KeyCat 131 Posted September 6, 2011 (edited) Thanks fo the latest batch of betas, I have hard time keeping up :) Looks like the AI got back their "spider sense" so impossible to sneak up on them. Can't say if this is new to this specific build but I know it was possible before. Simple testmission, one single AI soldier is on the other side of the building with his back against you. Try to slow crawl around the building and he magically senses you at ~15 m (you will hear a trigger sound when you are detected). http://keycat.dyndns.org/files/A2OA_B84290_AI_Spider_sense.zip AI 50% skill in editor also tried changing skillEnemy between 0.54 - 1 in ArmA2OAProfile but no way I could sneak up on him. Command line parameters: -mod=Expansion\beta;Expansion\beta\Expansion -nosplash -profiles=d:\games\ARMAII~1\ -maxmem=2047 -bepath=client1 -name=KeyCat Using: A2(DVD)+OA(DVD)+BAF(Sprocket)+PMC(Sprocket) /KC Edited September 6, 2011 by KeyCat Share this post Link to post Share on other sites
Morbid_DK 10 Posted September 6, 2011 Also when you split your AI units under your direct command into different teams i.e. green, blue, red etc (not that the colour is important) and you place the teams in different locations on the map, if one team comes under fire all teams AI go into combat mode even if they over 1,000 - 6,000 metres away from the team that came under attack. I can confirm that. Shouldn't need a repro mission as this is easy to replicate. Share this post Link to post Share on other sites
Rough Knight 9 Posted September 6, 2011 Shouldn't need a repro mission as this is easy to replicate. Well actually it was said that nothing would be done without a repro mission. Try and save them some time by helping out like they said. I am sure they would appreciate a little help since they have so many bugs to try and fix. Share this post Link to post Share on other sites
f2k sel 164 Posted September 6, 2011 (edited) Well actually it was said that nothing would be done without a repro mission. Try and save them some time by helping out like they said. I am sure they would appreciate a little help since they have so many bugs to try and fix. This should should be enough to show the problem of the units going into combat to easily. http://www.sendspace.com/file/j85s83 The question is how do you think it should work. At what range should they respond to the unit being killed? Edited September 7, 2011 by F2k Sel Share this post Link to post Share on other sites
Black Russian 10 Posted September 7, 2011 Does this Beta crash regularly or why isn't it uploaded to Six Updater? Right now we are playing with Vanilla because I don't want them to install the Beta manually again and the jumping does make the Six Updater Beta impossible to use in multiplayer. Share this post Link to post Share on other sites
suma 8 Posted September 7, 2011 Just a gentle reminder of this bug which started in the betas and could break a lot of old missions. unit engineon false is not working on choppers anymore. http://dev-heaven.net/issues/22360 You say: started in the betas The ticket says: Tested with various helicopters on 1.59.79384 stable with no mods I think it was always (or for very long) behaving this way, and I think there is some subtle reason for it, but I do not remember what it was (I could try to dig it up if necessary). ---------- Post added at 09:15 ---------- Previous post was at 09:13 ---------- Looks like the AI got back their "spider sense" so impossible to sneak up on them. Can't say if this is new to this specific build but I know it was possible before.Simple testmission, one single AI soldier is on the other side of the building with his back against you. Try to slow crawl around the building and he magically senses you at ~15 m (you will hear a trigger sound when you are detected). http://keycat.dyndns.org/files/A2OA_B84290_AI_Spider_sense.zip Would you be able to specify the affected range of versions a bit (which build is known to work fine, which is known to be broken)? Share this post Link to post Share on other sites
.kju 3244 Posted September 7, 2011 Might be related or the same as: Bug #23300: AI can even hear slow movement Share this post Link to post Share on other sites
suma 8 Posted September 7, 2011 Would you be able to specify the affected range of versions a bit (which build is known to work fine, which is known to be broken)? Based on a testing it seems to me 1.59 stable behaviour is the same in this situation. Share this post Link to post Share on other sites
f2k sel 164 Posted September 7, 2011 Your right Suma, I could have sworn it was working at one time. It doesn't even work in Arma2 so I must have been mistaken at least we can use action command to force the engine off and it shouldn't of course cause old missions to fail as they can't be using it either. There is one odd issue though. If you use unit engineon false on a plane with no crew it does turn off but not a chopper with no crew. Not really a problem just a little inconsistent. Share this post Link to post Share on other sites
maddogx 13 Posted September 7, 2011 If you use unit engineon false on a plane with no crew it does turn off but not a chopper with no crew. Not really a problem just a little inconsistent. Already been reported. :) Share this post Link to post Share on other sites
msy 22 Posted September 7, 2011 Might be related or the same as:Bug #23300: AI can even hear slow movement +1 http://forums.bistudio.com/showthread.php?t=123071 Share this post Link to post Share on other sites
OMAC 254 Posted September 7, 2011 (edited) Might be related or the same as:Bug #23300: AI can even hear slow movement This problem sounds like it could critically impact the OA E04:Jackal scenario, especially near the end when you have to crawl up to those fuel pumps to plant a satchel - doing that undetected may be impossible with this bug, making mission completion with all objectives completed also impossible. I'll see if I have a savegame where I can test this. If not, there is no way I'm going to replay the whole mission from scratch to test this. That mission was BRUTAL and very time consuming even without the bug. ----- I looked, and my Jackal savegame is from 1.58 and won't load, so I will not test - sorry. Edited September 7, 2011 by OMAC Share this post Link to post Share on other sites
KeyCat 131 Posted September 7, 2011 Would you be able to specify the affected range of versions a bit (which build is known to work fine, which is known to be broken)? Wished I could be more specific but been out of the loop for a while. However I know for sure that it possible before (at least on Chernarus if that matters) since I did a simple "silent kill" script that showed in action menu if you where closer than 1 m. If I find out I will post here... Might be related or the same as:Bug #23300: AI can even hear slow movement Nice breakdown kju thats surely more usefull than my simple repro. I understand that obtaining 100% realism here is impossible but AI's hearing/reactions should at least be beliveable. /KC Share this post Link to post Share on other sites
.kju 3244 Posted September 7, 2011 I think it has been like this for (quite) a while. To me it seems not like introduced in 1.60 betas. Share this post Link to post Share on other sites
celery 8 Posted September 8, 2011 (edited) I recently found a bug in the betas regarding headshot registration that negatively affects my zombie missions. http://dev-heaven.net/issues/24296 Edited September 8, 2011 by Celery Share this post Link to post Share on other sites