royaltyinexile 175 Posted August 6, 2014 (edited) Change log notes, v. 126347 Fixed: AI was more resistant to bullets while moving The wrong inverse matrix was used for AI This caused some discrepancies between fire geometry and hit points while soldiers were in motion This resulted in them appearing too 'resistant' to being shot (e.g. headshots would not be detected correctly) Edited August 6, 2014 by RoyaltyinExile Share this post Link to post Share on other sites
royaltyinexile 175 Posted August 19, 2014 Change log notes, v. 126766 Fixed: Slow rotation of AI turrets in relaxed mode Addresses an issue caused by a previous fix to turret rotation This caused a slow, constant rotation of vehicle turrets when the AI was in relaxed/careless mode Should be fixed :cool: Share this post Link to post Share on other sites
royaltyinexile 175 Posted August 28, 2014 (edited) Change log notes, v. 126941 Fixed: An issue introduced in 126800 where AI would get stuck on the road should be solved. Addresses an issue caused by a minor optimisation to AI pathfinding introduced in 126789 This was reverted in 126910 The optimisation is reintroduced in this version This (re-introduced) optimisation offers only a very minor performance increase, but is part of a larger body of work that seeks to improve AI pathfinding. If/when we have any further results, we'll let you know. In the mean time, please accept our apologies for any inconvenience - onwards to splendidness! Edited August 28, 2014 by RoyaltyinExile Share this post Link to post Share on other sites
oukej 2911 Posted September 4, 2014 Change log notes, v. 127005 but is part of a larger body of work that seeks to improve AI pathfinding.... onwards to splendidness! 02-09-2014EXE rev. 127005 (game) ENGINE Fixed: AI passing through static objects placed via the in-game editor And I've heard stories that there is more to hear soon from the very programmer who had been dedicated to the pathfinding lately. Share this post Link to post Share on other sites
oukej 2911 Posted September 4, 2014 (edited) Change log notes, v. 127034 04-09-2014EXE rev. 127034 (game) ENGINE Fixed: Walking through building walls, building navigation and path-planning Fixed: AI is not interrupted by hits during get in animations Lately we've been fixing bugs related to AI behavior in the cargo buildings and towers. Some of it was quite... interesting. If you've ever tried making your teammate enter a cargo building, you know it wasn't the easiest of tasks. AI soldiers seem more than glad to do all kind of stuff except follow you orders. "Making it to the roof? Can't roger that, thank you, I'd rather crawl around the entrance" In other cases, these guys would follow yours orders a bit too much. To the death one could say. Literally. We all know the fastest way to make it from the top of a tower to the ground is usually by jumping down. Well, while it may be considered a plausible solution in some cases, it kind of does not feel right. If you nodded at least once while reading this, we hope you'll understand our decision to remove these, uh, 'features' from our game. You might still come across some similar issues from time to time, however, we're doing our best to make things history. We'd appreciate it if you could let us know about any improvements / problems specifically related to AI planning in these circumstances. Edited September 5, 2014 by RoyaltyinExile Share this post Link to post Share on other sites
oukej 2911 Posted September 23, 2014 Change log notes, v. 127272 22-09-2014EXE rev. 127272 (game) DATA Added: Firing from Vehicles for HEMTT, Zamak, Tempest, Offroad, Hellcat, Humming Bird and Assault Boats ENGINE Added: Enabled Firing from Vehicles Fixed: Sling Loading commanding menu implementation Updated: AI behavior when Sling Loading Added: Enabled Firing from Vehicles Find more about this little new feature Klamacz decided to implement after accidentally finding about some request on the feedback tracker... ;) Ok. Srsly now. Check OPREP: Firing from vehicles - written on behalf of the FFV Task Forks and the whole A3 team - to find out more about what's so exciting about the latest Dev branch update.And direct please all your feedback to discussion about FFV here: http://forums.bistudio.com/showthread.php?183549-Firing-from-Vehicles-feedback Updated: AI behavior when Sling Loading Another AI remedy from Dr. Hladik - AI should generally fly more carefully with a cargo sling-loaded. AI should no longer smash its cargo into obstacles or even crash the helicopter itself because the turn was sharp and the load was to heavy.) Share this post Link to post Share on other sites
oukej 2911 Posted October 6, 2014 04-09-2014EXE rev. 127034 (game) ENGINE Fixed: Walking through building walls, building navigation and path-planning Lately we've been fixing bugs related to AI behavior in the cargo buildings and towers. Some of it was quite... interesting. 30-09-2014 EXE rev. 127396 (game) Revert of fixes for AI navigation in buildings, until other problems that popped up with it are fixed internally A fine example of Murphy's law - if you get excited about something too much... Once fixed a bigger package of pathfinding improvements may land on the Dev Branch at once. 03-10-2014EXE rev. 127551 (game) ENGINE Changed: Better Sling Loading AI / commands Added: Enable new Headless Client implementation (see https://community.bistudio.com/wiki/Arma_3_Headless_Client for more details) Fixed: Limit banking only for AI while Sling Loading Fixed: unassign destroyed vehicles from groups 06-10-2014EXE rev. 127573 (game) ENGINE Improved: AI for Sling Loading cargo using both waypoints and commanding menu AI is now more careful when flying above trees The last two Dev Branch updates have brought some AI improvements - better management of AI sling-loading, more careful AI pilots* and a fix of http://feedback.arma3.com/view.php?id=18937. Not exactly AI but tightly AI-related are the Headless Client improvement. *The AI pilots should better avoid collisions with objects and also pick their LZ more carefully. AI crashing with a helicopter should become a rare sight (unless one as a leader or scenario designer really forces the helicopter into e.g. dropping cargo under the powerlines). It may come in some situations at a cost of less tight maneuvers and longer time to transition into a hover. Share this post Link to post Share on other sites
oukej 2911 Posted October 8, 2014 08-10-2014EXE rev. 127639 (game) EXE rev. 127617 (launcher) Size: ~361 MB DATA Updated: AI rotation speed with various weapons ENGINE Updated: AI aiming speed tweaked with new dexterity of weapon data The algorithm for rotation speed of the AI within a free-aim/upper body deadzone has been improved. (This applies almost exclusively to situations when the AI is using a weapon in a vehicle's cargo or when firing from a cover.) Together with the change there's been a mass re-adjustment of dexterity property in weapons' configs. Referential values are 0.8 - Titan, 1.2 - Zafir, 1.5 - MX and 1.9 - P07 Fixed: Killed unit does not disclose killer http://feedback.arma3.com/view.php?id=10143 Share this post Link to post Share on other sites
oukej 2911 Posted October 15, 2014 13-10-2014EXE rev. 127716 (game) ENGINE Fixed: Soldiers rotating on the spot or moving in circles once a certain point of their path is reached Improved: AI helicopter landing Improved: AI seeing a kill visibility check And more than that - AI is now able and willing to land their chopper even in urban areas, Dr. Hladik has shown another of his magic tricks :icon_twisted: Plus some pathfinding and also http://feedback.arma3.com/view.php?id=13493 15-10-2014EXE rev. 127767 (game) ENGINE Improved: AI Sling Loading for the commanding menu Fixed: AI was trying to attach too heavy cargo The pilot of a vehicle with formation leader takes the lead Share this post Link to post Share on other sites
oukej 2911 Posted November 19, 2014 23-10-2014EXE rev. 127913 (game) Fixed: AI stuck in a weird loop after being moved via script 24-10-2014EXE rev. 127928 (game) Added: Delay between commanded ejects of AI Good for paratroopers - they shouldn't collide with each other as they did previously when everyone jumped out at the same moment. 10-11-2014EXE rev. 128152 (game) Fixed: AI won't start moving if its target destination is hard to reach Fixed: AMV won't go through fences - The AI will at least try to get closer to such destination and then check again for available paths. (If the destination cannot be reached at all, the AI won't even try) - Wheeled armored units now go thru the fence instead of going around it. 13-11-2014EXE rev. 128232 (game) Fixed: AI climbing a ladder repeatedly After climbing a ladder down the AI would previously sometimes snap back at the top and climb down once more. 14-11-2014EXE rev. 128257 (game) Fixed: Gunners not disembarking from drowning helicopters Even the AI should now be able to survive a safe helicopter water landing :) 19-11-2014EXE rev. 128296 (game) Fixed: AI in personTurret staying in the vehicle in combat mode Added: setUnloadInCombat script command AI at any cargo position (normal or firing position) should consistently disembark in combat. This default behavior can be changed by the setUnloadInCombat command (e.g. if you want the AI that is able to fire from its position to stay in the vehicle even in combat) Share this post Link to post Share on other sites
oukej 2911 Posted January 8, 2015 25-11-2014EXE rev. 128378 (game) Fixed: AI reactToDanger executed more often Fixed: Unhook waypoints so AI is able to drop even object type cargo 27-11-2014EXE rev. 128434 (game) ENGINE Tweaked: Better and faster tracing of fire sectors (optimization) AI better avoids cover positions that could easily be targeted by the enemy. 01-12-2014EXE rev. 128494 (game) ENGINE Improved: Possibility to command AI to get in personTurrets and cargo separately [FFV] 06-01-2015EXE rev. 128764 (game) ENGINE Fixed: An issue where AI would not respect objects, which were rotated using setDir, in the computation of pathfinding Fixed: AI ordered to get in a vehicle will do that after disembarking the current vehicle instead of only disembarking Share this post Link to post Share on other sites
oukej 2911 Posted January 15, 2015 06-01-2015EXE rev. 128764 (game) Fixed: An issue where AI would not respect objects, which were rotated using setDir, in the computation of pathfinding Fixed: AI ordered to get in a vehicle will do that after disembarking the current vehicle instead of only disembarking 1.) See notes in https://community.bistudio.com/wiki/setDir // http://feedback.arma3.com/view.php?id=19588 follow-up 12-01-2015EXE rev. 128805 (game) ENGINE Optimized: Removed an unnecessary parameter from AIBrain Fixed: AI running away after a Get Out waypoint at specific locations Fixed: HC client units were laggy 2.) http://feedback.arma3.com/view.php?id=21020 13-01-2015EXE rev. 128850 (game) ENGINE Fixed: AI door gunner unable to engage targets that the pilot didn't see Yay for moar combat efficient gunners! Share this post Link to post Share on other sites
oukej 2911 Posted January 21, 2015 (edited) 15-01-2015EXE rev. 128887 (game) Improved: Road binarization (preparation for future vehicle pathfinding improvements) :don2: 20-01-2015EXE rev. 128936 (game) Fixed: AI reaction to being alerted by nearby explosions Fix of the way AI got alerted about the shooter by nearby explosions. Previously under specific circumstances the AI could have learned about the whole group of the shooter. 21-01-2015EXE rev. 128957 (game) Added: AI rate of fire randomization (new parameter aiRateOfFireDispersion) 22-01-2015EXE rev. 128976 (game) DATA Added: aiRateOfFireDispersion parameter into the base fire mode class with a default value of 1 to introduce basic randomness in AI firing patterns (to-be-tweaked) Property that affects the randomness of delay between shots. Value sets the maximum of the range in which a random number influencing the delay between shots is generated. 0 means the delay between shots will be the same (with given actual distance). The bigger the value the longer delay can be generated. http://feedback.arma3.com/view.php?id=6293 Edited January 23, 2015 by oukej Share this post Link to post Share on other sites
oukej 2911 Posted January 30, 2015 (edited) 30-01-2015EXE rev. 129084 (game) Fixed: Skill of AI units being propagated over the network properly Changed: setSkill - AI skill can now be set for local units or for any if executed on the server http://feedback.arma3.com/view.php?id=22077 ; http://feedback.arma3.com/view.php?id=18365 skills set in the mission.sqm (default or adjusted by the slider) should now be correctly broadcasted skill and skillFinal commands should now get the correct values also remotely client can set skill only to a local AI unit server can set skill to any unit in both cases only the Difficulty/AI Level values set on the server are used to process the skill into skillFinal 30-01-2015EXE rev. 129084 (game) Fixed: AI soldiers planning their path through objects along the coastline http://feedback.arma3.com/view.php?id=22046 Edited January 31, 2015 by oukej Share this post Link to post Share on other sites
oukej 2911 Posted February 9, 2015 09-02-2015DATA Changed: Altis and Stratis were binarized using a new version to optimize loading times and AI pathfinding capabilities Some foundations for further pathfinding improvements. Share this post Link to post Share on other sites
oukej 2911 Posted February 10, 2015 10-02-2015EXE rev. 129214 (game) DATA Added: New danger cause (dcbulletClose) to danger.fsm ENGINE Added: Detection of bullets flying close to unit Similar to recent work on pathfinding, these commits are part of longer-term AI development. These changes are not yet configured to have any effect. Once we're a bit more confident about the results, we'll provide futher details and specify the kind of feedback we're looking for. Fixed: AI could get stuck planning paths from inside to outside of a structure (and vice versa) while in close proximity to the exit/entrance. An attempt to fix http://feedback.arma3.com/view.php?id=20631 , in the end...not rly fixing it ;) We will give it another try. Share this post Link to post Share on other sites
oukej 2911 Posted February 11, 2015 11-02-2015EXE rev. 129251 (game) Added: Improved detection of observed kills And a fix of http://feedback.arma3.com/view.php?id=21220 Share this post Link to post Share on other sites
oukej 2911 Posted February 14, 2015 (edited) 13-02-2015DATA Changed: AI detection distance of bullet hit/fly-by & grenade explosion Basic setup of new properties in cfgAmmo in relation to the prev. entry. Please try in game how far the AI reacts to bullets flying by, to various bullets hitting the ground and explosions. And share your feedback or thoughts about expected detection/suppression distances in the AI thread. Also that would be the place to look for more info. The new properties are suppressionRadiusBulletClose and suppressionRadiusHit suppressionRadiusBulletClose defines how far the AI gets alerted by a bullet flying by. (only for bullets!) Value -1 disables the feature. suppressionRadiusHit defines how far the AI gets alerted by a bullet hitting the ground or an explosion. Value -1 makes the game base the distance on the damage. Edited February 15, 2015 by oukej Share this post Link to post Share on other sites
oukej 2911 Posted February 17, 2015 17-02-2015EXE rev. 129341 (game) Fixed: Soldier stops after reaching a position in the house if this position is located under his target position in one of the upper floors Fixed: Ordering getIn as commander should work with FFV turrets now Fixed: AI reaction to danger should be faster Quite descriptive. The last one being a fix of a bug when the AI wouldn't acquire the target correctly even though it already had enough info about it. (E.g. units under fire looking somewhere else and not turning to the source of the fire) Share this post Link to post Share on other sites
oukej 2911 Posted February 26, 2015 (edited) 25-02-2015EXE rev. 129474 (game) Fixed: AI will not eject without parachutes, but will jump if helicopter is close to ground The AI should now eject if the helicopter is on the ground, hovering just above the ground or if the AI has parachutes it should only eject from a safe altitude. 26-02-2015EXE rev. 129494 (game) Changed: AI sight now limited by object view distance, not landscape view distance #moarFPS #splendidOptimisations #boostYourGame ... also if you can't see the AI due to your video setting it shouldn't see you either. Edited February 26, 2015 by RoyaltyinExile En (simplified) --> En (traditional) Share this post Link to post Share on other sites
oukej 2911 Posted March 6, 2015 02-03-2015EXE rev. 129524 (game) Fixed: AI sometimes warped to a requested building position instantly if given an order while moving No more cheating and doing shortcuts in buildings, not even when the player is not looking. 03-03-2015EXE rev. 129546 (game) Fixed: AI units occasionally got stuck when moving between floors Doesn't wait for the elevator anymore. Fixed: AI aircraft in close proximety to ground would not drop bombs No more trolling with the lazor designator in the faction showcases, no more suicide bombers. 04-03-2015EXE rev. 129555 (game) Fixed: Crew will not turn out when in combat mode (even if player-commander does) If you stick your head out of the armored coffin it's your problem. Unless you're someone like . Share this post Link to post Share on other sites
oukej 2911 Posted March 9, 2015 09-03-2015EXE rev. 129614 (game) Tweaked: AI aiming error when it has lost sight of a target This should improve situations when AI e.g. changes stance and because of that looses the line of sight to the target. In such case - even if the AI still has good information about the target from other group members - the AI should no longer be able to put an aimed shot. Share this post Link to post Share on other sites
oukej 2911 Posted March 11, 2015 10-03-2015EXE rev. 129643 (game) Fixed: AI sometimes runs away when the vehicle it is supposed to get into, is moving An work-in-progress improvement of AI pathfinding to vehicle entry points if the vehicle moves or makes small adjustments. ( http://feedback.arma3.com/view.php?id=22853 ) Fixed: setSkill with subskill in MP overwriting the entire skill of a unit A nasty bug (http://feedback.arma3.com/view.php?id=22973) that has slipped thru with the recent fixes of AI skill MP propagation. Share this post Link to post Share on other sites
oukej 2911 Posted March 13, 2015 11-03-2015EXE rev. 129669 (game) Fixed: precisionAI replication to clients When checking for skillFinal remotely the results of "aimingAccuracy" and "aimingShake" were previously incorrect. (http://feedback.arma3.com/view.php?id=22970) Fixed: Aiming error sometimes being stuck at 0 Improves situations where the AI aiming gets distracted (e.g. loosing line of sight to the target). Share this post Link to post Share on other sites
oukej 2911 Posted March 19, 2015 17-03-2015EXE rev. 129763 (game) Optimized: Visibility raycast for dead bodies is limited to 50m. For alive soldiers it is limited to 3km. Saving FPSeses Share this post Link to post Share on other sites