^Th0mas^ 10 Posted August 4, 2012 In the last interview movie released the BIS developer said that almost every building in the game will be enterable, and that you can command your AI to move into them. That has to mean some improvements, but how improved we just have to wait and see. Share this post Link to post Share on other sites
ProfTournesol 956 Posted August 4, 2012 In the last interview movie released the BIS developer said that almost every building in the game will be enterable, and that you can command your AI to move into them. That has to mean some improvements, but how improved we just have to wait and see. Well, i can order my AI to move to building positions since OFP. Share this post Link to post Share on other sites
x3kj 1247 Posted August 4, 2012 ordering to a house position is not entering it nor fighting in it. Share this post Link to post Share on other sites
ProfTournesol 956 Posted August 4, 2012 ordering to a house position is not entering it nor fighting in it. To move to a given position into a house, you have to enter the building :rolleyes: CQB is another story... Share this post Link to post Share on other sites
killerwhale 1 Posted August 4, 2012 ordering a unit to enter a building is good, but this isn't where the problem lies, the problem is, can the AI itself make use of buildings on its own and give a hard fight? i don't think so . Share this post Link to post Share on other sites
ProfTournesol 956 Posted August 4, 2012 (edited) ordering a unit to enter a building is good, but this isn't where the problem lies, the problem is, can the AI itself make use of buildings on its own and give a hard fight? i don't think so . Not related to the post i was answering. I'm not arguing the AI can handle a building well, i'm just saying you can order them to move to given building positions. Period. Edited August 4, 2012 by ProfTournesol Share this post Link to post Share on other sites
tremanarch 6 Posted August 6, 2012 I thought the AI will not get altered too much. Could be wrong here. wasnt this said in some interview somewhere? Share this post Link to post Share on other sites
SASrecon 0 Posted August 6, 2012 I thought the AI will not get altered too much. Could be wrong here. wasnt this said in some interview somewhere? Yea I think you're talking about the gamestar interview: http://www.gamestar.de/spiele/arma-3/artikel/arma_3,46950,2570069.html... - GS: "Is the AI finally unable to look through the grass?" D.M.: "Unfortunately there is no progress. It stays like it is." as far as I know AI behaviour with grass is remaining unchanged but there may be some other changes, I doubt BI would simply leave the AI untouched from ARMA 2 to 3. Share this post Link to post Share on other sites
froggyluv 2135 Posted August 6, 2012 I thought the AI will not get altered too much. Could be wrong here. wasnt this said in some interview somewhere? Well they recently seemed to imply that first animations, physics, world objects need to be completed as the AI routines will rely on their foundation. Share this post Link to post Share on other sites
Bucic 1 Posted August 6, 2012 Q: Will the AI no longer be able to see through grass, and how will the grass be displayed in multiplayer? Dan: Unfortunately, there's no progress on this. Staying the same so far. Source http://www.armaholic.com/page.php?id=17263LOL How long have we been asking for this..? To think that I wished for transparent grass near player... They probably won't fix even the basic bugs. http://forums.bistudio.com/showthread.php?109264-Make-grass-near-player-transparent-when-prone Share this post Link to post Share on other sites
maturin 12 Posted August 6, 2012 Grass was already fixed, in a flawed sort of way. If they apply the concealing depth values to it as they create it during development, AI handling of grass is bound to increase. Although it's still discouraging that such things aren't on the top of their list of priorities. Share this post Link to post Share on other sites
Bucic 1 Posted August 7, 2012 Grass was already fixed, in a flawed sort of way.If they apply the concealing depth values to it as they create it during development, AI handling of grass is bound to increase. Although it's still discouraging that such things aren't on the top of their list of priorities. Exactly! Share this post Link to post Share on other sites
chortles 263 Posted August 7, 2012 Exactly!But why would it be, when the E3 presentations and post-E3 showcases imply that THEIR "top of their list of priorities" consists of the in-mission user interface (HUD, player character controls, inventory management) and optimization/polish/stability of the engine?The former is more obvious an improvement and easier to show off on video, yes, but what I've seen of text marketing (i.e. interviews) has also emphasized these above AI behavior. Share this post Link to post Share on other sites
hyzoran 17 Posted August 8, 2012 I would like to see the 'AI controlled entities ignore object collision sometimes because they cant find their way' fixed/removed. I mean, I once build an awesome fort in ArmA just to have the AI be able to move through it and flank you -.-. Share this post Link to post Share on other sites
TAW_Cameron 1 Posted August 8, 2012 Nothing is more annoying than waiting on the side of hill after setting up a perfect ambush, for a convoy that never comes because the pathfinding caused the vehicles to hit eachother and stop. Share this post Link to post Share on other sites
^Th0mas^ 10 Posted August 8, 2012 AI convoys drives fine as long as the squad leader mounts the first car in the convoy, but for some reason they often mounts the last car in the convoy and the then the terror begins. And yes, a rabbit in the road is also terror. Share this post Link to post Share on other sites
hyzoran 17 Posted August 8, 2012 AI convoys drives fine as long as the squad leader mounts the first car in the convoy, but for some reason they often mounts the last car in the convoy and the then the terror begins. And yes, a rabbit in the road is also terror. If theres a rabbit in the road, you run it the hell over and use it to supply your men with rations!!!! Share this post Link to post Share on other sites
RudyFaasse 10 Posted August 10, 2012 I play Cowarmod(ace) and the AI in there is really brilliant, they should implent that too. AI using buildings, go from real cover to real cover, really covering each other healing each other. Really great AI mods that could be implented in the A3 vanilla game Share this post Link to post Share on other sites
^Th0mas^ 10 Posted August 10, 2012 In the arty walkthrough video just released they say that the next video will show us more of the AI and infantry. Share this post Link to post Share on other sites
metalcraze 290 Posted August 10, 2012 Those comments hurt my brain Share this post Link to post Share on other sites
onlyrazor 11 Posted August 10, 2012 What comments? I'm assuming the ones on the . Share this post Link to post Share on other sites
chortles 263 Posted August 11, 2012 Those comments hurt my brainShould I take this to mean that you are fluent in German and could translate the comments to English? Share this post Link to post Share on other sites
onlyrazor 11 Posted August 11, 2012 Should I take this to mean that you are fluent in German and could translate the comments to English? Either that or Google Translate. Share this post Link to post Share on other sites
chortles 263 Posted August 11, 2012 Ehhh, I don't quite trust Google Translate with it, especially if I have no idea if there's slang in the comments or if it's just the usual ARMA-on-YouTube drama over COD/BF3 and DayZ and so-called "milsim". Share this post Link to post Share on other sites