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i agree, ghillie suits need a bit of a tweak on the detection side especially if hidden in a bush

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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.

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Something has got broken somewhere quite recently

bob = createagent [typeof player, position player, [], 0, "none"];

bob moveTo position player;

NOTHING!

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Something has got broken somewhere quite recently

bob = 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.

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nah. moveTo should work on agents.

Isn't it an FSM command, I haven't tested that.

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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.

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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.

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Something has got broken somewhere quite recently

bob = 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?

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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 by tyl3r99

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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.

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.

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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?

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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)

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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 by tyl3r99

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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 ;)

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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.

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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?

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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).

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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 :)

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