2nd ranger 282 Posted September 26, 2013 (edited) Created a ticket:0014962: AI can't target some vehicles with Titan in some situations Might want to change the title or add a note; it's not just the Titan - the issue occurs with the PCML too, but not with the RPG-42. Also, it seems to only occur when the AI is in an elevated position. Down on the street he will engage it no problem. Edited September 26, 2013 by 2nd Ranger Share this post Link to post Share on other sites
Gekkibi 11 Posted September 26, 2013 Might want to change the title or add a note; it's not just the Titan - the issue occurs with the PCML too, but not with the RPG-42.Also, it seems to only occur when the AI is in an elevated position. Down on the street he will engage it no problem. Tested this myself. It seems it affects the PCML as well. However, I tested multiple different elevations and it didn't have any effect at all. I placed the target uphill, didn't engage. I place both at the runway, didn't engage. Edited the ticket. Share this post Link to post Share on other sites
Smurf 12 Posted September 27, 2013 Time for some top down :cool: Share this post Link to post Share on other sites
CaptainObvious 95 Posted September 27, 2013 Swapped it out for a Madrid and he wouldn't attack either. T-100 or Kaymsh? Those he smoked! Yes, I think I tested it with all wheeled military vehicles and the results are the same for those, tracked vehicles don't seem to be affected. Share this post Link to post Share on other sites
marcai 1 Posted September 27, 2013 I've had a few days off of Arma and had a quick fly around today to see the changes. It turns out the AH-9 miniguns now mince buildings, and I love it! I was finding it hard to justify ever firing them barring a deterrent as they're so hard to hit infantry with. Now they can swoop in, destroy enemy cover with miniguns and let the infantry rip. I admit I'd prefer an increased rate of fire, but this is definitely a step forward for gameplay! Share this post Link to post Share on other sites
progamer 14 Posted September 27, 2013 I've had a few days off of Arma and had a quick fly around today to see the changes. It turns out the AH-9 miniguns now mince buildings, and I love it! I was finding it hard to justify ever firing them barring a deterrent as they're so hard to hit infantry with. Now they can swoop in, destroy enemy cover with miniguns and let the infantry rip. I admit I'd prefer an increased rate of fire, but this is definitely a step forward for gameplay! Well, currently the game limits fire rate to frame rate. Once this this limitation is eliminated, we can have miniguns and machine guns that fire realistically! Share this post Link to post Share on other sites
blackjacktom 10 Posted September 27, 2013 Well, currently the game limits fire rate to frame rate. Once this this limitation is eliminated, we can have miniguns and machine guns that fire realistically! They have splash damage now too :) Share this post Link to post Share on other sites
nimrod123 11 Posted September 27, 2013 Well, currently the game limits fire rate to frame rate. Once this this limitation is eliminated, we can have miniguns and machine guns that fire realistically! thats a engine side limitation. they can solve it the same way that they did in ARMA2, where the gun fires multipile bullets per shoot, with decent dispersion Share this post Link to post Share on other sites
mr_centipede 31 Posted September 27, 2013 they can solve it the same way that they did in ARMA2, where the gun fires multipile bullets per shoot, with decent dispersion I think that's not quite correct. I think they use the same method here, where for example a shilka have an enormouse damage per trigger pull, to simulate the high ROF. The game still fires 1 bullet. The ammo counter just decrease it in a fixed amount of by 5 or 10, but you're still fire only 1 bullet. The proof is, you still only sees one bullet splash/explosion when it hits the ground. Share this post Link to post Share on other sites
Azzur33 1 Posted September 27, 2013 (edited) Tested this myself. It seems it affects the PCML as well. However, I tested multiple different elevations and it didn't have any effect at all. I placed the target uphill, didn't engage. I place both at the runway, didn't engage.Edited the ticket. AI AT doesn't engage lighter or "lighter" vehicles with a launcher when he is alone and not discovered or attacked. 2 AI's or more (grouped), and they do use the launchers. Edited September 27, 2013 by Azzur33 Share this post Link to post Share on other sites
Polygon 11 Posted September 27, 2013 snakes can still open doors (on Altis). spotted in NATO showcase. by bad mission design, BI refused to ditch the current flawed ambient life system for official missions. this breaks immersion as it looks weird. Share this post Link to post Share on other sites
nimrod123 11 Posted September 27, 2013 I think that's not quite correct. I think they use the same method here, where for example a shilka have an enormouse damage per trigger pull, to simulate the high ROF. The game still fires 1 bullet. The ammo counter just decrease it in a fixed amount of by 5 or 10, but you're still fire only 1 bullet. The proof is, you still only sees one bullet splash/explosion when it hits the ground. in arma 2 they fired 5 bullets per "shot" to give the impression of a high rate of fire, what happened was they all had diffrent angles so they spread out Share this post Link to post Share on other sites
themaster303 22 Posted September 27, 2013 same mirror-projection on the suv: strange seatexture: the water look down "cheat" should really be fixed! and the flying soldiers are still present ? i thought that was fixed. but yesterday i got them back in MP on dedicated server: these "flying soldier" doesn´t only look strange, they can also damage and destroy your mainrotor, or chopper randomly, hard to recreate! also dont forget the jumping vehicles: http://feedback.arma3.com/view.php?id=14277 (please fix this,its really there for a long time , since alpha) Share this post Link to post Share on other sites
zukov 490 Posted September 27, 2013 again or the buildings are to weak or the 35/30/40 mm guns are too powerful Share this post Link to post Share on other sites
GranolaBar 10 Posted September 27, 2013 I quote your photos in my topic of water problems. same mirror-projection on the suv: Share this post Link to post Share on other sites
Gekkibi 11 Posted September 27, 2013 (edited) AI AT doesn't engage lighter or "lighter" vehicles with a launcher when he is alone and not discovered or attacked. 2 AI's or more (grouped), and they do use the launchers. If that's intended then I can't find any logic behind it... It's like a situation where ZSU wouldn't engage enemy attack helicopter unless there are other ZSU's around (or the helicopter sees the AAA)... Edit: Can't repro. I placed maybe a dozen AT specialist to one single group, placed them on the runway and put AFV in front of them. Didn't engage! Now I have dozen drooling A"I" on the ground aiming the puny little vehicle with their rifles... Like that's going to change anything. Edited September 27, 2013 by Gekkibi Share this post Link to post Share on other sites
KaneSvK 1 Posted September 27, 2013 (edited) Hi, i seem to have hud problem since the latest dev branch update. As soon as i load a mission it ll throw couple of variables errors and my hud placement is all wrong , even though it's layout is set the right way in settings. I tried it without mods, tired game cache verification but no luck. Anybody else have experienced such a thing? EDIT: alright, i was wrong it has nothing to do with dev branch, i get the same thing in stable branch :/, no idea what caused this. Edited September 27, 2013 by KaneSvK Share this post Link to post Share on other sites
Vojtechsonik 34 Posted September 27, 2013 Hi there, I had same problem too yesterday on MP. I changed my interface settings (position of UI elements), clicked apply and restarted game. Share this post Link to post Share on other sites
St. Jimmy 272 Posted September 27, 2013 Hi, i seem to have hud problem since the latest dev branch update. As soon as i load a mission it ll throw couple of variables errors and my hud placement is all wrong , even though it's layout is set the right way in settings. I tried it without mods, tired game cache verification but no luck. Anybody else have experienced such a thing?EDIT: alright, i was wrong it has nothing to do with dev branch, i get the same thing in stable branch :/, no idea what caused this. The dev branch messed it up so you need to go in the layout options and just apply your settings and restart the game. Worked for me. Share this post Link to post Share on other sites
Azzur33 1 Posted September 27, 2013 (edited) If that's intended then I can't find any logic behind it... It's like a situation where ZSU wouldn't engage enemy attack helicopter unless there are other ZSU's around (or the helicopter sees the AAA)...Edit: Can't repro. I placed maybe a dozen AT specialist to one single group, placed them on the runway and put AFV in front of them. Didn't engage! Now I have dozen drooling A"I" on the ground aiming the puny little vehicle with their rifles... Like that's going to change anything. I can't repro That. My guys engaged EVERY time. You should do a repro mission of that situation too. I tried AFV's, Marids, differend locations, 1-12 AI's and every time they destroyed it. And yes, I noticed that the alone AI-AT does engage too. He just waits a bit longer, when the target is APC. So, being "alone" is not an issue, not using launcher at APC's is not an issue. But the rooftop placement May be an issue: In some cases, if the AI goes prone, he loses the line of sight to the vehicle. When alone, no-one is ordering him to engage target that, when grouped, someone in the group would see and point. I don't know the purpose of the longer wait though, AT does engage heavier tanks immediately. Edited September 27, 2013 by Azzur33 Share this post Link to post Share on other sites
Gekkibi 11 Posted September 27, 2013 I've had a few days off of Arma and had a quick fly around today to see the changes. It turns out the AH-9 miniguns now mince buildings, and I love it! I was finding it hard to justify ever firing them barring a deterrent as they're so hard to hit infantry with. Now they can swoop in, destroy enemy cover with miniguns and let the infantry rip. I admit I'd prefer an increased rate of fire, but this is definitely a step forward for gameplay! 7.62 vs buildings, and they collapse? How can you love that? :P Share this post Link to post Share on other sites
barakokula31 10 Posted September 27, 2013 I've had a few days off of Arma and had a quick fly around today to see the changes. It turns out the AH-9 miniguns now mince buildings, and I love it! I was finding it hard to justify ever firing them barring a deterrent as they're so hard to hit infantry with. Now they can swoop in, destroy enemy cover with miniguns and let the infantry rip. I admit I'd prefer an increased rate of fire, but this is definitely a step forward for gameplay! I wonder if the miniguns' damage was increased or the buildings' health was decreased. Share this post Link to post Share on other sites
Gekkibi 11 Posted September 27, 2013 I can't repro That. My guys engaged EVERY time. You should do a repro mission of that situation too.I tried AFV's, Marids, differend locations, 1-12 AI's and every time they destroyed it. I stand corrected. It seems I didn't wait long enough, little less than 10 seconds. And yes, I noticed that the alone AI-AT does engage too. He just waits a bit longer, when the target is APC.So, being "alone" is not an issue, not using launcher at APC's is not an issue. Hmm, true. It takes 15 seconds for him to prep his launcher when on level terrain. But the rooftop placement May be an issue: In some cases, if the AI goes prone, he loses the line of sight to the vehicle. When alone, no-one is ordering him to engage target that, when grouped, someone in the group would see and point. Nope, try putting this setUnitPos "MIDDLE" to the units init field. I don't know the purpose of the longer wait though, AT does engage heavier tanks immediately. Ya, definitely a bug. Share this post Link to post Share on other sites
Azzur33 1 Posted September 27, 2013 Nope, try putting this setUnitPos "MIDDLE" to the units init field. He did engage from the roof of the barracks building though. And he does engage if the APC is on the valley or on higher ground. Share this post Link to post Share on other sites
Victim9l3 11 Posted September 27, 2013 (edited) Hi, i seem to have hud problem since the latest dev branch update. As soon as i load a mission it ll throw couple of variables errors and my hud placement is all wrong , even though it's layout is set the right way in settings. I tried it without mods, tired game cache verification but no luck. Anybody else have experienced such a thing?EDIT: alright, i was wrong it has nothing to do with dev branch, i get the same thing in stable branch :/, no idea what caused this. I had the same problem. Go to your layout under game options. Everything in that layout screen will still be where you had it but you still see the messed up ones with it. Ignore the messed up ones. Click on every item on your layout screen. You don't have to move them, just click on them. It kinda tells the game that you just put them there, even though you didn't. save and exit the entire game then restart it. Everything should be back to normal after restart. Edited September 27, 2013 by Victim9l3 Share this post Link to post Share on other sites