oukej 2911 Posted August 25, 2015 24-08-2015 EXE rev. 131948 (game) Fixed: AI could see through smoke in MP under some conditions http://feedback.arma3.com/view.php?id=24804 Fixed: AI was switching to their sidearm, when their rifle still had some ammo left Share this post Link to post Share on other sites
oukej 2911 Posted September 2, 2015 03-09-2015 EXE rev. 132062 (game) Added: disableRemoteSensors and getRemoteSensorsDisabled commands there are two new commands - disableRemoteSensors bool and bool = getRemoteSensorsDisabled what are they good for: - each unit needs many raycasts to determine whom it can see (this takes a lot of CPU time) - most MP players do not really need the information if player #42 can see player #67 So this command will disable raycasts for remote (not local) unit that is in a group, that doesn't have any local units (you will not compute any raycasts for 85 remaining player) and hopefully saves some CPU time. - it will break knowsAbout script command (will not be updated), reveal should still work - commands are local and can be used for both client or server - state will be reseted when mission ends https://community.bistudio.com/wiki/disableRemoteSensors https://community.bistudio.com/wiki/getRemoteSensorsDisabled Share this post Link to post Share on other sites
oukej 2911 Posted September 8, 2015 07-09-2015 DATA Removed: Class-based differences in AI spotting abilities (it is covered by other systems instead) AI spotting abilities now depend purely on the individual AI skill and the equipment available to the AI. Share this post Link to post Share on other sites
oukej 2911 Posted September 8, 2015 08-09-2015 EXE rev. 132135 (game) Fixed: Sound - AI sometimes does not fully speak its dialogue Soldiers finally completed their Silence badge and will once again enrich the battle soundscape with shouts and various target reports. Hooah Share this post Link to post Share on other sites
oukej 2911 Posted September 11, 2015 10-09-2015 EXE rev. 132304 (game) Fixed: AI was throwing grenades at unknown targets Sometimes the AI would seemingly randomly throw the grenade at a position where there was no enemy. Fixed: AI subordinates should heal wounded characters from other group when orderedThe action didn't work when radio commanding was used. Share this post Link to post Share on other sites
oukej 2911 Posted September 24, 2015 14-09-2015 EXE rev. 132389 (game) DATA Fixed: B_127x108_Ball audible/visibleFireAll anti-material rifles should now be heard and seen by the AI on a similar distance. ENGINE Fixed: AI does not switch to combat mode when they see an entity killed by script(Also applies to suicides and similar) Solves: http://feedback.arma3.com/view.php?id=24792 15-09-2015 EXE rev. 132404 (game) Fixed: AI co-pilots hiding in cockpit when switching to combat mode Fixes https://forums.bistudio.com/topic/184394-any-chance-of-finally-fixing-clipping-issues/#entry2908784 16-09-2015 EXE rev. 132430 (game) Fixed: AI is now able to raise their weapon when switched to danger and being forced to crouch Fixes http://feedback.arma3.com/view.php?id=23038 2 Share this post Link to post Share on other sites
oukej 2911 Posted October 1, 2015 29-09-2015 EXE rev. 132643 (game)) Added: An option to define road type exclusively for AI pedestrian units It's now possible to make a "road" be used by the pedestrian AI only. Such road won't be part of map road net, but it will still be visible on the map. class RoadTypesLibrary { class RoadX { pedestriansOnly = true; }; }; 4 Share this post Link to post Share on other sites
oukej 2911 Posted October 6, 2015 02-10-2015 EXE rev. 132716 (game)) Fixed: Shots were going in the wrong directions when AI was engaging with bursts in FFV :rolleyes: Share this post Link to post Share on other sites
oukej 2911 Posted October 8, 2015 15-10-2015 EXE rev. 132922 (game) Added: disableAI/enableAI - new parameter CHECKVISIBLE (disables visibility raycasts) 3 Share this post Link to post Share on other sites
oukej 2911 Posted October 29, 2015 20-10-2015 EXE rev. 132992 (game) DATA Added: turnOffset property for Offroad FFV positions to allow the AI to actually work with turning outENGINEAdded: AI can now use turn in / out actions to engage targets in different directionsAI's Toyota War-worthiness epic feat unlocked 21-10-2015 EXE rev. 133012 (game) Fixed: Proper distinction between player and AI when selecting weapon mode Previously the AI would sometimes select e.g. a "manual" fire mode, which is intended for player only and is configured with values that should prevent AI from using it. The typical result was AI firing with single shots and long gaps between them. More improvements are inbound to cover other situations where this can occur. 23-10-2015 EXE rev. 133055 (game) Fixed: AI sometimes not engaging targets from FFV, because of watching their leader instead Leaders were exchanged for less handsome ones so the soldiers focus more on their targets. 8 Share this post Link to post Share on other sites
oukej 2911 Posted November 19, 2015 30-10-2015 EXE rev. 133137 (game) Fixed: AI gunners were using only single shots after switching seats or cancelling manual fire Follow-up to the 2nd entry in prev. post (AI & fire modes) 11-11-2015 EXE rev. 133307 (game) Fixed: Dedicated Server - AI as a gunner in a tank does not wait for an order to fire from the cannon WIP fix of commanding of AI vehicle crew in MP env. 2 Share this post Link to post Share on other sites
oukej 2911 Posted December 4, 2015 04-12-2015 EXE rev. 133618 (game) Fixed: AI ‘waving’ their guns in cover on Dedicated Servers Sometimes the AI would aim left/right, there and back, in a snappy fashion, for several seconds, being stuck in the cover. This should no longer happen, the AI should look normally when engaging or tracking a target from a cover. It should also behave reasonably when entering or leaving the cover. (the visible behavior of AI in a cover is typically side-stepping and leaning). The AI still takes more time in the cover than it should (this fix does not remove their occasional reluctance to move). Please look out for potential adverse effects and bugs and report them in the AI Discussion (these could include various new problems with AI and cover positions, inability to aim at a target from the cover, etc...) Thanks a lot and a happy weekend AI hunting ;) 5 Share this post Link to post Share on other sites
oukej 2911 Posted January 7, 2016 06-01-2016 EXE rev. 133820 (game) Fixed: When a player commands a AI gunner to switch weapons it could get stuck on the current one when he had a target and that target was at a specific distance 07-01-2015 EXE rev. 133832 (game) Fixed: AI not engaging after saving / loading https://forums.bistudio.com/topic/143930-general-discussion-dev-branch/page-912?p=2953891#entry2953891 2 Share this post Link to post Share on other sites
oukej 2911 Posted January 15, 2016 15-01-2016 EXE rev. 133935 (game) ENGINE Tweaked: Lost AI returns to formation faster when in combat Fixed: Sub-groups no longer follow a player who is not the leader of the group (http://feedback.arma3.com/view.php?id=4465) CombatFormationSoft is now set to false by default. Player is no longer able to make some of the fellow AI take a detour with him/her just because he/she is higher in the formation. If you - as a dirty subordinate - leave your comrades and go lone-wolf the AI will still stick to the leader and will just keep a nice warm spot for you in their formation. Groups should generally move faster in combat. Happy weekend AI commanding! 12 Share this post Link to post Share on other sites
oukej 2911 Posted January 22, 2016 20-01-2016 EXE rev. 134014 (game) Tweaked: Performance improvement for path planning on roads AI (soldier/vehicle) should find the path faster (when close to or on road) 21-01-2016 EXE rev. 134018 (game) Tweaked: AIs in helicopters should be able to land (e.g. unload cargo) even under fire 25-01-2016 EXE rev. 134057 (game) Tweaked: AIs in helicopters should be able to land (e.g. unload cargo) even under fire (continued) http://feedback.arma3.com/view.php?id=16450 22-01-2016 EXE rev. 134043 (game) Added: disableAI / enableAI "AUTOCOMBAT" Disables automatic switching to combat mode, unit will respect behaviour as set by player / waypoint. https://community.bistudio.com/wiki/disableAI 11 Share this post Link to post Share on other sites
oukej 2911 Posted January 28, 2016 26-01-2016 EXE rev. 134079 (game) Fixed: Careless AI jet pilots would ignore flyInHeight when they noticed enemies https://forums.bistudio.com/topic/186907-highway-to-the-danger-zone-suicidal-ai-pilots/ 1 Share this post Link to post Share on other sites
oukej 2911 Posted February 4, 2016 03-02-2016 EXE rev. 134264 (game) Added: setWaypointForceBehaviour command, which disables auto-combat for the time of execution of a waypoint Relates to disabling of automatic switching of AI into combat when in danger https://forums.bistudio.com/topic/150500-development-branch-captains-ai-log/page-5#entry2968995. There's now a way to make the AI strictly follow the waypoint behavior via the setWaypointForceBehaviour command Fixed: Finding a dead body will no longer trigger combat mode if there was no killer (killed by Divine Script Intervention) https://forums.bistudio.com/topic/150500-development-branch-captains-ai-log/page-5#entry2916956 http://feedback.arma3.com/view.php?id=24792 4 Share this post Link to post Share on other sites
oukej 2911 Posted March 1, 2016 Long time no see (update). My apologies. Let's change that ;) 11-02-2016 EXE rev. 134494 (game) Added: Character specialties can now be changed on-the-fly via script commands setSpeciality / getSpeciality (including custom specialties). Overrides are only active during the current scenario and specialties are stored in the AI brain, so it’s respawn-compatible. Two new commands are availablesetSpeciality player setSpeciality [<speciality_name>, <value>,[<isCustom>]]] getSpeciality player getSpeciality <speciality_name> Available specilality types are: Medic (bool) Engineer (bool) Pyrotechnic (bool) UavHacker (bool) CamouflageCoef (float) AudibleCoef (float) FatigueCoef (float) 12-02-2016 EXE rev. 134516 (game) Fixed: AI subskills set in Eden Editor would be too high https://forums.bistudio.com/topic/150499-ai-discussion-dev-branch/page-187?p=2978819#entry2978819Thank you very much for revealing the issue during the RC testing and many kudos to all contributing members in the AI Discussion thread for the continuous support! 23-02-2016 EXE rev. 134692 (game) Tweaked: The frequency of "Low ammo" and "No ammo" reports by the AI is now lower Adjusted checking for magazines left. AI should also no longer report low ammunition when it has low ammo just for the secondary weapon. 7 Share this post Link to post Share on other sites
oukej 2911 Posted March 9, 2016 07-03-2016 EXE rev. 134851 (game)) Fixed: The M2A1 Slammer would shake when reversing A little improvement to tank commanding - AI should more reliably follow player's commands. 08-03-2016 EXE rev. 134887 (game)) Fixed: The AI would not work properly in some Barracks building variants Improved ladders, roadways and paths. 2 Share this post Link to post Share on other sites
oukej 2911 Posted March 16, 2016 10-03-2016 EXE rev. 134898 (game) Fixed: AI characters could enter disassembled vehicles 14-03-2016 EXE rev. 134926 (game) Fixed: The AI tank drivers would disobey commanders’ orders in some cases (e.g. to avoid obstacles when driving forward) A tank commanding improvement. Helps get more precise and reliable control over the tank. Relates to previous post. 4 Share this post Link to post Share on other sites
oukej 2911 Posted March 30, 2016 23-03-2016 EXE rev. 135100(game) Fixed: AI would slow down when running around dead bodies 3 Share this post Link to post Share on other sites
oukej 2911 Posted April 1, 2016 01-04-2016 EXE rev. 135285(game) Tweaked: The Suppression command was overhauled Added: New commandSuppressiveFire and doSuppressiveFire script commands SUPPRESSIVE FIRE!!! :681: 7 Share this post Link to post Share on other sites
oukej 2911 Posted April 18, 2016 15-04-2016 EXE rev. 135577(game) Fixed: AI would not hear orders when the game is run with the "-noSound" start-up parameter (https://forums.bistu...branch/page-942) 18-04-2016 EXE rev. 135590(game) Fixed: The AI characters would get stuck in a loop when being forced to equip binoculars A short-lived issue in anims. after the introduction of weapon switching on the move. Fixed: Some AI commands would not work for the Linux version of the server executable Relates to the fix from 15.4. - now fixed also on Linux servers. Thanks a lot for your help in the Linux dedicated server feedback thread! 6 Share this post Link to post Share on other sites
oukej 2911 Posted May 11, 2016 04-05-2016 Tweaked: AI visibility is now accustomed to the nights after the Visual Upgrade Putting it more on par with previous state. Other tweaks are in progress. 06-05-2016 Tweaked: Animals now use a more optimized aiBrainType (DefaultAnimalBrain) This means for example that they won't be using suppression component, saving some computing time. 7 Share this post Link to post Share on other sites
oukej 2911 Posted May 12, 2016 12-05-2016 Tweaked: Spotting and hearing abilities configuration Hearing abilities were reduced. Spotting abilities were slightly toned down as well. The range to which both are affected by AI skill and difficulty options AI level has been extended. A high skilled AI, Tier 1 opo, may detect you noticeably farther away than a low skilled AI, militia guy, would. For example a running target on a flat surface can be detected by an top-skilled AI (aware, not focused, not looking through the sights, using basic FOV, looking in the target's direction) at about 400m or just above 200m if the AI has a low skill. Keep in mind that this is further augmented by the AI Level you have set in the difficulty options and many other variables that come into play ranging from light conditions, terrain, clutter to type of target, it's movement and actions. This is just to give an example. Added: A new AIAvoidStance surface parameter to prevent AI from going prone in tall grass A new property for cfgSurfaces. Allows restricting the AI from entering prone with two levels of emphasis. = 0 - no change = 1 - avoid prone (unless stealth or suppressed) = 2 - never prone Note that in all variants the AI may still enter prone if commanded, injured, animated, forced,.... Fixed: AI drivers would stop their vehicle if they encountered another vehicle in an opposite direction This bug was only present in Dev-branch. There are few more detection tweaks in progress. Once again many thanks for your feedback, repros, test cases and valuable in-depth notes in the AI Discussion and across other channels (social or less social :)). We've been utilizing them a lot. 18 Share this post Link to post Share on other sites