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ASR updates

General discussion about ARMA, the OFP successor.

Re: ASR updates

Postby Robalo_AS » Fri Apr 04, 2014 6:41 pm

Last time it looked like we have achieved a good balance with the AI skill levels against players. Since then I have worked a bit on the reactions to danger (what they do, when they do it) and pushed the changes to the server. Hopefully we will gather again soon and see how it works.
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Re: ASR updates

Postby Chief_AS » Fri Apr 04, 2014 9:10 pm

Cheers Rob. Will try out this weekend.
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Re: ASR updates

Postby Splint » Sat Apr 05, 2014 2:52 am

I will be on station most of the weekend for some game time. ;mg
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Re: ASR updates

Postby Robalo_AS » Sat Apr 05, 2014 11:22 pm

It was certainly more challenging even though there were no skill levels changed so I'd say the AI has improved with the latest update. Will release the update as it is. Thanks for playing.
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Re: ASR updates

Postby Robalo_AS » Mon Apr 28, 2014 9:33 pm

The latest modded version of the Incoming MIssion (4a) has a functional HALO feature. Thanks to QC who helped me test it last night.

Quick howto:

- Open your Alive self interaction menu (App key, just as it was in ACE2). There is no need to grab a parachute, it is handled automatically.
- If you are near the camp, you will see a HALO option. Click on it and the map will open.
Click on the map to select your destination.
- When you close the map you will be automatically teleported into the C130 plane which will take you to the selected destination. Note that once you click the HALO menu entry, you can not abort the jump. The C130 will fly at about 2600m altitude. I don't know why it can't fly higher, had the same issue in Arma2, that's why then I used the MV22 instead which could fly at 8000m.
- Note that there is only one flight at the time. So if I select the destination first, the plane will go where I wanted. The following players do not even need to choose a destination if the plane is already in the air (hint: carry GPS and check map markers). Everyone will get inside the same plane, will be able to chat during the flight and decide when to jump together.
- To jump, use the JUMP action. Note the backpack is now positioned in the ventral position (the attachto bit is the only piece of code that I used from the other available HALO scripts, the rest is my own coding).
- Once on the ground, look nearby for the backpack and pick it up.

Enjoy :)
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Re: ASR updates

Postby Splint » Tue Apr 29, 2014 5:52 am

packs have been tethered and dropped before landing anyway so sounds realistic to me.
Thanks Rob
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Re: ASR updates

Postby Robalo_AS » Sun Sep 14, 2014 11:48 am

Made a fix for something that was bothering me for a while: AI were always keeping their NVG equipped (on their head, raised) which looked a bit weird during day time, especially when not even using helmets.
Latest ASR AI has this: if NVG is not needed, it will be stored in unit's gear instead of it's head. When it gets dark, NVG will be equipped (then automatically used).

Userconfig for ASR AI will need to be updated for this.

Another recent change for AI was the extra morale decrease when group members get killed.
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Re: ASR updates

Postby Robalo_AS » Fri Dec 19, 2014 4:03 pm

A LOT of things changed on my local mod set. Got tired finally of playing SP and looking to use this in coop. I welcome anyone interested in trying the latest version of @ASMODS and ASR AI to join my dedicated server I set up for this.
There's this thing though: I got tired of trying to work through SU/PWS bugs and weirdness and told myself I will never touch that stuff again. So I used Arma3Sync instead. It's far from perfect, can't say it's a better solution or not than PWS but it's simple and it works.
Use this autoconfig url to create the repository: http://asrdev.servegame.com/arma/.a3s/autoconfig
Then activate all the mods under @ASR: CBA, AI, ASMODS, RHS and TFAR.
GameServer address is asrdev.servegame.com and it's listed as Rob's Joint.

If you want faster downloads, you can get just @ASR_AI3 and @ASMODS (about 1.24 GB) with A3S and the rest by other means (su/pws/armaholic etc.)
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Re: ASR updates

Postby kklownboy_AS » Fri Dec 19, 2014 8:38 pm

Cool beans! *sigh* on the JAVA install though. DL ing now.
Visualising the individual bitplanes of hashing-functions
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Re: ASR updates

Postby Robalo_AS » Fri Dec 19, 2014 8:45 pm

kklownboy_AS wrote:Cool beans! *sigh* on the JAVA install though. DL ing now.


Huh ? Java is one of those things that everyone should install right after installing Windows, like Adobe reader, 7zip etc.
Anyways, glad you're interested. Started the Sabotage mission that comes with Alive and it seems very nice, but tough for just one. Made me put in practice an idea from the SP Pilgrimage mission and the Misery mod for Stalker, that when you go looting dead bodies you don't find much. So that's now a feature :D
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Re: ASR updates

Postby Splint » Sat Dec 20, 2014 6:29 am

I'll be there asap...
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Re: ASR updates

Postby Robalo_AS » Sat Dec 20, 2014 8:51 pm

Altis resistance needs you ;mg
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Re: ASR updates

Postby Robalo_AS » Sun Dec 21, 2014 2:46 pm

Server has been renamed to ASRDEV.
I see that Splint and Cruusher managed to get in so I'm happy to know it worked.
Made some minor adjustments today on the AI skills.
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Re: ASR updates

Postby kklownboy_AS » Sun Dec 21, 2014 9:44 pm

well Got it all Downloded. But ARMA sync deleted ALL my userconfigs totally lame.... Anyhoo will try to get on.
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Re: ASR updates

Postby kklownboy_AS » Tue Dec 23, 2014 9:29 pm

Hey got on. great.
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