kremator 1064 Posted April 7, 2015 To sum it up our AI guys have been working on optimizations and refactoring, pathfinding (mainly buildings and vehicle entering) and suppression (+ detection). And of course - crash and bug fixing. That's about as much as can be done at one moment, we're still relatively small team. Driving improvements were in progress, currently on hold, but we still hope to share some progress soonTM. Work on suppression will continue and that closely ties to behavior and commanding. Thanks for the update oukej. I'm surprised that you haven't been given a MUCH bigger team considering the importance of AI in the Armaverse! Go and put in a request to the bosses! Share this post Link to post Share on other sites
1212PDMCDMPPM 200 Posted April 7, 2015 It's even more frustrating because some of us remember that the AI was driving far better in Arma 1... Share this post Link to post Share on other sites
oukej 2910 Posted April 7, 2015 (edited) Thanks for the update oukej. I'm surprised that you haven't been given a MUCH bigger team considering the importance of AI in the Armaverse! Go and put in a request to the bosses! No, that's not my pos, not in charge. I'm just a part of it ;) Whole A3 team isn't as big as you may expect. Edited April 7, 2015 by oukej Share this post Link to post Share on other sites
bonham 10 Posted April 7, 2015 It's even more frustrating because some of us remember that the AI was driving far better in Arma 1... Well, roadside detail has increased by multitudes since then. The current AI has no issues navigating through less cluttered towns on older islands. Share this post Link to post Share on other sites
1212PDMCDMPPM 200 Posted April 7, 2015 Right. I just tested it and one hunter managed to get from Paraiso to Bagango without crashing (just "removed" a few road signs) :) Share this post Link to post Share on other sites
old_painless 182 Posted April 7, 2015 To sum it up our AI guys have been working on optimizations and refactoring, pathfinding (mainly buildings and vehicle entering) and suppression (+ detection). And of course - crash and bug fixing. That's about as much as can be done at one moment, we're still relatively small team. Driving improvements were in progress, currently on hold, but we still hope to share some progress soonTM. Work on suppression will continue and that closely ties to behavior and commanding. Great to hear, oukej, perhaps the outlook on driving is not as gloomy after all. But there was this mod where AI driving (for a single vehicle) was vastly improved - hope you guys can get some inspiration. In due time, of course. :) Share this post Link to post Share on other sites
arkblade 1 Posted April 8, 2015 (edited) sometimes plane AI seem to cause massive stuttering. Only 1 plane appeared the game will cause massive stuttering. someone experience similar problem? i suspect that plane AI have infinite looping somewhere. Edited April 8, 2015 by Arkblade Share this post Link to post Share on other sites
teilx 4 Posted April 8, 2015 (edited) Is the Suppressive fire command working after the update or a useless action menu entry as usual? There hasn't been any change in it.ok thanks, not important(compared to other stuff) but would be nice if someday it finds the way in Arma.... Edited April 8, 2015 by TeilX Share this post Link to post Share on other sites
oukej 2910 Posted April 8, 2015 Is the Suppressive fire command working after the update or a useless action menu entry as usual? There hasn't been any change in it. Share this post Link to post Share on other sites
oukej 2910 Posted April 8, 2015 sometimes plane AI seem to cause massive stuttering. Only 1 plane appeared the game will cause massive stuttering.someone experience similar problem? i suspect that plane AI have infinite looping somewhere. Any details? Which plane? Under what circumstances? Share this post Link to post Share on other sites
twisted 127 Posted April 8, 2015 Ai still follows the wrong person (not leader) if the leader dies and the person controlling him spawns back in as new leader. This is something that breaks a few of my missions so I'd like to see it fixed. Share this post Link to post Share on other sites
steele6 0 Posted April 8, 2015 With AI being responsive to suppression, is there any plans to make AI consider suppressing enemy targets or enemy targets that are known to have enemies extremely close by (sandbag with AI crouching below)? And is there any regard to the 'suppressive Fire command' in commanding your troops? And in future could the AI, being given a 'move command' suppress enemy troops in a bounding maneuver? Ie, hopefullythis AI suppression feature will be developed on in future Share this post Link to post Share on other sites
jassida 10 Posted April 8, 2015 It stops me from fully enjoying the game. It was reported two years ago! How hard can it be to fix? Share this post Link to post Share on other sites
Variable 322 Posted April 8, 2015 I really welcome the suppression effects but it highlights a continued negligence of the AI. The AI responsiveness had to deal with fatigue and now it has to deal with suppression, all making the AI even harder to respond under fire, while no effort was put to make the AI more responsive. That's a shame. At least for the time being make the AI lower their weapons when moving in "stay alert" status? It's aching to see them moving fatigued but having their weapon up like idiots now. Share this post Link to post Share on other sites
teilx 4 Posted April 8, 2015 And is there any regard to the 'suppressive Fire command' in commanding your troops? I also asked Is the Suppressive fire command working after the update or a useless action menu entry as usual?There hasn't been any change in it. Share this post Link to post Share on other sites
oukej 2910 Posted April 8, 2015 (edited) It was reported two years ago! How hard can it be to fix? Tried to clarify it in a comment to the FT ticket. (sry about the edits ;)) Edited April 8, 2015 by oukej Share this post Link to post Share on other sites
jassida 10 Posted April 8, 2015 Thanks very much. I'll do some more testing to figure out exactly the nature of my problem but I must say that of the three bugs mentioned in the tracker, only the last one seems to be close to what I experience. For me the leader can control the AI's stances etc. but they follow the number 2. The number 2 doesn't take control in any way, whether they are human or AI. Share this post Link to post Share on other sites
ice_age0815 37 Posted April 8, 2015 ai still needs some work there are way to good just got shoot from 800 meter away and now i am sitting in a different spot about 800 to 900 and there shooting at me Share this post Link to post Share on other sites
supercereal4 29 Posted April 8, 2015 Thanks very much.I'll do some more testing to figure out exactly the nature of my problem but I must say that of the three bugs mentioned in the tracker, only the last one seems to be close to what I experience. For me the leader can control the AI's stances etc. but they follow the number 2. The number 2 doesn't take control in any way, whether they are human or AI. As Oukej said, that is intentional. #2 in that instance is the fire team leader, so he follows you, and his team follows him. So naturally this means everyone should stay in formation. IIRC, #3 is also a team leader. So you'd have to make sure those guys are behaving the way you want in your scenarios. Share this post Link to post Share on other sites
arkblade 1 Posted April 9, 2015 Any details? Which plane? Under what circumstances? recently happen in the Escape (http://steamcommunity.com/sharedfiles/filedetails/?id=181408732 )and Clashpoint ( http://steamcommunity.com/sharedfiles/filedetails/?id=376684192 ) they are running on dedicated sever and happen even if using vanilla. Share this post Link to post Share on other sites
jassida 10 Posted April 9, 2015 As Oukej said, that is intentional. #2 in that instance is the fire team leader, so he follows you, and his team follows him. So naturally this means everyone should stay in formation. IIRC, #3 is also a team leader. So you'd have to make sure those guys are behaving the way you want in your scenarios. If no one dies then this doesn't happen. When me and buddy (1+2) leave the rest of the squad on the other side of the map they will happily stay there until one of us dies. After that they are controllable only in stance but blindly follow my buddy. Share this post Link to post Share on other sites
KeyCat 131 Posted April 9, 2015 ai still needs some work there are way to good just got shoot from 800 meter away and now i am sitting in a different spot about 800 to 900 and there shooting at me Rifleman, machinegunner, sniper, APC or static MG? If it is sniper, APC or static MG's it's IMHO a good thing they spot you and engage you from long distance. This was an issue in A1/A2 where the AI had problems detecting you at ~400+ m IIRC and I'm glad to see that fixed. If you mean the are to good a shooting and killing you every time at that distance try play around with the "precisionAI" parameter in your *.Arma3Profile. Setting it to <0.25 makes the AI fire but miss alot. /KC Share this post Link to post Share on other sites
bonchie 39 Posted April 9, 2015 The new suppression modeling should help with their accuracy assuming you do the right thing and maintain fire superiority toward them. Share this post Link to post Share on other sites
madrussian 347 Posted April 10, 2015 Fixed: AI got stuck if it joins another group during healing Many thanks for that! :cheers: Got my mission running smoothly again. Share this post Link to post Share on other sites
kgino1045 12 Posted April 10, 2015 afaik the suppression is not working, maybe custom addons is making porblem but i believe that custom addon is not making this. Share this post Link to post Share on other sites