what you want

  9. #1179
    Hi,

    I am new to Arma, but have been following the forums for awhile, in particular this Zeus thread.

    I have OA, and want to say thank you for all of the hard work you must have put into this great mod. Using this with GL4 has made for great fire-fights and combat experiences.

    I am still slowly learning about Arma, and have been playing around in the editor to get used to everything. I loaded Zeus, but wasn't sure how to check if it was working, so I decided to test by dropping an AI controlled squad (me on the 240) at each end of the Takistan airport runway, both with, and without, Zeus running.

    In vanilla, the AI would just drop to prone and shoot, but with Zeus, suddenly people were flanking, covering, bounding, popping smoke and it even looked as if they would search out bushes to hide behind on the flat, open runway!

    So thank you again for all of your hard work with this fantastic mod

  10. #1180
    Quote Originally Posted by neofit View Post
    Hi,

    I haven't read all the 118 pages of this thread, mind you, but I DID search the thread for the word "bead", and came up with nothing but an unanswered question. So here goes:



    Could you please be more specific? Friendly/Enemy/All AI? They do it faster or slower with the mod? Any more details?

    My problem is not so much with the stock AI in the open, but with enemy AI inside vehicles. As soon as I get out of cover, at a 90 degrees angle, AI gunners "sense" me, get an exact bead and lock, instantly turn the turret, choose the right weapon and hit me with the 1st or 3rd bullet, even at hundreds of meters away, and all of this within ONE second. So does this mod make the AI crews, currently acting like Robocops, into more human-like entities?

    Also, is there a way to do something to bailed out crews? Imagine you are in a tank or APC. You are hit with something that damaged the vehicle, which probably took fire, and you bail out. You are in physical shock since you probably hit a wall or piece of equipment when you were hit. You are in psychological shock. You bail out into the open, a world of noise and smoke, and you feel extremely vulnerable, not even sure you are in one piece, and you know you still are in the line of fire since you were just hit. Your only thought is to gtfo. So I am afraid that the only thing you will NOT do, and not even be able to do properly, is: lie down right where you bailed out on the enemy side, find him take a bead lock on snipe with your short AK at 100+ meters and hit with the 3rd bullet, all within 1 second again. /poetry_end
    While vehicles may murder you with robotic precision at times, all the other times they are numb and dumb as fifteen C-130 loads of bricks. I'm fine with giving them all the help they can get.

    And I can confirm that my AI have stopped talking. In fact, I'm not sure my own orders were even showing up in the subtitles. (And it is the subtitles that disappear, my squad still listens and communicates perfectly well via telepathy.)

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