alky_lee 279 Posted April 11, 2014 I have made proof that AI can see at night without NVGS check this out this needs to be fixed can't have a stealth mission if Ai can find you without NVGS and hearing suppressors. https://www.youtube.com/watch?v=GPJN50JhGv4 https://www.youtube.com/watch?v=XtxUjKzPfGA I found that the AI could spot me easily in the Scouting missions from Bomos, and when I killed them, they didn't have NVGs. It was useless trying to hide from them to let them go past. They always spotted me, even at a distance where they shouldn't have detected me, unless a little bit of ambient light from a distance is sufficient for them to illuminate that one pixel that allows them to see you. Share this post Link to post Share on other sites
msy 22 Posted April 11, 2014 I have made proof that AI can see at night without NVGS check this out this needs to be fixed can't have a stealth mission if Ai can find you without NVGS and hearing suppressors. https://www.youtube.com/watch?v=GPJN50JhGv4 https://www.youtube.com/watch?v=XtxUjKzPfGA AI don't use eyes they use kownsabout. And you prove knowsabout has nothing to do with light. Share this post Link to post Share on other sites
bravo409 13 Posted April 11, 2014 This is very frustrating to say the least I tried different weapons an get the same result spotted in less then 4 minutes. Mods I'm running are as follows...Bcombat 0.16-tpw ..Only the fall ---bleedout and los modules for that---SOS aka sound of speed-vts for weapon resting. My hopes for these videos is that the Devs will see this and try and correct this cause this really kills the stealth combat and immersion. Share this post Link to post Share on other sites
das attorney 858 Posted April 11, 2014 This is very frustrating to say the least I tried different weapons an get the same result spotted in less then 4 minutes. Mods I'm running are as follows...Bcombat 0.16-tpw ..Only the fall ---bleedout and los modules for that---SOS aka sound of speed-vts for weapon resting. My hopes for these videos is that the Devs will see this and try and correct this cause this really kills the stealth combat and immersion. If you're using mods then all bets are off. Can you replicate this without mods running? Share this post Link to post Share on other sites
barakokula31 10 Posted April 11, 2014 Bcombat 0.16 So, you're complaining that the AI is unrealistic while you're using AI mods? :rolleyes: EDIT: Ninja'd by Das Attorney :p Share this post Link to post Share on other sites
KeyCat 131 Posted April 11, 2014 If you're using mods then all bets are off. Can you replicate this without mods running? As well as upload a simple repro mission somewhere... I tested some night missions (on Stratis) after I read your post in General and without NVG's the AI had hard time finding me. In a test with single enemy without NVG's and dark night using overcast AI spotted me at about ~3 m when walking towards him but he was still unsure if I was friend or foe. Second test, this time there was arena spotlights illuminating an area between AI and me. Started walking about 100+ m out. When I got into the illuminated area he spotted me at about ~55-60 m which seems pretty fair to me (in above tests with the single AI I did not use my weapon). A few things to consider... - You fired quite a few shots at them, silencer is not 100% silent and I don't think they make the muzzle flash 100% invisible either but I'm not sure since I never seen one in RL. - You where in a desert with no grass and limited vegetation. - You where moving around on a hill and may have silhouetted yourself again the sky (see below). Also it may not be as dark as you think it is. Much depends on your monitor and how it is calibrated. I know that for a fact since testing same mission on different machines. On my main machine with an older monitor it's very dark and close to pitch black but on another machine I can see much better and make out silhouettes of trees, hills etc. running the same mission Try adjusting your brightness and contrast on your monitor as well as gamma/brightness in A3. Here are some info on the topic... http://epaperpress.com/monitorcal/calibrate.html /KC Share this post Link to post Share on other sites
msy 22 Posted April 11, 2014 (edited) The AI now like to fire nine of ten missing shots and one headshot! Even it is 30 meters between them and me! So are the AI kidding me?:mad: Plus: the heavest fog can't prevent AI from headshoting me when I shoot one of them with a suppressed weapon far enough away meanwhile I run away. So BIS, IF you think AI is very complicated to development then never develop it since OFP:R and try to develop a better PVP platform. Or buy other's AI solution simply like what VBS2 does. Edited April 11, 2014 by msy Share this post Link to post Share on other sites
bravo409 13 Posted April 11, 2014 Question how are Ai mods bad don't they help to enhance the Ai in combat thus without it the AI is pretty damn dumb. ...Thats why I use mods. So if this game effects mods then what is the point of making mods if it makes the Game experience worse... Share this post Link to post Share on other sites
jgbtl292 0 Posted April 11, 2014 has nothing do with the vanilla game ! and reports are only useful for the vallia game ^^ when you go to mercedes and say " hey the spoiler from manufakturer from developer xyz for your car is shit - make them ok " i think mercedes will does nothing except smile :) Share this post Link to post Share on other sites
k0rd 3 Posted April 12, 2014 Question how are Ai mods bad don't they help to enhance the Ai in combat thus without it the AI is pretty damn dumb. ...Thats why I use mods. So if this game effects mods then what is the point of making mods if it makes the Game experience worse... I don't think anyone is saying AI mods are bad - I think the implication here is that you shouldn't be making comments about arma 3 AI behavior when you are not using the standard arma 3 AI. The weird accuracy could be a function (or error) of the mod. Share this post Link to post Share on other sites
instagoat 133 Posted April 13, 2014 Can we get the AI to go prone again? I still don't know why it was removed, it was really good midway during the beta. Cover exploitation is sub-par generally, has this been adressed at all recently? I've not been on dev for a while, and there are still so many tickets open that seem to not have been paid attention to, such as Vehicle AI refusing to reverse when told to (http://feedback.arma3.com/view.php?id=18087) or this ancient bug that has persisted since Armed Assault times (Possibly even earlier) (http://feedback.arma3.com/view.php?id=13137). Or this problem which prevents tank commanders from turning out without rendering their vehicle defenseless, and forces them to use whatever the AI selects as a weapon rather than the other way around: http://feedback.arma3.com/view.php?id=13397 These bugs, especially the gun selection and the reversing problem have gotten me killed playing vehicles too often for me to ignore it, and having to turn your tank around just to be able to leave a position quickly is defeating the purpose. Share this post Link to post Share on other sites
Variable 322 Posted April 13, 2014 Can we get the AI to go prone again? I still don't know why it was removed, it was really good midway during the beta. Cover exploitation is sub-par generally, has this been adressed at all recently? I've not been on dev for a while, and there are still so many tickets open that seem to not have been paid attention to, such as Vehicle AI refusing to reverse when told to (http://feedback.arma3.com/view.php?id=18087)...These bugs, especially the gun selection and the reversing problem have gotten me killed playing vehicles too often for me to ignore it, and having to turn your tank around just to be able to leave a position quickly is defeating the purpose. This problem is horrible. It makes me avoid playing any mission that involves vehicle handling. Please fix it, it's not even assigned to anyone... Share this post Link to post Share on other sites
Bouben 3 Posted April 15, 2014 Can we get the AI to go prone again? I still don't know why it was removed, it was really good midway during the beta. Cover exploitation is sub-par generally, has this been adressed at all recently? Wait a minute, are you trying to say that AI is not using prone position at all? I have not been playing for few months so have no idea what is happening. Share this post Link to post Share on other sites
bravo409 13 Posted April 16, 2014 Ok people I did 3 test of Ai seeing in the dark, thats VANILLA AI...NO MODS OR SCRIPTS https://www.youtube.com/watch?v=Nqk6A-GTd8w Share this post Link to post Share on other sites
Varanon 892 Posted April 16, 2014 Ok people I did 3 test of Ai seeing in the dark, thats VANILLA AI...NO MODS OR SCRIPTShttps://www.youtube.com/watch?v=Nqk6A-GTd8w I think that might not only be seeing in the dark. THe AI has an uncanny sense of spotting you after some time. I rather think this is similar to this ticket which has been reported way back in the Alpha or Beta phase and still is not even assigned nor given any priority (while it makes stealth missions practically impossible). Share this post Link to post Share on other sites
CaptainObvious 95 Posted April 16, 2014 Ok people I did 3 test of Ai seeing in the dark, thats VANILLA AI...NO MODS OR SCRIPTShttps://www.youtube.com/watch?v=Nqk6A-GTd8w Remove their flashlights and see if they still spot you, I think it might be related, I haven't tested it too much tho. Share this post Link to post Share on other sites
Nietsnie 10 Posted April 17, 2014 I'm sorry to say but on ARMA3 never existed stealth. the A.I. always know where you are :( Share this post Link to post Share on other sites
k0rd 3 Posted April 17, 2014 I think the calculations for "spotting" something could use some work. I often have stuff popping on the map that I can't really see (yes, alone - not talking about my group seeing someone) and I assume the same calculations are used for AI Share this post Link to post Share on other sites
old_painless 183 Posted April 17, 2014 I see the same thing (red unit markers appearing on the map) and also assume that there is some unnatural ability to spot enemies in play. This is on Regular settings. However, the symbols may also indicate your estimate of where someone is, based on a previous legit spotting that you did. I am not sure if it is one or the other that is at work Share this post Link to post Share on other sites
John Kozak 14 Posted April 17, 2014 (edited) I think the calculations for "spotting" something could use some work. I often have stuff popping on the map that I can't really see (yes, alone - not talking about my group seeing someone) and I assume the same calculations are used for AI Yes, they do indeed use the same calculations - it can be verified by using reveal and knowsAbout (markers appear on map after reveal and disappear when knowsAbout drops to zero) I see the same thing (red unit markers appearing on the map) and also assume that there is some unnatural ability to spot enemies in play. This is on Regular settings. However, the symbols may also indicate your estimate of where someone is, based on a previous legit spotting that you did. I am not sure if it is one or the other that is at work That's basically both. They can be thought of as indication for the player how would he see the enemies if he was an AI. Hence, if you see a marked enemy in a position where you couldn't have possibly spotted him - that means an AI in this same situation would see the enemy as well. And yes, AI can remember positions and do estimations - but for AI hearing 10 shots means 10 times more accurate pinpointing than for 1 shot. For player, hearing 10 shots instead of 1 would still give only a general direction. Edited April 17, 2014 by DarkWanderer Share this post Link to post Share on other sites
Bouben 3 Posted April 17, 2014 I think the calculations for "spotting" something could use some work. I often have stuff popping on the map that I can't really see (yes, alone - not talking about my group seeing someone) and I assume the same calculations are used for AI Yes. I cannot imagine how complicated this is to be programmed properly (you must count visual clutter and how the brain works into considerations). Share this post Link to post Share on other sites
bravo409 13 Posted April 18, 2014 here are my Ai values skillFriendly=0.98500001; skillEnemy=0.64999998; precisionFriendly=0.5; precisionEnemy=0.2; aiLevelPreset=3; skillAI=0.050000001; precisionAI=0.1; Share this post Link to post Share on other sites
Bouben 3 Posted April 18, 2014 skillFriendly=0.98500001; skillEnemy=0.64999998; precisionFriendly=0.5; precisionEnemy=0.2; These lines has no effect because they are obsolete. Share this post Link to post Share on other sites
Maxzy 12 Posted April 18, 2014 These lines has no effect because they are obsolete. Couldn't find the new ones? Are they even in the same file? Share this post Link to post Share on other sites
klamacz 448 Posted April 18, 2014 here are my Ai values skillFriendly=0.98500001; skillEnemy=0.64999998; precisionFriendly=0.5; precisionEnemy=0.2; As stated above, those are obsolete and can be removed aiLevelPreset=3; skillAI=0.050000001; precisionAI=0.1; Those are the new skill params. I'd say the values are very low. Share this post Link to post Share on other sites