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  ASR AI addons [OA/CO] (v 1.15.1)  
No picture found for this addon. Author : Robalo_AS
Version : 1.15.1 Era : Modern Type : Misc
Size : 58 KB Demo mission : No
Downloads : 2793 No rating for this addon.

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Included *.pbo files : Needed addons :
Description :
ASR AI addons v1.15.1
by Robalo

Component: sys_airearming

Description: 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).

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

- 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.

1.15 | 17 JUN 2012

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.

1.15.1 | 23 JUN 2012
Performance optimizations.
Fixed bugs that caused some routines not to run or exit too soon.
All units less accurate by default.
Added debug option for the info sharing in userconfig (set radionet_debug to 1 to log stuff to RPT).
Fixed errors for users without betas.
Fixed a bug that caused the game to break with an out of date userconfig.
Added warning when player needs to update the userconfig.
Unit skill assignments moved to the main loop instead of init EHs. Every unit gets
set a "asr_ai_sys_siskill_configured" variable to true after it receives the new skills.

Size : 58 KB
  October 4th, 2010 - 18:11   Comment (0)  

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