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humvee28

ARMA 2 : OA beta build 84290

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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 by KeyCat

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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.

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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.

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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 by F2k Sel

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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.

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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)?

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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.

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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.

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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. :)

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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 by OMAC

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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

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I think it has been like this for (quite) a while.

To me it seems not like introduced in 1.60 betas.

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