das attorney 858 Posted January 24, 2016 Sometimes AI won't go to a waypoint if it happens to be on a road (see this example on Stratis): 11:56:14 Out of path-planning region for O Alpha 1-3:4 at 6272.0,5025.0, node type Road 1 Share this post Link to post Share on other sites
KeyCat 131 Posted January 24, 2016 I'm not sure if I tested this right but the AI do seem so snap out of combat mode with it... :huh: They just get up and start running if you order them to move. They might still fire a couple of shots occasionally if there's an enemy right in front of them, but mostly they just run. Sounds promising! Don't have dev build installed atm but will get it in ASAP :) /KC Share this post Link to post Share on other sites
mad_cheese 593 Posted January 24, 2016 I endure the quirks of Dev build just because this one feature overpowers all the 'dev-buildy' issues. It changes everything, I could not be happier. 1 Share this post Link to post Share on other sites
mikey74 169 Posted January 24, 2016 ohhhhhh please please pleasssssse!!!!!!! Disable autocombat may be the thing We need. :)) Either that or a moveherenowIdontevencare command. Share this post Link to post Share on other sites
old_painless 182 Posted January 24, 2016 Speaking from a vanilla (un-modded) point of view, should BI not just make sure that disable autocombat is the default state for all units in a scenario? Then move, disengage etc. will just work like we would expect as AI commander. 1 Share this post Link to post Share on other sites
oukej 2910 Posted January 25, 2016 Sometimes AI won't go to a waypoint if it happens to be on a road (see this example on Stratis): 11:56:14 Out of path-planning region for O Alpha 1-3:4 at 6272.0,5025.0, node type Road Could you please send me a scenario where this happens? Share this post Link to post Share on other sites
R3vo 2654 Posted January 26, 2016 Any chance autocombat could be disabled by default if the leader of the group is a player? It would basically solve all the issues where squad mates would turn into combat mode and slowing down. Share this post Link to post Share on other sites
old_painless 182 Posted January 26, 2016 Absolutely agree, only sensible thing to do. It should be vanilla behavior (not be reliant on mods) Share this post Link to post Share on other sites
cosmic10r 2331 Posted January 26, 2016 I would be interested in testing that before it was default off. Just to see... We finally got them to break the prone stuff upon contact and mikey tried disabling auto on dev branch after this video and says it's even better... Great addition BI Can driving be next lol :) 1 Share this post Link to post Share on other sites
f2k sel 164 Posted January 26, 2016 I would be interested in testing that before it was default off. Just to see... We finally got them to break the prone stuff upon contact and mikey tried disabling auto on dev branch after this video and says it's even better... Great addition BI Can driving be next lol :) maybe with it off AI drivers won't be trying to hide behind trees and walls. Share this post Link to post Share on other sites
das attorney 858 Posted January 26, 2016 Could you please send me a scenario where this happens? Hi, I'm trying to put together a solid repro for you but it's not occurring very much so it's hard to test for. I'm pretty sure it's something to do with Vehicle Groups being given "move" waypoints in combat mode but I can't get it to occur reliably so far. I'll do some more testing and get it over to you when I nail it down. Share this post Link to post Share on other sites
S.Crowe 142 Posted January 26, 2016 Just found out about disableAI "AUTOCOMBAT" and I'm super excited. Share this post Link to post Share on other sites
cosmic10r 2331 Posted January 26, 2016 maybe with it off AI drivers won't be trying to hide behind trees and walls. Having just tested a convoy... it seems more like a pathfinding/I can't tell there is a building there issue... But maybe you are right. .. maybe they won't panic as much while driving... Share this post Link to post Share on other sites
Donald Flatulence 19 Posted January 27, 2016 I just wanted to stop by and say thanks for adding the Autocombat AI control feature, I may redesign an entire mission if it works as I expect; currently, the mission linked below uses AI with numerous modified behaviours in an attempt to produce similar responses to the behaviour this feature should produce. So thanks BIS, much appreciated!If anyone would like to check out and compare my now (possibly) outdated AI modification, here it is: http://steamcommunity.com/sharedfiles/filedetails/?id=603109334 Share this post Link to post Share on other sites
S.Crowe 142 Posted January 27, 2016 1 up this: Any chance autocombat could be disabled by default if the leader of the group is a player? It would basically solve all the issues where squad mates would turn into combat mode and slowing down. Share this post Link to post Share on other sites
ozdeadmeat 12 Posted January 27, 2016 Any chance we can get an EnableAI "Convoy" or something to help AI drive vehicles better without jinking off road at random intervals? Share this post Link to post Share on other sites
kromka 40 Posted January 27, 2016 Can i with this AUTOCOMBAT fix situation when i kill member of squad on the one end of the map and rest knows about it even if they are on the second end? Or maybe it will be fixed at last? Regards Share this post Link to post Share on other sites
ceeeb 147 Posted January 27, 2016 I've created an AI test mission to investigate how well scripted AI can move around, into and out of buildings in Arma 3. AI are unable to move their destination about 10% of the time.The results are sadly pretty disappointing, considering it's been so many years since OFP and there really hasn't been much progress. The mission is "AI_VS_Buildings_R1.Altis" posted on the feedback tracker. 1 Share this post Link to post Share on other sites
mad_cheese 593 Posted January 27, 2016 Any chance autocombat could be disabled by default if the leader of the group is a player? It would basically solve all the issues where squad mates would turn into combat mode and slowing down. I agree, but imo it should to be an option that can be toggled. AutoDanger is not all that bad as long as it does not force itself on you. Since Oukej mentioned an optimization of DangerMode in general, I'm curious what the future may bring. 2 Share this post Link to post Share on other sites
oukej 2910 Posted January 27, 2016 Can i with this AUTOCOMBAT fix situation when i kill member of squad on the one end of the map and rest knows about it even if they are on the second end? Or maybe it will be fixed at last? Regards It makes sense to me that when the AI didn't see the death it will still learn about it after some delay. People in squad do communicate and should recognize when one of them goes silent. Share this post Link to post Share on other sites
R3vo 2654 Posted January 27, 2016 It makes sense to me that when the AI didn't see the death it will still learn about it after some delay. People in squad do communicate and should recognize when one of them goes silent. Of course, the team leader will request a sitrep from time to time, and if one squad mate doesn't answer he will presume that something happened. At least that's how I find out if all my squad member are still alive. btw Oukej, you liked mad_cheese's post, so I assume we will get something along the lines of what I mentioned earlier? Share this post Link to post Share on other sites
froggyluv 2135 Posted January 27, 2016 Also how about a prolific toning down of the 'recently-hit-tank-crew-jumping-out-oneshotting-player-with-way-too-much-swag' -problem. Surely something similar to the Suppression penalty can be applied to them 3 Share this post Link to post Share on other sites
Varanon 892 Posted January 27, 2016 It makes sense to me that when the AI didn't see the death it will still learn about it after some delay. People in squad do communicate and should recognize when one of them goes silent. While I agree, it also happens when units have no radio, which makes cross-island communication relatively problematic ;) 2 Share this post Link to post Share on other sites
oukej 2910 Posted January 27, 2016 Also how about a prolific toning down of the 'recently-hit-tank-crew-jumping-out-oneshotting-player-with-way-too-much-swag' -problem. Surely something similar to the Suppression penalty can be applied to them They should usually have quite a high suppression when jumping out right after taking hits. (suppression should be calculated also for crew even though it doesn't have any effect inside the vehicle (except of FFV positions)) While I agree, it also happens when units have no radio, which makes cross-island communication relatively problematic ;)AI doesn't care about radio items. They always have a radio and the mission designers shouldn't remove it from them ;) Sorry about that. Handling no-radio comms would be a huge task (+ solving backwards compatibility). If you need it in your mission you can simply ungroup units that don't have a radio and are far away from the leader. Share this post Link to post Share on other sites