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boyBlue32

Editor AI issues

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Hi all. I've been working on creating a campaign (designed for SP, to be story-driven and immersive) and I've noticed some very strange things with the general performance of the AI. Note, I've experimented with all sorts of different "skill" settings, and am currently playing with no mods.

However, I constantly experience situations where an AI team fires upon another team within clear sight (maybe 300m, no obstructions), and the team being fired upon just lays there / seeks cover, confused, for minutes at a time, until they are all dead, and never return fire. When both teams are of equal skill with no previous engagements / distractions, why aren't they equals?

For example, the first mission of my campaign, you begin on a balcony in Takistan, watching a battle between friendly defenders and wrongful invaders. While I made sure that the unit skill bars were mostly equal and my cfg file has friendlies being more skilled AND more accurate, the friendlies just lie there while hundreds of enemy rounds fly all around them. You can stand on that balcony and watch the defenders get slaughtered without firing a single shot, even though the enemy is well within range. What gives? :butbut:

*EDIT* - sorry, meant to post this in editing forum. Question still remains though.

Edited by boyBlue32

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How many AI on each side? Might be CPU limited.

Try being an observer standing next to the current losing side.

I think ARMA gives a slight priority to the AI nearest the human player.

Needs more testing...

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Yeh, i get that same problem, i build FOB's and bases across the map and then build my missions out of them, making use of armory and vehicles, etc.

When men on duty in the Bunkers (towers) or other fortifications come under fire, they hit the deck after firing one or two rounds back, then never come back up until they have stopped being fired upon, usually when i have intervened and killed the enemy.

Is this the AI or is it something i am lacking (module/trigger etc) in my editor?

Cheers,

monkeyfinger

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I was playing around with a trench system of sorts the other day and I noticed the AI do the same thing as described above, they come under fire and then they all hit the dirt, which is pointless when they have barricades in front of them. The only solution I could come up with was being the commander and ordering them all to stand up.

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I was playing around with a trench system of sorts the other day and I noticed the AI do the same thing as described above, they come under fire and then they all hit the dirt, which is pointless when they have barricades in front of them. The only solution I could come up with was being the commander and ordering them all to stand up.

Hi all

Try Zeus AI

Kind Regards walker

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Is there any way to set a units awareness level (safe/aware/combat/etc) even if you haven't given them waypoints, or does that not matter? I can lay prone among the friendly soldiers (who have no waypoints) as the enemies rain bullets upon them as they advance into the city, and the friendlies don't shoot back, even though the enemy is within range. It's like they can't figure out where the fire is coming from, even though I have allied skill set higher than enemy skill. Maybe I'll just try Zeus again.

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I don't know about AI not shooting back, but when you have them behind fortifications, you need to add the line "stand up" or "kneel" to the unit. I haven't done this since arma1 so I don't remember the exact words, but I'm sure they aren't hard to find on an editing website.

This will fix the problem of AI laying down in bunkers and being completely useless.

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the exact words are;

standing: this setunitpos "up"

kneeling: this setunitpos "middle"

prone: this setunitpos "down"

normal: this setunitpos "auto"

setting their behavior

this setbehavior "safe"

this setbehavior "combat"

etc.

Any of the above can be put into a units init field or in the on activation of a trigger field. Although in the trigger you have to specify a name for the unit. (ex. instead of "this", you put "soldierone")

List of commands you can use in ArmA II

setbehavior

setcombatmode

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Default AI is yet too much dumb (imho) in combat

No way to address it without some boost like:

1) SLX mod

2) UPS MON (Urban patrol script)

3) Group link 4

or Zeus AI as said by walker

I do not know about DAC (have not tried it)

Cheers

Edited by fideco

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Default AI is yet too much dumb (imho) in combat

No way to address it without some boost like:

1) SLX mod

2) UPS MON (Urban patrol script)

3) Group link 4

or Zeus AI as said by walker

I do not know about DAC (have not tried it)

Cheers

AI seems fine to me.

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AI seems fine to me.

Then you do not need to boost it...:)

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I've found the best simulator of human behaviour is humans. I'd urge you to try that.

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did you give them a commanding officer that will issue orders to target enemies or are they all privates?

At what level does this make a difference? Srgt / Lt. / Capt. ??

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At what level does this make a difference? Srgt / Lt. / Capt. ??

I always found it to be more about skill. Although I suppose it is possible that rank makes a difference.

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I have never fiddled with rank outside of making the mission seem a bit more realistic for my friends. I've never noticed a difference.

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Try adding this line to the init field of the commander or each unit:

this allowfleeing 0

Might help....?

This is more of a Mission Editing question so you may get more response in that forum.

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did you give them a commanding officer that will issue orders to target enemies or are they all privates?

Ahhh - very good question. I'm pretty sure they're all privates. Does a higher rank change behavior or does it only give a higher skill bar?

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