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ASRAI For Arma 2

 
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JGaz-UK
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Joined: 10 Aug 2008
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Location: Nottingham UK

PostPosted: Mon Nov 05, 2018 9:34 pm    Post subject: ASRAI For Arma 2 Reply with quote

What it does (did); when running on server. currently disabled.

ASRAI ARMA 2
======
ASR AI addons v1.16.1
by Robalo

Component: sys_airearming
Description: AI units equip with weapons and ammo on their own.

Features:
- 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".

ACE mod features (auto-enabled when ACE mod is active)
- Also grab extra frags and smokeshells found in ACE.
- Rearming from own ACE backpacks or other AI's packs in the group.
If the ACE Wounding module is active:
- Take bandages. Medics will also take epi, morphine and medkits.
- Rearm from unconscious units.

This addon can be installed on clients, servers or both. It will configure only the AI local to the machine where it is installed.

Component: sys_aiskill
Description: AI skills and awareness improvements

Features:
- 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.

This addon can be installed on clients, servers or both. It will configure only the AI local to the machine where it is installed.


Can be turned on & off by Bee as requested
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Last edited by JGaz-UK on Wed Nov 07, 2018 12:18 pm; edited 1 time in total
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Zapperguy
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Joined: 31 Oct 2005
Posts: 3026
Location: Springfield.... D'oh!

PostPosted: Tue Nov 06, 2018 10:58 pm    Post subject: Reply with quote

My issue with it is that it alters how missions play. When these missions were made 7-9 years ago, the AI didn't rearm themselves, hide like they do with the mod, or communicate by radio. The missions would have been designed quite differently if the AI had those capabilities back then.


Here's are a couple of examples:
    1) A mission maker only wanted one guy to have a sniper rifle, and once he was dead, that threat was intended to be eliminated. With this mod, another AI can pick up that gun and reincarnate that threat.
    2) If there is a mission where an isolated group of guys need to be taken out, by using that mod they can now call for reinforcements pulling troops from elsewhere in the mission thereby fundamentally changing the way that mission plays.


The way it works in ARMA 3 where you can use it or not for each mission is a much better use of this mod. Since that is not available in ARMA 2, I think we should allow the old missions to play as they were intended to play. Think of it as a nostalgia server and ARMA 3 as a more realistic military sim server.

Just my $.02
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JGaz-UK
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Posts: 2922
Location: Nottingham UK

PostPosted: Wed Nov 07, 2018 12:15 pm    Post subject: Asrai Reply with quote

The unpredictability of old missions when using Asrai makes life interesting.
without the unpredictability you complete the mission once & its finished with..

I have discovered there are some options that can be turned on or off in missions, like the rearming. Use the comms menu "0 then 8".

As its easy for Bee to turn it on or off with a restart, could be up to whoever is gaming at the time to vote yay or nay.

=====================

I do know what you mean Zap in the A2 "Walk in the Park" mission when you shoot the armed civs who come to the C130, (with Asrai on) some of the dudes from the village over the hill come to investigate with it off they don't. I still prefer unpredictability.

My 2p worth
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Zapperguy
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PostPosted: Wed Nov 07, 2018 1:24 pm    Post subject: Re: Asrai Reply with quote

JGaz-UK wrote:
The unpredictability of old missions when using Asrai makes life interesting. or it breaks missions entirely
without the unpredictability you complete the mission once & its finished with.. I call BS on this one. How many times have we played, won, and replayed many of those missions? You complain that the AI are too accurate without it, but by using it they miss more making them easier to hit, which makes the mission easier to finish. If missions become too easy, then that will effect replayability.


I have discovered there are some options that can be turned on or off in missions, like the rearming. Use the comms menu "0 then 8". Seems like that would only effect friendly AI. Comms isn't typically global.

As its easy for Bee to turn it on or off with a restart, could be up to whoever is gaming at the time to vote yay or nay. What happens when people want to play missions that the mod breaks, but they don't have server access and the mod was left "on"?

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JGaz-UK
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Location: Nottingham UK

PostPosted: Wed Nov 07, 2018 2:36 pm    Post subject: Reply with quote

It turns Asrai rearm off completely for all sides. same a using the CBA options in A3.

So its to be off then, & I just have to hope Bee is around if myself & anyone else who would like it on wants to game on his server.

my complaint is vanilla AI are clones with identical skills not just that you get the 1 K kills with an AK etc.

Its all a matter of personal preferences.& if the majority want Asrai2 off then its off.

I think we did actually at one time run Asrai on the Arma2OA server. It might have been when you took a few years off Zap.
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Zapperguy
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PostPosted: Wed Nov 07, 2018 3:28 pm    Post subject: Reply with quote

Let's just get Bee to give you server access and it will solve the problem, as long as you remember to turn it off when you log off. All of the missions will run as intended (even if the AI aren't realistic) with it off; so, I think that is the best default for the server. I have no problem if you turn it on when you're playing. Now, we need Bee's input.

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