Tyl3r99 41 Posted October 10, 2014 i agree, ghillie suits need a bit of a tweak on the detection side especially if hidden in a bush Share this post Link to post Share on other sites
fabrizio_t 58 Posted October 10, 2014 from todays changelog...Remember this being an issue eons ago in a2 and surprised that this bug raised it's ugly head again. Great to see it fixed and hopefully fixed forever! Since this probably explains some (all?) of the ai's terminator detection abilities i'm looking forward to re-test my simple test scenarios. Kudos to al warren for making the ticket...that i managed to miss :) /kc finally! Happy they solved this issue. Share this post Link to post Share on other sites
killzone_kid 1331 Posted October 10, 2014 Something has got broken somewhere quite recently bob = createagent [typeof player, position player, [], 0, "none"]; bob moveTo position player; NOTHING! Share this post Link to post Share on other sites
f2k sel 164 Posted October 11, 2014 Something has got broken somewhere quite recentlybob = createagent [typeof player, position player, [], 0, "none"]; bob moveTo position player; NOTHING! Have Agents ever been controllable? I never had any luck in A2 for that they needed to be units. Share this post Link to post Share on other sites
bad benson 1733 Posted October 11, 2014 nah. moveTo should work on agents. Share this post Link to post Share on other sites
f2k sel 164 Posted October 11, 2014 nah. moveTo should work on agents. Isn't it an FSM command, I haven't tested that. Share this post Link to post Share on other sites
bad benson 1733 Posted October 11, 2014 are there really commands that only work inside FSMs? anyways. my experience is this. units can use doMove and moveTo. agents can only use moveTo. domove can be overwritten and moveTo is stacking up which means the agent will go to each position one by one instead of always going to the last one that was used. apart from that shitty restriction i can't remember at all that moveTo would not work outside an FSM. i also don't think killzonekid would've worded his post liek that, if he wouldn't have used the command successfully recently. Share this post Link to post Share on other sites
killzone_kid 1331 Posted October 11, 2014 i also don't think killzonekid would've worded his post liek that, if he wouldn't have used the command successfully recently. It was definitely working on 10th of August, I can tell you this much. Share this post Link to post Share on other sites
aliascartoons 182 Posted October 11, 2014 Keep up the good work BIS! Thank you! Share this post Link to post Share on other sites
fabrizio_t 58 Posted October 13, 2014 Something has got broken somewhere quite recentlybob = createagent [typeof player, position player, [], 0, "none"]; bob moveTo position player; NOTHING! change to: bob = createagent [typeof player, position player, [], 0, "none"]; dostop bob; sleep 0.05; bob moveTo position player; It works? Share this post Link to post Share on other sites
killzone_kid 1331 Posted October 13, 2014 It works? Don't ask me why. It doesn't. Share this post Link to post Share on other sites
Tyl3r99 41 Posted October 13, 2014 (edited) are there really commands that only work inside FSMs?anyways. my experience is this. units can use doMove and moveTo. agents can only use moveTo. domove can be overwritten and moveTo is stacking up which means the agent will go to each position one by one instead of always going to the last one that was used. apart from that shitty restriction i can't remember at all that moveTo would not work outside an FSM. moveto command is severelly broken even worse now than in arma 2.. basically the agent always moves to the first location it sees or executes the move script. i havent come across a way of making the agent constantly follow the unit, rather than going to point A while you have already moved away from point A if that makes sense. _agent moveto (getPosATL _agent); _agent moveto _moveToPos; you cannot interupt the moveto command which sucks ass, and causes the agent to follow the exact path of the player... i.e. run in a circle and it will do the same @BI only http://feedback.arma3.com/view.php?id=19427 can you please review this ticket regarding the above, its private i did it by accident Edited October 14, 2014 by tyl3r99 Share this post Link to post Share on other sites
oukej 2911 Posted October 14, 2014 Will check what went wrong. Otherwise we had been aware, that sometimes the AI units would have gone stuck under moveTo (http://forums.bistudio.com/showthread.php?177393-List-of-regressions-between-1-62-and-1-63-betas&p=2718181&viewfull=1#post2718181 ) Share this post Link to post Share on other sites
Tyl3r99 41 Posted October 14, 2014 Will check what went wrong. Otherwise we had been aware, that sometimes the AI units would have gone stuck under moveTo (http://forums.bistudio.com/showthread.php?177393-List-of-regressions-between-1-62-and-1-63-betas&p=2718181&viewfull=1#post2718181 ) thanks Oukej, keep us updated :) Share this post Link to post Share on other sites
Tyl3r99 41 Posted October 15, 2014 also regarding http://forums.bistudio.com/showthread.php?152866-General-Discussion-(dev-branch)&p=2794137&viewfull=1#post2794137 (think it should be here as its AI related :) ) they do indeed flare up just before they want to land, i.e. increase height by quite a bit. Share this post Link to post Share on other sites
oukej 2911 Posted October 15, 2014 alsoregarding http://forums.bistudio.com/showthread.php?152866-General-Discussion-(dev-branch)&p=2794137&viewfull=1#post2794137 (think it should be here as its AI related :) ) they do indeed flare up just before they want to land, i.e. increase height by quite a bit. This is more about the flight model. They have to flare or bleed the speed as much as the player + some more to be sure and safe. Share this post Link to post Share on other sites
2nd ranger 282 Posted October 15, 2014 But can't they start doing it sooner? Share this post Link to post Share on other sites
Brisse 78 Posted October 15, 2014 I'm no IRL helicopter pilot so I don't know the proper procedure but I usually lower the collective during the flare to try and hold the vertical speed as low as possible during the flare. Does the AI do this, and if not, then maybe it is something that can be implemented? Share this post Link to post Share on other sites
Alwarren 2767 Posted October 15, 2014 I'm no IRL helicopter pilot so I don't know the proper procedure but I usually lower the collective during the flare to try and hold the vertical speed as low as possible during the flare. Does the AI do this, and if not, then maybe it is something that can be implemented? There are multiple ways to lose speed, like flying a curve before landing etc. Dsylexi's helicopter guides give excellent advice for that. Sadly, the AI doesn't do anything like that. They just shoot up in the air to lose speed, which obviously works but also gets them into the range of ever mother^H^H^H^Hbad guy with a Titan AA. It makes inserting near enemy troops very difficult or next to impossible because they will always show their juicy buttocks to the enemies and yell "use me" (okay I might have imagined the last part :D) Share this post Link to post Share on other sites
Tyl3r99 41 Posted October 15, 2014 (edited) yeah i think the AI need to find another way of not flaring up so much or just even doing it sooner dyslexi can give you some tips ;) also just a quick question, any plans to make AI heal you more efficiantly? have to normally wait ages for the AI to come even near you and then spends 5 mins on the floor acting weird. i got that impatient I shot him and stole his FAK :D Edited October 15, 2014 by tyl3r99 Share this post Link to post Share on other sites
oukej 2911 Posted October 15, 2014 There are multiple ways to lose speed, like flying a curve before landing etc. I think this would already be a super nice-to-have if not completely technically impossible without the AI crashing all the time ;) The aerial pathfinding, given they have to be able to control different helicopter sizes and configuration, must be as simple as possible and as safe as possible. The way they behave in the air is strongly affected by the heli's configuration. In this regard there's no point in comparing AI pilots to players ;) Share this post Link to post Share on other sites
Varanon 892 Posted October 15, 2014 This is more about the flight model. They have to flare or bleed the speed as much as the player + some more to be sure and safe. Yes, but the problem is, a player would start much sooner, leveling out the nose of the chopper and reducing the collective to make sure they don't gain too much height. As I said, the problem is that even when the chopper flies in at 20 m, he starts to lose speed so late and so rapidly that it climbs to 170 m. AI should definitely start leveling out much sooner to gradually reduce speed instead of at the last moment when the only option is to exchange the speed for excessive altitude. Share this post Link to post Share on other sites
Variable 322 Posted October 15, 2014 I think this would already be a super nice-to-have if not completely technically impossible without the AI crashing all the time ;) The aerial pathfinding, given they have to be able to control different helicopter sizes and configuration, must be as simple as possible and as safe as possible. The way they behave in the air is strongly affected by the heli's configuration. In this regard there's no point in comparing AI pilots to players ;) Yeah... I thought as much. This looks like a tough nut to crack. So to workaround the problem, are there plans to fix the recorded path for dedicated server? Share this post Link to post Share on other sites
Varanon 892 Posted October 15, 2014 In this regard there's no point in comparing AI pilots to players ;) I don't think Alwarren expects the AI to pull that off, really :D I could limit the height of the chopper by introducing a reduced speed waypoint before the landing (let's say, 200 m before), but it still climbs to 50 or 60 m from it's initial 20 m. Plus, the additional waypoint is hard to insert when the landing procedure is scripted (not impossible, but lot of fiddling around). Share this post Link to post Share on other sites
Alwarren 2767 Posted October 15, 2014 I think this would already be a super nice-to-have if not completely technically impossible without the AI crashing all the time ;) The aerial pathfinding, given they have to be able to control different helicopter sizes and configuration, must be as simple as possible and as safe as possible. The way they behave in the air is strongly affected by the heli's configuration. In this regard there's no point in comparing AI pilots to players ;) Absolutely, I wasn't, or rather, didn't mean to, imply that this is something the AI should do. However, the steep rise is an issue since it makes the AI chopper very vulnerable to enemy AA fire, or in the case of the Hummingbird, just about any fire. Maybe the AI could just start to lose speed earlier, after all, the waypoint is known in advance. It might prolong the process of landing, but as Dsylexi put it in one of the video guides, it's better to arrive later than not at all :) Share this post Link to post Share on other sites