We'd like to try using this thread to track clear updates about changes to the AI. But first, some all important disclaimers!
Not all the changes made to the AI can be logged as and when they happen
Sometimes the changes made by the programmers require other departments to update or pack their data
Sometimes that's not always possible right away (i.e. changes to AI Costmaps for terrain, tweaking of new/refined values in configs)
Sometimes the changes must be put on hold while we make sure/prevent them from entirely annihilating the rest of the game
Sometimes the changes must be reverted because they destroy more than they heal.
Sometimes our programmers have to work, rather than talk about working.
We hope it helps shine some light on the ongoing refinements/fixes being made to the AI, and can help to frame/promote some useful feedback/discussion/understanding about the current state/future direction and progress.
You can discuss the changes across in the AI Dev Branch Discussion thread.
Best,
RiE
First set of notes follows:
N.b. Sometimes I'll quote one one of our Programmer's comments, but reserve the right to make splendid editorial adjustments! :cool:
☞ AI Driving - Feedback topic☜
☞ AI almost everything else feedback topic☜ ;)
There have been some rather big changes to AI detection ranges and in general the detection should now more accurately reflect the audible and visual state (in harmony with vis. update).
To give some more details and quick examples (approx. distances, Regular diff., 0.6 skilled AI, flat surface without clutter)
Previously, in full moon night the AI was able to spot a running target at 25m and track it up to 350m. Now the AI is able to spot such target at 40m but it won't be able to track it further than roughly 80m.
With a flashlight the AI was sometimes able to spot a running target at more than 100m. Now the flashlight won't help the AI detect targets beyond 30-40m. That is still better than - without FL or NVG - a pitch black night where the AI almost exclusively relies on its hearing. Of course, when you decide to wander under the lights of streetlamps .... better shoot the bulbs ;) And don't even think about switchin on your own torch.
Previously the AI would almost always detect you if you got closer than 20m. Now you will be able to get more personal. But keep in mind that Arma is still not a super-stealthy come-tap-on-my-shoulder game. Our AI don't like hugging and shaking hands, they keep their comfy zone. Should you decide to poke the AI with your muzzle they will get angry at you. Even in the darkest night.
AI is always happy to use optics to spot scared players better. From now on the darker it gets the less useful are the optics to the AI. When you can't see your own toes seeing them 10x magnified doesn't help, right? ;)
Previously there was a little difference between how far the AI spotted static and a walking target. At the same time there was much more noticeable gap between running and sprinting. From player's perspective - of what is easier to notice - it's more of a static vs. moving target dilemna. Next time you try to ambush the AI, plan your movement carefully and freeze when in the enemy's LOS. It may save your life. (In numbers the detection is approx. 100m for crouched static target vs. 240m for walking, 340m running, 360m sprinting, target)
And also the gap between AI spotting you and recognizing you as an enemy has been increased. You'll be able to notice this mainly when facing AI that is already in combat mode and is actively looking for enemies. Focusing its sight in narrow angle and using optics. Such AI will be able to spot you - if you get into its focus area - much further away than AI that has its weapon lowered. But it will only be able to recognize you once you get a bit closer. (If you get spotted by an unaware AI patrol you are usually close enough for them to recognize you by focusing)
:ph34r: