Opticalsnare 12 Posted September 2, 2012 Guys the AI are broken and i think its because its too much for their own good, they serously dont know what to do because theres so many things being put on them and its just interfering with other actions that they SHOULD be doing. Things ive noticed is that the AI 1. Can't use weapons correctly using fire rates provided in weapons config because of some unknown setting instructing the AI to fire slower than the weapon has been setup in the config. Machine Guns which are designed to be fired in burst rapid fire become semi-auto regardless of what setting is used in config. 2. AI fail to find cover because they are ordered to engage a target and insted of finding cover which is what most realisticly it should be doing end up going on a suicide mission to engage the target and end up getting killed which has 0% of sucess of actually engaging that target and destroying it. 3. AI has no knowledge of the battlefield surroundings or alround them. AI units of all types currently friendly to one another should be able to communicate with one another regardless of group/squad or vehicle based. For example Infantry vs Infantry + Vehicles, Vehicle AI has no knowledge of enemy, even tho friendly infantry squad not in their own squad are in direct contact with enemy action. Vehicles have not detected them so they do not engage. Share this post Link to post Share on other sites
max power 21 Posted September 2, 2012 1. Can't use weapons correctly using fire rates provided in weapons config because of some unknown setting instructing the AI to fire slower than the weapon has been setup in the config. Machine Guns which are designed to be fired in burst rapid fire become semi-auto regardless of what setting is used in config. Unknown? class short : short { dispersion = "0.00025 * 40"; reloadTime = 0.09; aiRateOfFire = 2; aiRateOfFireDistance = 300; burst = 10; maxRange = 800; midRange = 600; minRange = 300; maxRangeProbab = 0.04; midRangeProbab = 0.58; minRangeProbab = 0.05; }; class medium : medium { dispersion = "0.00025 * 40"; reloadTime = 0.09; aiRateOfFire = 3; aiRateOfFireDistance = 600; burst = 10; maxRange = 1000; midRange = 900; minRange = 700; maxRangeProbab = 0.04; midRangeProbab = 0.58; minRangeProbab = 0.05; }; class far : far { reloadTime = 0.09; dispersion = "0.00025 * 40"; aiRateOfFire = 4; aiRateOfFireDistance = 1000; burst = 10; maxRange = 1500; midRange = 1250; minRange = 1000; maxRangeProbab = 0.01; midRangeProbab = 0.4; minRangeProbab = 0.05; }; Share this post Link to post Share on other sites
chrisb 196 Posted September 2, 2012 What ai mod mix are you using? :) Share this post Link to post Share on other sites
Iroquois Pliskin 0 Posted September 2, 2012 (edited) Guys the AI are broken and i think its because its too much for their own good, they serously dont know what to do because theres so many things being put on them and its just interfering with other actions that they SHOULD be doing. Things ive noticed is that the AI 1. Can't use weapons correctly using fire rates provided in weapons config because of some unknown setting instructing the AI to fire slower than the weapon has been setup in the config. Machine Guns which are designed to be fired in burst rapid fire become semi-auto regardless of what setting is used in config. Agreed. Poor use of ROF is the most acute problem, I get the impression that AI don't fire till they have a 95% probability hit, that deadzone range need to widen. 2. AI fail to find cover because they are ordered to engage a target and insted of finding cover which is what most realisticly it should be doing end up going on a suicide mission to engage the target and end up getting killed which has 0% of sucess of actually engaging that target and destroying it. This is being addressed in ArmA III - AI consider far too many objects as cover and end up doing nothing. Refer to 7:25, OTDDwKQncEY Trend in "simplifying" AI work patterns is a good one. Edited September 2, 2012 by Iroquois Pliskin Share this post Link to post Share on other sites
Opticalsnare 12 Posted September 2, 2012 (edited) Unknown? class short : short { dispersion = "0.00025 * 40"; reloadTime = 0.09; aiRateOfFire = 2; aiRateOfFireDistance = 300; burst = 10; maxRange = 800; midRange = 600; minRange = 300; maxRangeProbab = 0.04; midRangeProbab = 0.58; minRangeProbab = 0.05; }; class medium : medium { dispersion = "0.00025 * 40"; reloadTime = 0.09; aiRateOfFire = 3; aiRateOfFireDistance = 600; burst = 10; maxRange = 1000; midRange = 900; minRange = 700; maxRangeProbab = 0.04; midRangeProbab = 0.58; minRangeProbab = 0.05; }; class far : far { reloadTime = 0.09; dispersion = "0.00025 * 40"; aiRateOfFire = 4; aiRateOfFireDistance = 1000; burst = 10; maxRange = 1500; midRange = 1250; minRange = 1000; maxRangeProbab = 0.01; midRangeProbab = 0.4; minRangeProbab = 0.05; }; Yeh ive set that up but the AI start to fire correctly for the first couple of bursts then something else takes over control of the firing rate their machine guns on the M1A1 for example it becomes semi-auto bursts. qFI9UPDUHS8 Regardless of what i put in the config this ALWAYS happens. And also present in Vanilla but not as noticable as the AI are able to kill the target with its super terminator accuracy fire. Wheres the config setting to stop them changing the Rate of Fire... They are still using the burst setup firing mode but the cycle rate of the weapon or BOTH weapons the M2 and M240 have dropped from reloadTime = 0.12; to reloadTime = 0.2; Where the hell is this unknown reloadtime coming from?? - Does not affected stryker vehicle with mounted M2 Browning. Its using the same weapon and ammo configs, so why does the Abrams weapons get affected but the Strykers doesnt? Edited September 2, 2012 by Opticalsnare Share this post Link to post Share on other sites