v1.15
AI uses a lower stance in combat - crouch more, shoot from prone with MG, AR, sniper rifles or other weapons with bipods (ACE) (userconfig: stayLow = 1).
Steadier AI machinegunners - less recoil based on firing position (userconfig: recoilMod = 1).
Recoil is increased for wounded AI units (userconfig: recoilMod = 1).
Added option to debug the gunshot hearing aid feature on screen (userconfig: gunshothearing_debug = 0).
Merged asr_ai_c_aigrenadierfix pbo with asr_ai_c_airof
Units unable to walk/run (wounded legs) are removed from their group unless they are healed in some time (userconfig: split_legged = 300).
They will also be excluded from group consolidation.
Optimised smoke throwing.
Lower stance for higher building positions, also snipers stay in them more.
Excluded a few buildings from the AI house patrol feature.
Added option for how many morphine and epi units will try to maintain (ACE mod, wounding module; userconfig: ACEmeds[] = {4,1}; meaning: {amountIfMedic,amountIfNotMedic}).
Fixed the slow AI aiming in the asr_ai_c_aiskill config addon.
Foot soldiers are 20% less detectable (all units can hide better).
Small adjustments of the default userconfig settings.
v1.1.4.1
Improved AI rate of fire - extra burst modes for a few more weapons, with better compatibility with sound mods
Improved support for latest Lingor units v1.3
Morale boost for lone units when they join other groups (cancels fleeing)
Units occupying buildings spend a bit more time inside them
v1.14
Reorganized the userconfig format to no longer contain code, making sure it works with future patches which might restrict that.
The global variable names are still mostly the same and can be used in mission scripts:
asr_ai_sys_aiskill_{feature,civ,radionet,radiorang e,nightspotting,gunshothearing,buildingSearching,b uildingSearchingAlwaysUp}
asr_ai_sys_aiskill_{throwsmoke,join_loners,join_lo ners_sameFaction,serverdvd,setskills,setskills_deb ug}
asr_ai_sys_airearming_{feature,run,radius,civ,side arm,binocs,launchers,grenades,smokes}
Aditionally, you can override the settings in a mission by including the asr_ai config class in description.ext
Tweaked the default skills to work better with v1.60 vanilla difficulty/precision settings
Bugfixed conditions that were preventing rearming and group consolidation from happening.
Lone units will join groups of the same side now by default, but can still be restricted to faction as before.
Pilots are better accurate by default but less after they bail out.
Gun shot detection helper limited to dismounted units.
Updated configs for latest CWR2 demo compatibility.
Removed CfgDifficulties configs.
Changed CfgAISkill config to close-to-vanilla values ({0, 0.1, 1, 1} for each skill type).
Fixed FAL selector for non-ACE users.
Addons signed with a new asr_ai.bikey.
Removed version checking.
v1.13
Civilians are now excluded by default from the scripted skill enhancements (can be re-enabled with asr_ai_sys_aiskill_civ = 1
New group consolidation/cleanup feature: AI groups left with one member to to others KIA will join near groups of the same faction
House searching further improved. New condition added not to send more than half of the team inside. Also the forced up stance
can now be turned off with asr_ai_sys_aiskill_buildingsearching_always_stand = 0;
Tried (set nightvision = 0 for the units, but without requiredAddons) to work around a config issue for CWR units with "implanted" NVG
Also tried to make the AI crouch more in combat (crouchProbabilityCombat bumped from 0.4 (default) to 0.9 in config but seems to only slightly improve it)
More code tweaks to enhance performance.
v1.12.1
- Improved house searching feature. Send only up to 3 men to search, less to small buildings, never the group leader.
v1.12
- Fine-tuned revealed information for better awareness:
* shots are heard from a greater distance by default, but knowledge gained is now variable, determined from max sound range
and distance to shooter.
* target information value (knowledge) is shared between AI groups as is, except a small loss due to random comm equipment issues.
- AI will randomly search nearby buildings when in combat mode.
- Fixed: AI was not giving up a weapon with GL even after spending all mags if they still had some GL rounds.
- AI taking binoculars is now optional (still enabled by default). To disable in userconfig set: asr_ai_sys_airearming_binocs = 0;
- AI taking sidearms by default (beta fixed issues involving sidearms). To disable in userconfig set: asr_ai_sys_airearming_sidearm = 0;
- Also they will no longer ignore sidearms if that's the only weapon available even if sidearm rearming is disabled by config.
- Userconfig settings now uncommented by default for clarity.
- Separated configs from scripted features into their own pbos.
v1.11
- Performance optimizations.
- Snipers and spotters see better. Snipers made more accurate.
- Can now override the skill level for certain unit types by adding them to asr_ai_sys_aiskill_levels_units in userconfig.
- Fixed a bug with radios not detected properly when using ACRE which resulted in AI groups not sharing target info.
v1.10
- New configs for sensitivity (how well a unit sees) and camouflage (how easily a unit is seen) based on unit type and clothing.
- Units are able to passively detect targets farther than before (about 400-600m depending on type and skill instead of about 300m).
- Added configs for AI shooting (engagement ranges, fire mode selection and rate of fire).
- Integrated my AI grenadier fix mod v1.3 (remove these addons if you have them: asr_cfgweapons_fix_grenadiers, asr_cfgweapons_fix_grenadiers_oa, asr_weaponreplacements).
- Increased default accuracy skills a bit (they're tuned for use with latest betas).
- Configured the recommended skill and precision defaults (open difficulty settings and hit default for them to be applied).
- Disabled smoke when ACE Wounding module is enabled (redundant feature since last ACE update).
- Added small delay (5-10 sec) before applying skills so we can set the "asr_ai_sys_aiskill_exclude" variable in advance (see v1.3 changelog notes).
- Pilots and crewmen will no longer arm themselves with rocket launchers.
- AI soldiers should not engage infantry with HEAT rockets.
- Bugfixed: rearming from backpacks working again.
- Bugfixed: was unable to re-enable rearming after disabling it during the mission.
v1.9
- AI infantry can throw smoke when wounded for concealment. Can be disabled with asr_ai_sys_aiskill_throwsmoke = 0;
v1.8 | 26
- AI rearming distance can be set in userconfig (asr_ai_sys_airearming_radius value in meters, default 50).
- Enabled rearming from another AI unit's backpack on the same side (was limited to same group).
- Getting primary ammo has better priority, should no longer change primary weapon if mags for it can be found.
- Rearming from own backpack is faster.
- AI skills revised. Recommended difficulty settings: between 0.5 and 1.0 for skill and 0.5 to 0.8 for precision.
v1.7
- Dedicated servers will continually change the view distance based on the initial VD, time of day and fog conditions.
- Can be disabled in userconfig with asr_ai_sys_aiskill_serverdvd = 0;
- Cars removed from the list of units what were "helped" to hear gunshots. They're hardcore enough by default.
- Doubled accuracy for AI snipers (they were too inaccurate) and machine gunners (reduced ff due to extreme spread).
- Skills are now applied without delay, as soon as the units are initialized.
- Simplified soldier cost config, only 3 target importance levels.
- Improved AI rearming support for the CWR2 mod.
v1.6
- AI are better able to detect gunshots. Default distance is half the range defined for shooter's weapon sound range. Coefficient can be set in userconfig. Sound mods have effect over this, but the range is verified on the machine where the hearing AI unit belongs (for example, most AI lives on the dedicated server in a coop game so it doesn't matter if a player has some wacky sound mod configs).
- Added configs to correctly assign skills to the CWR2 mod units.
- If using the ACE mod and when AI have weapons with both IR and flashlight, at night they will select IR if using NVG, otherwise switch to flashlight.
- Reduced default AI comms range (for target sharing between groups) from 700 to 500 meters (can be set in userconfig).
- Reduced AI dispersion coefficient (all units are slightly more accurate by default).
v1.5
- AI spotting distance is reduced at night (and restored at day). Spotting distance coeficient can be changed in userconfig (asr_ai_sys_aiskill_nightspotting = 0.5 default, which means half spotting range at night). Setting this to 1 effectively disables this feature.
- AI radio net now enabled all the time.
- Half of the group rearming at once while the other waits.
- When AI needs new weapon, and has choices (eg. weapon crate), will pick a better match for its unit class. (sniper tries to get sniper rifle, machinegunner takes MG, Javelin dude takes Javelin etc.)
- Snipers always taking pistols.
- After taking a primary weapon, AI will switch to it immediately if it was holding a pistol.
- Performance optimizations.
v1.4
- AI in player's group checks for gear more often.
- They now also take binoculars and, if it's dark outside, NVGs.
- Group leaders go back to their former position after rearming instead of remaining at the cache (the other units are still regrouping at leader's position).
- Now also counting items in the IFAK when ACE wounding is enabled.
- Units can be individually prevented from rearming by setting a variable like this:
_unit setVariable ["asr_ai_sys_airearming_pause", 1];
(set back to 0 to resume rearming).
- Never rearm in stealth mode, even if having no weapons or ammo.
- In combat mode, rearm only if there's no more ammo for the primary weapon (all other modes allow rearming - careless, safe, aware).
- Performance optimizations.
v1.3
- Merged the improved rearming and skillset addons into a single mod, asr_ai.
- Added the AI radio net feature. Drastically changes AI battle awareness.
- Configured a unique AI dispersion coeficient, making AI dispersion more clearly dependent on weapon's accuracy and AI skill.
- Better default skill levels, improving support for third party mod units.
- With ACE wounding enabled, AI will now also take large bandages and medkits.
- Added more options to be configured in userconfig:
* each feature can be turned off completely
* rearming can be prevented from running at mission start (but enabled later on)
* list of launchers which the AI can grab can be extended in userconfig to support mods
* same with grenades and smokeshells from mods - add them to the userconfig to allow AI to grab them
* range for radio broadcasts can be set
- All settings are global variables which can also be set by mission init.sqf.
- Can skip skill assignment for some units by setting the exclude variable, eg: _unit setVariable ["asr_ai_sys_aiskill_exclude", 1];
v1.2
- Tank, heli and plane crews lose some courage when getting out of their damaged vehicle and gain some when they get back in a good one.
- The addon should no longer auto-add itself to the mission.sqm required addons list.
v1.1
- Lowered default infantry skills for the officers (commanders that aren't usually involved in combat directly).
- Class levels 8 and 9 are now special pilot classes, with less infantry skills but very good spotting.
- Addon is now preloaded to fix the "cannot play/edit error message in multiplayer".
v1.0
- First release
I like very much:) 10/10
Very nice addon, but I would like to disable enemy and friendly troops from throwing smoke grenades....
Has anyone tested this mod for compatibility with the A2SLX/COSLX AI enhancement add-on?
SLX makes all AI units have skill of 1, so SLX_AI_Difficulties.pbo should perhaps be
removed so that it doesn't interfere with what ASR does to the skill level. Is there
anything else which would conflict?
Thanks.
Would it be possible to make an addon that has just the rearm feature? There are too many additional addons within this addon that conflict with other enabled addons.
thanks
Will this work with Zeus_AI?
im am having truble with the userconfig when i put the userconfig file in the @ASR/addons i get an error saying it cannot be found and when i put it in arma 2 operation arrow head/userconfig i get the same problem, i need bit more specific help on where to put it thanks
those are awesome addons i just dont like one thing when squad is underfire or in danger mode and im eg.formation line they spreading out too much, they looking for cover ok but they are looking for it way to far frome team leader... i was trying to configure it in config but i havnt luck with that
Can;t get this mod to work. Normally use Rmod but fancy trying this as it seem better!
Just says missing files :( There's only two files in the download!
Would be nice if I could get it to work .. I have looked and looked and still can't find "ASR Main" that it tells me I don't have and won't work without ... Nice...
It appears the enemy helicopter pilots flying overhead of player doesn't seem to share this intel with an enemy patrol nearby. I did a test and the enemy leader does have a radio. Perhaps ground patrols share intel more readily but the choppers flying close by didn't seem to see me. If some tweaking for pilot spotting and maybe some tests to see if they are sharing intel could be worth looking at. It doesnt seem to be working and yet air recon would be an important aspect of using choppers.
Not working, looks some requirement files missing :/
This mod is fantastic and really enhances the realism of the AI. The one thing I really enjoyed is how the AI finally uses their smoke grenades during combat effectively to mask their withdrawal when under fire. However, one major drawback is that this mod is incompatible with a great amount of campaigns and missions. The changes done to the AI breaks some scripted behaviours, and NPCs often become stuck and stop dead in their tracks, unable to perform vital tasks or proceed to checkpoints which enable story progression. Bizarre actions also take place during campaigns, with NPCs that you're supposed to speak to getting down in the prone position for no reason, which breaks immersion. Disabling this mod fixed the issues which proves that this mod is the problem.
i which if this was compatible with GL4 that would be great
Total comments : 13, displayed on page: 13