nikiller 18 Posted July 8, 2011 hi, It was not implemented in ofp/ArmA. i.e: AI patrol pass near dead guy and haven't any reaction, it looks very unrealistic. I hope dead body detection and reaction will be in AmA3. Discuss. cya. Nikiler. Share this post Link to post Share on other sites
vinc3nt 10 Posted July 9, 2011 hi,It was not implemented in ofp/ArmA. i.e: AI patrol pass near dead guy and haven't any reaction, it looks very unrealistic. I hope dead body detection and reaction will be in AmA3. Discuss. cya. Nikiler. Probably best to include it in a module, but yeah, I agree too. Share this post Link to post Share on other sites
-GR-Operative 10 Posted July 9, 2011 Pretty easy to implement I think (to the developers), increasing the knowabout. The hard part is the detection of dead bodies by the AI. Share this post Link to post Share on other sites
NeMeSiS 11 Posted July 9, 2011 Operative;1976951']Pretty easy to implement I think (to the developers)' date=' increasing the knowabout. The hard part is the detection of dead bodies by the AI.[/quote']Why would the detection of a dead body increase the knowsabout? A dead body gives you no information about who did it. (Well in L.A. Noire it does, but this is a milsimgame :p ) Share this post Link to post Share on other sites
Big Dawg KS 6 Posted July 9, 2011 As default behavior? No. Imagine you have some dead bodies around in your mission to represent a battle that has taken place... and your AI keeps freaking out about it. Share this post Link to post Share on other sites
rangerpl 13 Posted July 9, 2011 You can have it as default behavior, but when you place dead bodies just put something like "this setcaptive true;" in their init to have AI ignore them. Share this post Link to post Share on other sites
maturin 12 Posted July 9, 2011 Yeah, it would have to only affect certain sets of units defined by the mission maker. For example, if a patrolling squad came across a corpse from another patrolling squad or static guard, they would react as if their own squad had take an casualty. Share this post Link to post Share on other sites
EDcase 87 Posted July 9, 2011 Don't dead bodies have an age attribute? When viewed with thermals they get colder with time. That way only 'fresh' bodies would interest the AI... Share this post Link to post Share on other sites
PeterC 10 Posted July 9, 2011 What about also reacting to recently shot people on their side? Ie. you shoot someone in the chest a guy should try to aid them. Also, would dead bodies in bushes be visible to the AI or would they need to be standing over it in that case? Also they would have to react in different ways. For example they would try to help a fallen comrade but they would kick a fallen enemy combatant (assuming they are not the nicest people.) Share this post Link to post Share on other sites
Archosaurusrev 12 Posted July 9, 2011 As default behavior? No.Imagine you have some dead bodies around in your mission to represent a battle that has taken place... and your AI keeps freaking out about it. Modules ftw. Share this post Link to post Share on other sites
nikiller 18 Posted July 9, 2011 hi, Modules ftw. Yes that was I was thinking about. Give ability to mission maker to use or not the dead bodies detection with a module. cya. Nikiller. Share this post Link to post Share on other sites
CarlGustaffa 4 Posted July 9, 2011 No, don't want it, not even as a module. Sounds like a bad implementation and not well thought out. Instead I would like to have one of the fsms (i.e. danger.fsm) set a flag when a body is detected and all these reactions set off a new eventhandler "reaction" with the following syntax: this addEventHandler ["reaction", {_this execVM "yourscript.sqf"}]; _this contains: 0 - the parameters from the script (in this case, probably _body and _finder). 1 - script index (reaction no 1, reaction no 2). 2 - script name (i.e. danger.fsm). 3 - namespace origin (ca/modname, missionNamespace, playerNamespace). I don't expect these to be used much in MP games, but could set off some nice handlers in SP games and campaign. A good example of use is a must, i.e. by dead bodies detection. Share this post Link to post Share on other sites
instagoat 133 Posted July 9, 2011 I´m a bit sceptical as to how this would be realized in a module. The situations in which the AI can encounter bodies are simply too diverse. For example, what happens if a patrolling AI gets run over by a civilian car? What kind of reaction are the enemies supposed to have in response to the body? There´s been a few missions, especially in the OFP days, where the AI reacted to finding bodies, especially some of the mapfact missions. But in every instance it was realized by a very dedicated scripting, which probably wasn´t generally applicable to every mission. Share this post Link to post Share on other sites
Big Dawg KS 6 Posted July 9, 2011 Agreed. This behavior is too sitatuation specific. IMO the EH idea or something similar sounds better, where the detection can be handled by the engine, but the reaction be scripted (in case no reaction is desired). Share this post Link to post Share on other sites
massi 772 Posted July 9, 2011 would be great to implement! Share this post Link to post Share on other sites
danny96 80 Posted July 9, 2011 yeah. Also will be good when AI will say to It's leader : Found a body. One of ours - like in OFP 2 :D Share this post Link to post Share on other sites
-GR-Operative 10 Posted July 9, 2011 Why would the detection of a dead body increase the knowsabout? A dead body gives you no information about who did it. (Well in L.A. Noire it does, but this is a milsimgame :p ) Yeah, good point. There must be some plausible workarounds. Share this post Link to post Share on other sites
NoRailgunner 0 Posted July 9, 2011 Only if the reactions and further actions from AI are plausible and not somekind of randomized chaos. ;) Share this post Link to post Share on other sites
vinc3nt 10 Posted July 9, 2011 (edited) Only if the reactions and further actions from AI are plausible and not somekind of randomized chaos. ;) Low skilled infantry could act more disturbed/irrational (I mean when the soldier interacts or looks at the dead body more often, not running around crying or anything) than higher skilled soldiers. Edited July 9, 2011 by vinc3nt Share this post Link to post Share on other sites
SPC.Spets 21 Posted July 9, 2011 this would be a nice AI behaviour. and about when this reaction can be, well, this could be done with careless, aware, combat, etc state of the AI, so, they check/see the dead body and alarm others or not. Also the faction of the dead body, civilian maybe dont care too much :s friendly yes, depending of the AI state and situation (under fire, patrolling, etc), and enemy dead body too, depending of the state Share this post Link to post Share on other sites
dm 9 Posted July 9, 2011 Don't dead bodies have an age attribute?When viewed with thermals they get colder with time. That way only 'fresh' bodies would interest the AI... Yeah, this would be pretty cool, but I guess the temp of a body should only interest AI with thermals. As long as it doesnt suffer the "once you set off a satchel charge all AI know where you are" type bug, then cool. Probably best to include it in a module, but yeah, I agree too. Definitely, as a module - theres plenty of times where you'd want them to ignore bodies, theres plenty of times where you'd want them to freak out and flee (stumble across an entire company wiped out, and you're not likely to want to stick around) or investigate (kill a sentry, and they shouldnt know instantly where you are, but they should send someone to investigate after a while...) Share this post Link to post Share on other sites
jakerod 254 Posted July 9, 2011 I would want it as default. It is really annoying when they just walk right past one. There could be a line of code (ignorethis true) to make them not pay attention to one if you want them to. I would say in 90% of cases you want them to react to bodies. There could also be a way to detect how they died. Bullet, explosion, hit by a car. They can react differently based upon that or you could write a script to check if one is hit by a car and make them not react. Share this post Link to post Share on other sites
ahmedjbh 0 Posted July 9, 2011 good idea, i like it. Share this post Link to post Share on other sites
nikiller 18 Posted July 9, 2011 hi, I understand the complexity of the project due to the bunch of situation that can be met (time of day, weather, objects between the body and the revealer, revealer's skill, body killed by accident...) If BIS doesn't implement it, I would like at least to have command or EH to allow the mission maker to script dead bodies detection. But it would be better to have "detect bodies" module with different kind of settings like ACM or ALICE and DS compatible. The number of time I saw a patrol pass near dead guy or a guard killed 5 meters in front of a whole squad without any reaction is very anoying. I think, in some situation like stealth or behind enemy lines missions, it would add a lot to the gameplay. I am also conscious that in some other type of missions it can become a problem. That's why the module ON/OFF solution seems to be the more reasonable. cya. Nikiller. Share this post Link to post Share on other sites