somesangheili 111 Posted March 11, 2015 JHard, were you able to reproduce this with any other building? nope i just noticed it as i was messing around in kavala with ai Share this post Link to post Share on other sites
bad benson 1733 Posted March 11, 2015 I think that's how it works currently. The same "stealth" value (or whatever it's called) is used to change AI's spotting ability and sink the distant units.According to Oukej: i just remembered that we were initially talking about the AI not the player :D i guess one could apply it almost the same way there. like maybe even have them not be allowed to go prone in too high grass. at least not when firing. that would actually be a great improvement that could allow more excessive use of more thick and high clutter. it was always a reeeaaal bummer to have grass clutter only be a "local" effect for the player that is essentially ignored by the AI (oh the horrors on chernarus when arma 2 got released...). one of two steps has been taken. one more left to perfection :D Share this post Link to post Share on other sites
Guest Posted March 11, 2015 I got this error by "testing" new weapons, it seems related to AI suppression so I post it here : http://image.noelshack.com/fichiers/2015/11/1426069338-2015-03-11-00001.jpg (458 kB) Share this post Link to post Share on other sites
Varanon 892 Posted March 11, 2015 (edited) Crap, wrong thread, sorry. Edited March 11, 2015 by Varanon Share this post Link to post Share on other sites
Kerc Kasha 102 Posted March 11, 2015 I got this error by "testing" new weapons, it seems related to AI suppression so I post it here :http://image.noelshack.com/fichiers/2015/11/1426069338-2015-03-11-00001.jpg (458 kB) that's an ASR_AI error Share this post Link to post Share on other sites
oukej 2911 Posted March 11, 2015 I got this error by "testing" new weapons, it seems related to AI suppression so I post it here :http://image.noelshack.com/fichiers/2015/11/1426069338-2015-03-11-00001.jpg (458 kB) Looks like an error in formationCDanger.fsm. Could you provide more info how it happened? Did it happen in the vanilla game? Share this post Link to post Share on other sites
Wolfenswan 1 Posted March 11, 2015 I got this error by "testing" new weapons, it seems related to AI suppression so I post it here :http://image.noelshack.com/fichiers/2015/11/1426069338-2015-03-11-00001.jpg (458 kB) Update ASR_AI3 to 0.9.18 Share this post Link to post Share on other sites
Kerc Kasha 102 Posted March 11, 2015 hey oukej is there any chance of getting a hot fix for the setskill bug? it's making mp... painful Share this post Link to post Share on other sites
Guest Posted March 11, 2015 (edited) It's in the vanilla game, I just place a soldier and a few IA (15 for example) http://image.noelshack.com/fichiers/2015/11/1426077443-2015-03-11-00003.jpg and shot at them. It seems to happend only if some of them are killed. ---------- Post added at 12:41 ---------- Previous post was at 12:38 ---------- It happen after the death of 3 AI and shoots a the ground. Edited March 11, 2015 by Guest Share this post Link to post Share on other sites
fn_Quiksilver 1636 Posted March 11, 2015 hey oukej is there any chance of getting a hot fix for the setskill bug? it's making mp... painful Any documentation of this bug? Share this post Link to post Share on other sites
Guest Posted March 11, 2015 Sometimes it's _priorNew which is undefined : http://image.noelshack.com/fichiers/2015/11/1426079302-2015-03-11-00004.jpg (596 kB) It happen with vehicles too, and seems to be random (on the example above there was only 4 AI). Share this post Link to post Share on other sites
fn_Quiksilver 1636 Posted March 11, 2015 Sometimes it's _priorNew which is undefined : http://image.noelshack.com/fichiers/2015/11/1426079302-2015-03-11-00004.jpg (596 kB) It happen with vehicles too, and seems to be random (on the example above there was only 4 AI). Ahh yes I too have experienced this error since 1.40, except only where the AI are local so I do not see the error in dedi+noHC. Appears in rpt. Share this post Link to post Share on other sites
Wolfenswan 1 Posted March 11, 2015 Any documentation of this bug? http://feedback.arma3.com/view.php?id=22973 Ahh yes I too have experienced this error since 1.40, except only where the AI are local so I do not see the error in dedi+noHC. Appears in rpt. An you are def. running no AI mods? I've only seen this issue when running ASR_AI3 prior to 0.9.18 in 1.40. Share this post Link to post Share on other sites
cyruz 103 Posted March 11, 2015 Any documentation of this bug? http://feedback.arma3.com/view.php?id=22973 Fixed in dev already (not tested but seen in the changelog) Edit - Damn it Wolf! Share this post Link to post Share on other sites
KeyCat 131 Posted March 11, 2015 (edited) In yesterdays dev build (1.41.129.643) I noticed that after initial contact with the AI and after they started to search the area all of the members in the group seemed stuck in one spot and just turning around slowly (looking for enemy) over and over. Anyone else experiencing this? PS: Really like the looks of new ghillies but please make them effective against AI's eagle eyes. Edit: Tried to recreate the above issue with todays build but couldn't. Noticed another thing tho, instead of AI sending out pairs of infantry to search the area it now searched as a whole group (7 in group), maybe this is by design or random behavior? /KC Edited March 11, 2015 by KeyCat Share this post Link to post Share on other sites
fn_Quiksilver 1636 Posted March 12, 2015 http://feedback.arma3.com/view.php?id=22973An you are def. running no AI mods? I've only seen this issue when running ASR_AI3 prior to 0.9.18 in 1.40. No AI mods, clean vanilla I have seen that error recently. Next time I'm working on the AI I'll take a closer look. Seemed to occur when using either the GETIN or GETOUT waypoint types, though cannot be certain. Share this post Link to post Share on other sites
danil-ch 165 Posted March 12, 2015 What happened to? AI using hand grenades more AI practically stopped using them at all. Share this post Link to post Share on other sites
somesangheili 111 Posted March 14, 2015 Just witnessed AI placing explosive satchels next to an enemy MRAP (with a broken gun), without any scripts. Really cool! Too bad I couldn't witness the EOD guy detonating them because he was killed shortly after by a friendly shooting the MRAP with an RPG Share this post Link to post Share on other sites
khugan 24 Posted March 14, 2015 Just witnessed AI placing explosive satchels next to an enemy MRAP (with a broken gun), without any scripts. Really cool! Too bad I couldn't witness the EOD guy detonating them because he was killed shortly after by a friendly shooting the MRAP with an RPG Really?!?!? I have never seen this before. I am quite curious now. Share this post Link to post Share on other sites
somesangheili 111 Posted March 14, 2015 (edited) Really?!?!? I have never seen this before. I am quite curious now. Yep. Was just in the editor with some friendly AI, raiding a base with that had broken enemy MRAPs in it and I hear the beep-beep-beep of a charge being placed. I heard it twice. Went into camera mode and there was a placed charge lying about five metres from an MRAP. There was an enemy driver and gunner, but the mrap had no wheels and the gun was broke. I've never seen it before, too! I'm hoping we'll see more of it, such as guerrilla's sneaking up on unsuspecting stationary tanks and placing charges, running away and detonating them. Edited March 14, 2015 by JHard Share this post Link to post Share on other sites
das attorney 858 Posted March 14, 2015 In yesterdays dev build (1.41.129.643) I noticed that after initial contact with the AI and after they started to search the area all of the members in the group seemed stuck in one spot and just turning around slowly (looking for enemy) over and over. Anyone else experiencing this?/KC Yes! Here is a video: In fact, Oukej, could you please revisit the AI behaviour regarding slowness when in combat? As soon as lead starts flying or a squad member takes a casualty, the AI decide to hunker down even if you set move wp, red combat mode, full speed, enableAttack true, etc etc. None of it makes a blind bit of difference sadly. They just sit there taking pot shots at you (or rotating and firing like this fella in the video). It's so dispiriting to daily find new ways the AI is screwing me over. I found this when I was checking whether another bug had been resolved, so I just don't know where to start sometimes.. Share this post Link to post Share on other sites
cyruz 103 Posted March 14, 2015 You didn't see the recent changelog? Added: Random chance of AI 360 no scoping. Share this post Link to post Share on other sites
KeyCat 131 Posted March 14, 2015 (edited) Don't know if I'm hallucination or not but just tested yesterdays build (1.43.129.736) and seeing a major improvement to AI's ability to spot you when prone in ghille! Same simple test mission as before, I'm killing one of them from ~200 m with 1 or max 2 rapid shots and firing from concealed position with MK18 without silencer. They no longer turn around in a split second and open fire at you, looks like the Terminator X-ray vision is gone (or at least improved) :D Now it's possible to hide much better in the ghille and they can walk by you quite close at ~10 m without detecting you (AI in safe mode and day time). They are still very good to detecting you if they are in combat mode but they don't do it instantly at medium range. Need to test more under differnet weather and ToD but this looks very good. Way to go devs! BTW: Thanks for video Das Attorney but I see that the AI turns around must faster than when I saw it. It was a whole group turning around independently in small ~20 degree steps slowly. /KC Edited March 15, 2015 by KeyCat Share this post Link to post Share on other sites
Bouben 3 Posted March 15, 2015 Don't know if I'm hallucination or not but just yesterdays build (1.43.129.736) and seeing a major improvement to AI's ability to spot you when prone in ghille!Same simple test mission as before, I'm killing one of them from ~200 m with 1 or max 2 rapid shots and firing from concealed position with MK18 without silencer. They no longer turn around in a split second and open fire at you, looks like the Terminator X-ray vision is gone (or at least improved) :D Now it's possible to hide much better in the ghille and they can walk by you quite close at ~10 m without detecting you (AI in safe mode and day time). They are still very good to detecting you if they are in combat mode but they don't do it instantly at medium range. Need to test more under differnet weather and ToD but this looks very good. Way to go devs! BTW: Thanks for video Das Attorney but see that the AI turns around must faster than when I saw it. It was a whole group turning around independently in small ~20 degree steps slowly. /KC What happens if you use a regular soldier (regular uniform) with but with the same weapon? ---------- Post added at 02:27 ---------- Previous post was at 02:25 ---------- Yep. Was just in the editor with some friendly AI, raiding a base with that had broken enemy MRAPs in it and I hear the beep-beep-beep of a charge being placed. I heard it twice. Went into camera mode and there was a placed charge lying about five metres from an MRAP. There was an enemy driver and gunner, but the mrap had no wheels and the gun was broke. I've never seen it before, too!I'm hoping we'll see more of it, such as guerrilla's sneaking up on unsuspecting stationary tanks and placing charges, running away and detonating them. Was it in the vanilla version? Share this post Link to post Share on other sites
KeyCat 131 Posted March 15, 2015 (edited) What happens if you use a regular soldier (regular uniform) with but with the same weapon? I'm away from my gaming rig until midweek but it's already on my "to test" list. Please share your own experience with AI's ability to detect you since 1.43.129.736. Also looking forward to test the new ghillies against AI FLIR since you now are very hard to spot thru FLIR if you are prone. /KC Edited March 16, 2015 by KeyCat Share this post Link to post Share on other sites