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Thread: Zeus AI Combat Skills

  1. #1681
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    @potemps: bienvenu au forums. I encourage you to abandon Zeus AI and try ASR AI instead.
    Also give the JSRS sound mod a try.

  2. #1682
    Sure i try that sound mod . Also i have a question, i understand Zeus is not fully compatible with 1.6 patch ? Did ASR AI use flankin maneuvers and also good in use cover ? Did they dint have a Rambo eye, not spotting from too far and from everywhere ? Did i need to configure it ?
    Thx for answer

  3. #1683
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    Zeus was last updated over a year ago. Since then BI has released the 1.59 and the 1.60 patch, not to mention all the beta patches (which you should definitely get btw). So though I think it's fair to say that you're right when you suggest "Zeus is not fully compatible with 1.6 patch".

    As for ASR AI, it improves AI in 2 important domains:

    Sys_airearming: AI units equip with weapons and ammo on their own.
    - Take what's needed from about anywhere possible: crates, vehicles, stuff dropped on the ground, dead soldiers and their backpacks.
    - Also rearming from their own backpack or from another (alive) AI's pack in the group.
    - Equip with primary weapons, launchers and sidearms, ammo, frag grenades, smoke grenades, binoculars, NVGs.
    - Take rocket launchers if not carrying a rucksack (OA or ACE) or the primary weapon is a sniper rifle, machinegun or automatic rifle.
    - Grab a little extra ammo when using specialist weapons (sniper, MG, AR) since they won't take a launcher.
    - Will only take items when there's space for them in the inventory unless the items are important (launcher ammo or medic kits).
    - Will try and grab all useful items found in a place on a single run.
    - Do not rearm if any of these conditions is met: option globally disabled / unit is: busy doing something / in a vehicle / captive / hiding / in combat / unconscious
    - Units rearm even while in combat if they have no weapons to fight with (unless they're commanded to stay put).
    - Configurable options can also be set at the beginning or during the mission by changing the global variables (turn rearming on/off or allow civilians to rearm etc.)
    - Some options can also be set in game using the comms menu (0-8).

    Sys_aiskill: AI skills and awareness improvements
    - Gives every AI unit randomized skill levels for aiming accuracy, aiming shake, aiming speed, spotting distance,
    spotting speed, courage, but within certain ranges, based on unit's type.
    The goal was to make the AI better, more diverse and distinct. Some units will be better skilled than others.
    For example, a team leader will usually be better than a regular grunt, a SF unit will have the highest skills, while
    an armed villager will present the lowest threat.
    Users can configure the other skills and set their own levels by editing a userconfig file.
    All Arma2, OA, BAF, PMC and ACE units are fully supported by this addon but most 3rd party mods should be too, with
    exceptions, like when a regular or insurgent type unit is created based on a SF unit etc.
    Third party verified mods: ACE, CWR2, Duala and Lingor units (partially), McNools's Tier1 ops.

    - AI radio net (only for servers and single-player).
    When a group learns enough about an enemy, it will broadcast information about that enemy over radio to all friendly
    groups within a configured range. The info is sent with a delay, so to prevent breaking breaking stealth, quick takedowns
    are required. Sending and receiving groups must have radios. No waypoints are set, no orders given, just information sent,
    default game AI decides what to do with it.

    - When crewmen or pilots have to bail out of their vehicle because it was damaged, they won't be as willing to charge
    the enemy as before. They might flee or run for cover instead, until they get into another vehicle when they gain some
    courage back.

    - AI spotting distance automatically reduced at night (and restored at day). Default is half distance at night, can be changed
    in userconfig.

    - AI hears gunshots. Default distance is half the range defined for shooter's weapon sound range.
    Coefficient can be set in userconfig.

    - Dynamic view distance adjustment on dedicated servers. Based on the initial VD setting, servers will continually readjust VD
    depending on fog and darkness. Can be turned off in userconfig.

    - AI use smoke grenades for concealment when wounded.

    - AI detects and engages targets at greater distances, selecting apropriate weapon and fire mode according to their weapon's
    performance and distance to target. They shoot more like human players do.

    - AI can use grenade launchers like the M203 and GP-25. Without this, they almost always shoot them a few meters too far.


    For more info, simply check-out the ASR AI thread
    As for running it, it is very simple, just installing it like any other mod (extract @asr_ai folder into your Arma2 directory, then extract asr_ai folder into your unserconfig and finally add the @asr_ai to the target line of your OA shortcut).
    You can tweak it by editing the asr_ai file in the userconfig folder.
    It is recommended to change your difficulty settings, as described in post #20.
    Moreover it is very much WIP with some of the most-awaited features (AI kneeling before shooting, AI machinegunners going prone before shooting) soon to be released...
    Last edited by domokun; Jun 5 2012 at 13:22.

  4. #1684
    [CQUOTE=potemps;2164083]Hello everyone.
    As i see in latest patch 1.6 they improved AI well, so i checked it for zeus mod, and here i have a problem. AI is good in flanking, prefering crouch posistion what i like, they using cover well finaly, but main issue is that - when they spot enemy no mater what possition and cover they using they just spliting up in one moment and then they start figting, it not look got and realistic[/QUOTE]

    That is partly due to default AI behaviour. Squad leaders send single units off to attack the enemy even if those are hundreds of meters away. In your own missions you can disable that with the command

    Code:
    this enableAttack false
    in the init field of squad commanders.

    For existing missions, you could use the SLX ai_no_autoengage module from COSLX (requires CBA) which will achieve the same result.

    Also in SLX are:

    ai_findcover - this makes AI-led teams skirt open spaces in favour of cover or at least concealment instead of crossing open spaces. Unlike GL4 is does not change waypoints and hence break missions; the SLX module only affects the route the AI takes between waypoints.

    slx_ai_dodge: makes AI units move a pace or three from one side to the other; harder to hit, makes for better firefights at medium or longer ranges.

  5. #1685
    I tried ASR AI, i also whatched movies of they position changing, and i think it not working for me as well, they spotting from much more distance, but they didnt taking cover to good, or they very like to stand in open ground and fire to enemy, almost no crouching, and no moving in crouch position, they also didnt want to use a flank attacks...maybe there is something wrong with my Arma

  6. #1686
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    potemps: the crouching/prone feature is not yet released on ASR AI, that's why you won't see it. As for Orcinus' suggestion, it's a very good one. I run ASR AI and very light version of SLX I call SLX-lite, which only includes a few of the pbos. Give ASR + COWarMod (tweaked version of SLX) a try, I think you'll be impressed.

  7. #1687
    Did i need to copy this featured addons from COwar mod to addons folder in @ASR_AI to make it work ??

  8. #1688
    Quote Originally Posted by potemps View Post
    Did i need to copy this featured addons from COwar mod to addons folder in @ASR_AI to make it work ??
    I haven't tried that, I guess it would work. What I have is separate addon folder with just copies of the necessary files from COSLX; enables me to check for possible conflicts with scripts in an official or downloaded user mission, & also keep my ASR_AI folder 'pure'.

  9. #1689
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    addons will work irrespective of which folder they are placed in.
    however for simplicity's sake I suggest that you keep each mod in their own folder
    that way, if ever you encounter any strange behaviour, it will be easier for you to identify the source of the problem (by deactivating them)
    so in short, I'd keep the @asr_ai folder and a new folder @cowarmod for COWarMod

  10. #1690
    Did ASR and COwarmod dont have conflicts with ACE couse i using it too ?

    Edit:
    And one more question: can i use a ASR_AI and whole Cowar mod, or i need to use single files like you posted before ?? Did it make a conflicts ?
    Last edited by potemps; Jun 6 2012 at 08:53.

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