Autore Topic: [MOD] ASR AI 3 - thread ufficiale (solo per chi crea le missioni)  (Letto 5008 volte)

0 Utenti e 1 Visitatore stanno visualizzando questo topic.

[TS]PietroTC

  • Tornado Squad
  • Utente storico
  • ****
  • Post: 4168
  • E' tempo di ........
    • Tornado Squad
Re:[MOD] ASR AI 3 - thread ufficiale (solo per chi crea le missioni)
« Risposta #15 il: 10 Ottobre 2016, 12:50:29 »
Altro aggiornamento  (ricordo che è solo lato server):

v0.9.32
- 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

Procedo ad aggiornare sul server?
When that command remains, no matter what happens to its officer, he has not failed.

Se l'unità rimane, qualsiasi cosa avvenga al suo ufficiale, lui non è sconfitto.

[TS]Djmitri

  • Admin
  • Utente storico
  • *****
  • Post: 7572
  • Who Dares Wins
Re:[MOD] ASR AI 3 - thread ufficiale (solo per chi crea le missioni)
« Risposta #16 il: 10 Ottobre 2016, 21:07:06 »
Direi di si!  :alesisi:


Al solito, facciamo una copia del file di configurazione dentro userconfig/ASR_AI3, in modo da non sovrascrivere il vecchio.  :polliceu:

 :sborone: :sborone: :sborone:

[TS]Epok

  • Tornado Squad
  • Utente storico
  • ****
  • Post: 1473
  • Fra le armi tacciono le leggi
Re:[MOD] ASR AI 3 - thread ufficiale (solo per chi crea le missioni)
« Risposta #17 il: 10 Ottobre 2016, 21:31:16 »
Occhio a questo

- renamed settings file in userconfig to asr_ai3_config.sqf
Se non sei uno di noi, sei uno di loro.

[TS]Epok

  • Tornado Squad
  • Utente storico
  • ****
  • Post: 1473
  • Fra le armi tacciono le leggi
Re:[MOD] ASR AI 3 - thread ufficiale (solo per chi crea le missioni)
« Risposta #18 il: 22 Ottobre 2016, 22:19:34 »
Changelog:
v0.9.34
- 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
Se non sei uno di noi, sei uno di loro.

[TS]PietroTC

  • Tornado Squad
  • Utente storico
  • ****
  • Post: 4168
  • E' tempo di ........
    • Tornado Squad
Re:[MOD] ASR AI 3 - thread ufficiale (solo per chi crea le missioni)
« Risposta #19 il: 06 Dicembre 2016, 17:08:55 »
v1.0.0
Changes
[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)
When that command remains, no matter what happens to its officer, he has not failed.

Se l'unità rimane, qualsiasi cosa avvenga al suo ufficiale, lui non è sconfitto.

[TS]Hawk

  • Limbo
  • Utente storico
  • *****
  • Post: 1911
  • In guerra la prima vittima è la verità!�
Re:[MOD] ASR AI 3 - thread ufficiale (solo per chi crea le missioni)
« Risposta #20 il: 25 Dicembre 2016, 18:43:54 »
 Fate una stramaledetta traduzione in italiano per questi tipi di mod.
« Ultima modifica: 25 Dicembre 2016, 18:46:05 da [TS]Hawk »
Sandy Caine