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  Fireball said:
I would agree with you if engaging the turned out crewmen was a serious option (in the game), but in fact it isn't, specially while its moving. The AI turns in extremely quickly (maybe a tad too fast) and the attacking AI in the video from pappy.rabbit does not seem to realize this. There is certainly room for improvement.

Seconded, no one can seriously think that AI attempting to snipe turned out AI crewmen is a good thing. And in any case, I don't think I ever saw them trying to do that.

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http://youtu.be/UAnkMzzTx_c



Since one of the latest dev version the AI sometimes don´t fight back.
It happened in heavy fights but only with tanks. Ifrits and infantry fights.
Even bluefor infantry wont shoot at this enemy tanks for any reason.
Seems like tanks change their side or appear as friendly anyhow.
I can´t reproduce this as it happens suddenly while playing.
This video was recorded with having around 200 AI on Map.

Bug ?:confused:

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They altered it so that tanka no longer have "magic radar". Are you sure you got their attention?

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Watch the video, he clearly should have gotten it´s attention.

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  Tonci87 said:
Watch the video, he clearly should have gotten it´s attention.

Than at least the tank commander's TW system is a fake one.

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  alky_lee said:
They altered it so that tanka no longer have "magic radar". Are you sure you got their attention?

Yes Iam 100% sure. I saw this tank before ive started to record. Ive fired a AT rocket on him and got score for that.

Tank and had no interest to attack/defend same as his bluefor enemies.

Also a few Tigris behaved just like the Varsuk.

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It would be interesting to know what the tanks knowsabout command is reporting, that should tell you if your seen.

With chopper at disatance they don't engage even if reveal is used and knowsabout registers 4 (max setting), it's as if your not seen as a threat and so are ignored.

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  Muecke said:
http://youtu.be/UAnkMzzTx_c

Since one of the latest dev version the AI sometimes don´t fight back.

It happened in heavy fights but only with tanks. Ifrits and infantry fights.

Even bluefor infantry wont shoot at this enemy tanks for any reason.

Seems like tanks change their side or appear as friendly anyhow.

I can´t reproduce this as it happens suddenly while playing.

This video was recorded with having around 200 AI on Map.

Bug ?:confused:

What mission did it happen in?

Btw, you can check the side e.g. using "side cursorTarget" command in the debug console.

I've tried placing 60 Varsuks (180 AI) and they were eager to attack me (despite slide-show FPS). I can't tell from the video what went wrong.

Reproducing it with a single AI unit and no scripting at all would be ideal, of course. But even just repro mission with extreme amount of single type AI units stripped down of any triggers, modules and scripting (or down to one specific causing the behavior) would help. Can you, please, provide any more information?

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  oukej said:

I've tried placing 60 Varsuks (180 AI) and they were eager to attack me (despite slide-show FPS).

LOL I would love to see a video of this :p

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  F2k Sel said:
With chopper at disatance they don't engage even if reveal is used and knowsabout registers 4 (max setting), it's as if your not seen as a threat and so are ignored.

Using this reveal [player,4] the helicopters in the game seem quite eager to fly away, turn and attack even a simple Rifleman player. However knowsAbout is a tricky command and I don't recommend it so much for checking the AI behavior (I know there aint much else :/). It doesn't tell everything. The AI for example does not have to have an visual confirmation of exact location of the target and thus does not engage even though the knowsAbout is 4.

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oukej I dont think its caused by lag. Server had around 20fps and me almost 25+.

As I said I cant reproduce it cause it happens suddenly, in the last 2 weeks.

Same mission played before never brought that strange behaviour. And we play DEV since first day.

I could give the Varsuk as target to my AT specialist (AI) also I could lock it with AT launcher.

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  Tonci87 said:
Watch the video, he clearly should have gotten it´s attention.

Sorry I was on a mobile phone earlier and not able to watch the video properly. Watching it now, I notice that the gun on the tank was moving around a lot and there were several infantry targets in front of it. It was like it couldn't decide which target to engage, so it didn't engage any.

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Tank should be scanning for AT and armour that can hurt it, if none found he should wipe everything else including other foot mobiles.

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A Tank gunner and a Tank commander should never focus on the same target. The commander should be scanning for new ones while the gunner is engaging.

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  Tonci87 said:
A Tank gunner and a Tank commander should never focus on the same target. The commander should be scanning for new ones while the gunner is engaging.

You mean "hunt-destroy system" (I don't know the exact english term) for the 3rd gen main battle tanks now? Maybe I could see that feature in ARMA 10 which is talking about the story happens in the year 4035 when the son of the son of the son of..... the son of MILER is ordered to steal the super tank which is as good as the M1A2.:rolleyes:

Edited by msy

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Been having a hard time with ai spotting me at night even when i take there nvgs away they still spot me. Anything im missing here to get them to not spot me so easy.i make sure there is no moon and its overcast....thank wait for reply

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^Currently one of my main problems with the game. It breaks so many missions.....

The driving AI as it is now is simply catastrophic. In fact there are many roads (I would even say the majority of the roads) where the AI wrecks the vehicle.

You know those little house cleaning robots? They have a better AI than Arma AI drivers. At least the robot won´t bump into the same spot twice.

Edited by Tonci87

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  sgtsev3n said:
[amazing videos]

oh dear....

Thanks for recording that, well sorry for AI, kind of bad driving indeed.

In first video, it seems after couple of seconds driver tries to reverse out of being stuck. In fact this behaviour needs to be improved. But there is also a question, how exactly, vehicle got there?

In second, it looks like the pathfinding problem, but I can't see exactly where was the waypoint, also it's a situation during a custom scenario, so for debugging we'll need a separated repro mission.

In third, could be a data problem with how the AI see collision with small objects. Thanks for recording the coordinates, consider putting this on Feedback Tracker so we can debug it.

(@mod: can you move last 3 posts to http://forums.bistudio.com/showthread.php?159710-AI-Discussion-(dev-branch) ?)

Edited by RoyaltyinExile

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  klamacz said:
Thanks for recording that, well sorry for AI, kind of bad driving indeed.

In first video, it seems after couple of seconds driver tries to reverse out of being stuck. In fact this behaviour needs to be improved. But there is also a question, how exactly, vehicle got there?

In second, it looks like the pathfinding problem, but I can't see exactly where was the waypoint, also it's a situation during a custom scenario, so for debugging we'll need a separated repro mission.

In third, could be a data problem with how the AI see collision with small objects. Thanks for recording the coordinates, consider putting this on Feedback Tracker so we can debug it.

Did you check the repro missions I provided on AI driving? Do you know why the drive off road when the road bends to the right?

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Second video SHOULD be embarrassing !! I think we need more than debugging.....AI need a good kicking !

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I've noticed that when AI are piloting theGhosthawk and engage targets, they fly directly towards the target. As the machine guns are only side mounted it makes it very difficult to actually shoot the targets. It would be better if they circled at a distance, and alternated the direction to even out ammo use for the guns.

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  alky_lee said:
I've noticed that when AI are piloting theGhosthawk and engage targets, they fly directly towards the target. As the machine guns are only side mounted it makes it very difficult to actually shoot the targets. It would be better if they circled at a distance, and alternated the direction to even out ammo use for the guns.

It must because all kinds of soldiers are set to share the same AI, that's why all weapons are used to fight a WWI style war in 2035.

Edited by msy

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