oukej 2911 Posted May 3, 2017 On 17. 2. 2017 at 4:36 PM, bis_iceman said: EXE rev. 140465 (game) Tweaked: Using the disableAI WeaponAim command no longer affects players in turrets On 27. 2. 2017 at 5:42 PM, DnA said: EXE rev. 140596 (game) Tweaked: AI skill - General now influences the reaction time for using countermeasures Configurable in configfile >> "CfgBrains" >> "DefaultSoldierBrain" >> "Components" >> "AIBrainCountermeasuresComponent" On 27. 2. 2017 at 5:42 PM, DnA said: Eden Editor Added: An attribute for AI to allow setting their vehicle radar mode On 22. 3. 2017 at 7:07 PM, bis_iceman said: Added: AI radar rules (EMCON) are now in Eden Editor attributes Same functionality as https://community.bistudio.com/wiki/setVehicleRadar On 3. 3. 2017 at 6:48 PM, bis_iceman said: EXE rev. 140686 (game) Fixed: AI orders to repair a vehicle would loop infinitely (https://feedback.bistudio.com/T120612) On 8. 3. 2017 at 2:22 PM, bis_iceman said: EXE rev. 140753 (game) Fixed: AI drivers would move to the corner of the VR terrain on their own Because that's the place to be On 13. 3. 2017 at 2:44 PM, bis_iceman said: EXE rev. 140842 (game) Fixed: Planes controlled by AI were unable to lock a target On 21. 3. 2017 at 8:58 PM, bis_iceman said: Tweaked: AI units are now denoted by an '(AI)' suffix in the Revive messages On 13. 4. 2017 at 6:49 PM, bis_iceman said: EXE rev. 141279 (game) Added: A new forgetTarget script command https://community.bistudio.com/wiki/forgetTarget On 2. 5. 2017 at 4:19 PM, bis_iceman said: Tweaked: Countermeasures timings and bursts when used by the AI 13 Share this post Link to post Share on other sites
oukej 2911 Posted August 6, 2017 On 9. 5. 2017 at 3:09 PM, pettka said: EXE rev. 141615 (game) Fixed: Vehicle mounted Titan AA / AT weren't locked by AI gunners On 10. 5. 2017 at 2:16 PM, bis_iceman said: EXE rev. 141645 (game) Fixed: AI gunners in gunships were not able to manually guide Scalpel missiles (https://forums.bistudio.com/forums/topic/143930-general-discussion-dev-branch/?do=findComment&comment=3185774) On 15. 5. 2017 at 9:22 PM, bis_iceman said: EXE rev. 141730 (game) Fixed: AI gunners in airplanes were not able to manually guide Scalpel missiles (https://forums.bistudio.com/forums/topic/143930-general-discussion-dev-branch/?do=findComment&comment=3185774) Mainly fixing issues brought in by the sensor overhaul On 11. 5. 2017 at 2:08 PM, bis_iceman said: EXE rev. 141672 (game) DATA Tweaked: AI would choose firing their cannon over dropping bombs too often Tweaked: AI usage of new Jets weapons On 12. 5. 2017 at 3:22 PM, bis_iceman said: EXE rev. 141698 (game) DATA Tweaked: Praetorian AI should be overshooting less when turning towards a target (https://forums.bistudio.com/forums/topic/143930-general-discussion-dev-branch/?do=findComment&comment=3179678) Tweaked: AI should now use the Scalpel for a bigger range of distances Tweaked: Overall AI usage of the Scalpel and Skyfire On 27. 6. 2017 at 5:46 PM, bis_iceman said: EXE rev. 142227 (game) DATA Fixed: The probability of AI Skyfire fire modes at long distances was improved Tweaking of weapons for Jets and after sensor overhaul. On 15. 5. 2017 at 9:22 PM, bis_iceman said: EXE rev. 141730 (game) Fixed: Passive radar would not detect drone / AI radars forced ON via an attribute Related to https://community.bistudio.com/wiki/setVehicleRadar On 15. 5. 2017 at 9:22 PM, bis_iceman said: Tweaked: The disableAI / enableAI commands now work also for mine detection ("MINEDETECTION") https://community.bistudio.com/wiki/disableAI On 18. 5. 2017 at 2:57 PM, bis_iceman said: EXE rev. 141791 (game) Tweaked: AI boat movement in shallow waters was improved Tweaked: AI plane path-finding at high altitudes was improved On 19. 5. 2017 at 2:56 PM, bis_iceman said: EXE rev. 141806 (game) Tweaked: AI driving heavy vehicles should not stop for small obstacles anymore On 19. 5. 2017 at 2:56 PM, bis_iceman said: EXE rev. 141806 (game) DATA Tweaked: Automated tailhook operation for AI is now directly tied to the Landing and LandingCanceled events On 27. 6. 2017 at 5:46 PM, bis_iceman said: EXE rev. 142227 (game) Fixed: AI could take control over players while they were operating a drone in some cases Don't tell Musk or Hawking On 14. 7. 2017 at 6:50 PM, bis_iceman said: EXE rev. 142352 (game) DATA Tweaked: AI soldiers are now keener to attack enemy armored vehicles The AI engagement ranges of Titan and NLAW have been tweaked to better fit the actual missile flyout and kill probability range. On 26. 7. 2017 at 5:01 PM, bis_iceman said: EXE rev. 142452 (game) Fixed: Ordering a turned out AI gunner to fire would make him fire his personal weapon, not the vehicle's On 3. 8. 2017 at 3:49 PM, bis_iceman said: EXE rev. 142516 (game) Tweaked: AI skill inversion was refactored (Skill and Precision values should now more correspond with the range: 0 - 1), please report any issues to the respective forums thread On 4. 8. 2017 at 2:45 PM, bis_iceman said: EXE rev. 142528 (game) Tweaked: AI should now be able to spot enemies faster (linked to the recent skill inversion tweaking) 10 Share this post Link to post Share on other sites
oukej 2911 Posted February 23, 2018 On 8/16/2017 at 4:26 PM, bis_iceman said: 16-08-2017 EXE rev. 142639 (game) Tweaked: Spotting and aiming error values of AI were improved Added: A new variant for the sendSimpleCommand script command [this sendSimpleCommand "stopTurning"] On 8/17/2017 at 4:52 PM, bis_iceman said: 17-08-2017 EXE rev. 142650 (game) Fixed: AI gunners with high skills would refuse to engage targets in some cases On 8/22/2017 at 2:02 PM, DnA said: 22-08-2017 EXE rev. 142695 (game) Tweaked: Small reduction in AI spotting speeds in connection to recent tweaks On 8/30/2017 at 2:19 PM, bis_iceman said: 30-08-2017 EXE rev. 142807 (game) Tweaked: AI vehicle spotting time On 9/1/2017 at 3:51 PM, bis_iceman said: 01-09-2017 EXE rev. 142841 (game) Tweaked: The aiDispersionCoefX/Y parameters now work on the shotShell ammo type On 9/12/2017 at 3:10 PM, DnA said: 12-09-2017 DATA Tweaked: aiDispersionCoefs for tank cannons Fixed: AI helicopters climbing indefinitely when focused on by a spectator (https://feedback.bistudio.com/T126582) On 9/21/2017 at 3:18 PM, bis_iceman said: 21-09-2017 EXE rev. 143036 (game) Tweaked: The aiDispersionCoefX/Y was not applied in some cases (e.g. Ghosthawk right minigun gunners) On 9/26/2017 at 4:45 PM, DnA said: 26-09-2017EXE rev. 143070 (game) Fixed: Commanding AI to open fire didn’t always work for vehicles if the player's group was set to forced hold fire and the player was in the vehicle On 10/10/2017 at 3:31 PM, bis_iceman said: 10-10-2017 EXE rev. 143248 (game) Tweaked: AI path planning and driving for tracked vehicles was refactored (feedback: https://forums.bistudio.com/forums/topic/191515-ai-driving-feedback-topic/) On 10/11/2017 at 2:05 PM, bis_iceman said: 11-10-2017 EXE rev. 143257 (game) Added: Vehicle commanders can now control their vehicles directly by the WASD keys without AI responsibility delays (there should be no difference between driving from driver or commander positions, though AI crew still needs to be present) Added: Using the hasDriver = -1 parameter will now create a vehicle without a driver and with a commander who can drive the vehicle directly by the WASD keys On 10/18/2017 at 5:39 PM, bis_iceman said: 18-10-2017 EXE rev. 143323 (game) DATA Tweaked: Dispersion and AI usage of vehicle machine guns were adjusted ENGINE Fixed: The expectedDestination script command did not work for agent entities On 10/30/2017 at 1:20 PM, bis_iceman said: 30-10-2017DATA Tweaked: Further adjustments to vehicle weapons dispersion and AI usage (bursts and fire rates across various ranges) On 11/7/2017 at 9:12 PM, bis_iceman said: 07-11-2017 DATA Tweaked: Gatling dispersion and AI weapon usage were improved On 11/13/2017 at 5:31 PM, bis_iceman said: 13-11-2017DATA Eden Editor Added: Basic Civilian Behavior module (enhances civilian behavior during combat scenes, and improves performance by using agent entities) On 12/1/2017 at 1:24 AM, bis_iceman said: 20-11-2017 & 30-11-2017 DATA Tweaked: The audible range (AI) of wheeled vehicles, jets and helicopters has been slightly increased On 12/1/2017 at 11:08 PM, bis_iceman said: 01-12-2017 EXE rev. 143722 (game) Fixed: Using disableAI "WEAPONAIM" was producing incorrect results On 1/24/2018 at 1:18 PM, bis_iceman said: 24-01-2018 DATA Fixed: AI didn't want to use 30mm HE shells against infantry On 2/15/2018 at 4:14 PM, bis_iceman said: 15-02-2018 EXE rev. 144306 (game) Tweaked: Reduced the default time an AI tank driver has to be stuck before turning away and re-planning Tweaked: AI driving wheeled vehicles now prefer roads less when in Combat or Stealth mode + lost from changelogs: Fixed: AI driver would drive on his own to the initial waypoint position after player commander let him back in the driver's seat Fixed: AI vehicles in groups were not able to path-find correctly in combat mode Fixed: AI drivers were skipping through first waypoints without moving On 2/22/2018 at 4:42 PM, bis_iceman said: 22-02-2018 DATA Fixed: AI would take dangerous shortcuts from runway to taxiway (https://feedback.bistudio.com/T118265) (currently on dev-branch the fix applies to Tanoa only) 15 3 Share this post Link to post Share on other sites
oukej 2911 Posted March 28, 2018 On 3/5/2018 at 3:32 PM, bis_iceman said: 05-03-2018 Tweaked: AI inaccuracy of cannons was reduced Tweaked: Overall AI overall inaccuracy was slightly reduced (AIDispersionCoef) Fixed: AI planes had trouble landing on the USS Freedom carrier On 3/9/2018 at 3:47 PM, bis_iceman said: 09-03-2018 Tweaked: The precision of AI drivers in vehicles completing waypoints now should be better Fixed: APCs are now an 'Armor' type of threat for the AI On 3/15/2018 at 2:19 PM, DnA said: 15-03-2018 Fixed: AI would fire too many Vorona missiles in a row (https://forums.bohemia.net/forums/topic/143930-general-discussion-dev-branch/?do=findComment&comment=3276058) ENGINE Added: An ability to define a vehicle's sensor position (sensorPos) On 3/19/2018 at 4:03 PM, bis_iceman said: 19-03-2018 EXE rev. 144509 (game) Tweaked: Solved radio message spam when directly controlling an armored vehicle as effective commander On 3/20/2018 at 6:55 PM, bis_iceman said: 20-03-2018 EXE rev. 144536 (game) Fixed: AI crew could drive over their commander after he disembarked from a vehicle (the driver now will switch to the Stop mode if he was in the Formation mode) Tweaked: Radio spam during vehicle commanding was reduced On 3/22/2018 at 5:31 PM, bis_iceman said: 22-03-2018 Tweaked: AI vehicle waypoint completion precision has been lowered again EXE rev.144589 Some attempts to improve AI driving (esp. tanks) Fix for going to (0,0) on VR world Fix for first move order/WP reactions 8 2 Share this post Link to post Share on other sites