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| ArmA 2 - ADDONS & MODS: COMPLETE This forum is for the release and subsequent discussion of addons/mods. Only addons/mods which have content freely available for download should have threads in here. Addons that are released in alpha/beta/final state are covered by this "Complete" forum. |
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#1 |
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Sergeant
Join Date: Sep 2007
Posts: 120
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Zeus AI Combat Skills
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// // ArmA II Zeus AI Combat Skills // & AI Spotting modular release // // Config parameters, tested & built with beta versions: 1.05.62017 // Author: India Kilo Last modified: 14.01.2010 /////////////////////////////////////////////////////////////////////////////// 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_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=0.89999998; skillEnemy=0.89999998; 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; kju's mod to disabled space bar scanning might also be useful for those seeking more immersion: http://forums.bistudio.com/showpost....&postcount=239 // Server Admins Installation Guide /////////////////////////////////////////// If a server admin decides addon signatures should be verified, he should add the following line to the server.cfg file: verifySignatures=1 A server admin can decide which addon makers' keys he considers trustworthy by placing their public keys in the "keys" directory. Usually (vanilla installation) there's only Bohemia Interactive's signature, called bi.bikey, in this directory. You can find the Public Key for ZEU in this package under the following path: "@zcommon\Server Key" // Troubleshooting & FAQ ////////////////////////////////////////////////////// Report any issues and constructive feedback on the BIS forum thread: http://forums.bistudio.com/showthread.php?t=89970 Please post your system specification and configuration if you are troubleshooting To configure Zeus AI Combat Skills & Group Link 4 Special FX Edition to work together, see this link. Q. What happens if the mod is only installed on the server, i.e. players don't have it? A. If AI is in a player's group then that AI is local to the player. If the player doesn't have the addon and the server does his AI will be less 'skilled' than the server's // Changelog ////////////////////////////////////////////////////////////////// - version 1.04 (14.01.2010): Improved: CfgAiSkill array update - aimingAccuracy[] = small decrease in upper skill value to improve firefights - change required due to ArmA II version 1.05.62017 updates Added: new module, zeu_cfg_core_ai_sensors.pbo ported from ACE2 version to improve and balance tank & aircrew abilities Added: Yoma Addon Sync support - version 1.03 (20.12.2009): CfgAiSkill array updates: spotDistance[] = reduced to increase player possibility of covert approach engagement ranges are maintained CQB improved, AI not as forgiving at very close range Video showing some of the AI improvements: Downloads ---------- Armaholic mirror: - Zeus AI Combat Skills & AI Spotting modular v1.04 Zeus AI Combat Skills is now available in both versions via the Yoma Addon Sync repository. The Auto config URL is: http://www.computerrepair.uk.net/updater/ArmA2-repo.7z Original download: http://www.computerrepair.uk.net/Arm...kills_v1.04.7z ArmA II Zeus AI Combat Skills for ACE2 mod: Armaholic mirror: - Zeus AI Combat Skills & AI Spotting modular - ACE http://www.computerrepair.uk.net/Arm...kills_v0.04.7z Protegimus Last edited by Protegimus; 02-06-2010 at 03:12 PM. Reason: Troubleshooting/FAQ section updated |
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#2 |
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Warrant Officer
Join Date: Mar 2006
Posts: 2,714
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Nice one
I always welcome AI improvements.
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Fire And Smoke for ArmA2: JTD_FireAndSmoke v0.2 Latest smoke effects version (ArmA 1): JTD Smoke Effects v5.21 |
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#3 |
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CWR
Join Date: May 2007
Location: Indiana, USA
Posts: 1,713
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Awesome. Downloading now
!
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![]() ![]() ChDKZ. |
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#4 |
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Warrant Officer
Join Date: Oct 2004
Location: Lake District, England
Posts: 2,338
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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?
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#5 |
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Warrant Officer
Join Date: Jun 2001
Location: Slovenia, EU
Posts: 2,569
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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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IceBreakr, C/O [SBP] - Slovenian Black Panthers (www.vojak.si) ![]() ^You can always grab latest addon version from this page^ |
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#6 | |
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Sergeant
Join Date: Sep 2007
Posts: 120
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Quote:
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. |
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#7 |
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Sergeant Major
Join Date: Jun 2009
Posts: 1,533
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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.
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"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" |
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#8 | |
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Sergeant
Join Date: Sep 2007
Posts: 120
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Quote:
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. |
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#9 |
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Sergeant
Join Date: Apr 2009
Location: Napa, Ca
Posts: 155
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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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My System Motherboard - Asus Striker II Extreme 790i CPU - Intel E8500 Duo 3.16GHz Not overclocked Memory - OCZ Gold DDR3 SDRAM 1600 2Gig Drive - Western Digital Caviar RE2 500Gig Sata Video -Asus 9800gx2 Drivers - Nvidia 195. Artic Cooling Freezer 7 Pro CPU Fan Power - Antec TPQ-850 850 Watt Microsoft Windows 7 32-Bit |
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#10 |
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Chief Warrant Officer
Join Date: Feb 2008
Location: Up North
Posts: 3,767
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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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