Arma 3
ASR AI3
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Update: Jun 16, 2017 @ 6:39am

1.1.0

[config]
- (mod) slight decrease in ammo hit/pass detection range
- (mod) minor decrease of camo penalty for backpacks (lower coefficient)
- (mod) reduce use of handguns in favor of primary weapon use
- (mod) tweaks for full/burst rate of fire, weapon/mode selection, engagement ranges
- (mod) reduce default AI aiming speed
- (rem) remove all unit cost tweaks
[scripting]
- (new) integrated Incognito by Rydygier (single player only for now)
- (new) wounded AI patch themselves once they think it's clear
- (rem) no longer take away eyewear at night
- (mod) don't try to equip NVG if already wearing NV helmet
- (mod) improve times for unequipping/reusing NVGs by AI
- (mod) prevent AI from jumping into vehicle person turrets
- (mod) prevent teammate AI from going prone with no weapons when using copy my stance (they'd get stuck)
- (mod) remove hints from "fire on my shot" commands
- (mod) prevent sending units to cover or searching buildings when they have HOLD type waypoint
- (mod) carrying a big launcher affects camouflage (bigger stick more visible to AI)
[settings]
- (new) in-game option to disable stamina handling completely
- (new) in-game settings for Incognito
- (mod) tweak userconfig defaults

Update: Dec 5, 2016 @ 12:36pm

1.0.0

[config]
- (new) updated green recon units (sof groups for green army)
- (new) remove reporting of "unknown contact"
- (new) full auto bursts can be interrupted (requires 1.66+)
- (new) custom camouflage coefficients added for uniform, vest and backpacks
- (mod) per unit camouflage values set to a unique base value on which the dynamic camo coef will be applied
- (mod) ammo config tweaked so shots are heard at longer distances
- (mod) reworked handheld automatic weapons shooting - slightly shorter bursts but increased intensity
- (mod) increase AI rate of fire for single shots
- (mod) reduce chance of switching to handguns
[scripting]
- (new) camouflage depends on actual items soldiers are wearing (uniform, vest and backpack)
- (new) can set team to hold fire until I (or another when forced to) shoot with configurable keybind
- (new) units inside vehicles can report contacts to near groups too
- (new) vehicle gunners may keep manning their weapons even after their vehicle was immobilized
- (rem) removed scripted shot detection for performance reasons in favor of config level detection
- (rem) removed loners joining other groups
- (rem) removed limping units dismissed from their group
- (mod) spend less time stationary while shooting
- (mod) removed AI teammate speed limiting (potential cause for them getting stuck in place)
- (mod) vehicles with ammo cookoff not good for cover (ACE)
- (mod) added a few more falling animations (credit: tpw)
- (mod) suppression effect for AI when taking hits so they no longer shoot back so accurately
- (mod) units caught in the open may throw smoke in panic
- (mod) improve units following/regrouping on leader after moving to cover
- (mod) prevent units from same side occupying same house position at a time
- (mod) re-equip nvg earlier (no longer wait till completely dark)
- (mod) medic check uses getUnitTrait
- (mod) a great deal of code optimisation
[settings]
- (new) debug dynamic camouflage into RPT
- (mod) default radioing range extended to 700m
- (mod) allow up to 10 minute delays on radio reporting
- (mod) tweaked default skills in userconfig; meant for regular difficulty (skill 0.7, precision 0.5)

Update: Oct 21, 2016 @ 5:05am

0.9.34
- engagement ranges extended for non-zoomed sights (experimental change in cfgweapons)
- handle hits on static weapons - units fall out of them when shot or things blow up nearby
- fix bug causing units to remain in prone position
- when copy my stance is enabled and player is moving slowly, following units will also slow down
- units in static weapons fall out of them when killed (so they can be looted)
- in single player games scripted reactions to danger are skipped if player not the cause and farther than 2000m

Update: Oct 15, 2016 @ 10:00am

0.9.33
- fix bug in finding cover which could get groups stuck in place
- shot hearing and radioing range defaults decreased a bit
- units slightly harder to be heard and spot at night
- fire rate for semi auto slightly increased
- aiming speed and spotting increased back by a little
- disable goofy hand signals if laying down when enemy detected
- go prone when engaging distant units and there is no cover
- minor code optimisation

Update: Oct 8, 2016 @ 6:30pm

0.9.32
- renamed settings file in userconfig to asr_ai3_config.sqf
- ammo tweaked to improve detection
- hearing aid enabled by default to further improve shot detection
- fire modes and rate of fire tweaked
- reduced spotting skills a bit
- units may fall when hit (based on tmr_hiteffects)
- allow rearming in combat if empty
- extended cover search distance a bit
- can now exclude units by faction by adding them into asr_ai3_main_skip_factions (userconfig)
- improved odds of using houses

Update: Sep 23, 2016 @ 1:45pm

0.9.31

- updated configs for Arma3 v1.64
- fix AK12 fire modes
- separate debugging options
- split ammo, vehicle, weapon configs into separate addons

Update: Jul 28, 2016 @ 7:24am

0.9.30
- configs updated for new 1.62/APEX content
- added config fix to prevent this from becoming dependency when editing
- tweaked configs for shot detection; scripted fired event handler disabled by default
- tweaked detection related config parameters (AI was too good at detecting things in the jungle)
- reduced aiming abilities for lower skilled units
- removed shooting stance tweaks (were slowing down unit moves too much)
- improved code (made a bit prettier and more efficient using newer sqf syntax and commands)
- improve debug logging by tagging each line in RPT
- settings overhauled; moved most user configurable options to the CBA settings framework (in game)
- asr_ai3_settings.sqf no longer used
- these settings can't be set in game and remain configurable by editing asr_ai3_settings_ss.sqf: asr_ai3_main_sets, asr_ai3_main_levels_units, asr_ai3_main_factions
- added options for radioing delays (prevent enemy calling your position to ther groups by shooting leader in less than x time since detected)
- added options for how many mags and first aid kits units are trying to maintain (rearming)
- allowed changing settings on the fly using in game settings dialogue (rearming for example)

Update: Jun 26, 2016 @ 2:55am

0.9.29
- updated configs for Arma3 1.60
- fix author related error message
- UAV_AI units have max skill by default
- remove CAManBase::{audible,spotableDarkNightLightsOff,spotableNightLightsOff}, cfgAISkill::spotDistance tweaks in favor to updated vanilla settings; may need to re-evaluate and tweak these again.
- minor tweaks to userconfig defaults
- allow usage of base classes in class level overrides; Example: asr_ai3_main_levels_units[10] pushBack "B_Soldier_sniper_base_F";

Update: Mar 10, 2016 @ 2:13pm