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19-03-2015

EXE rev. 129822 (game)

DATA

  • Added: Ammo hit and fly-by distances for AI detection & suppression

ENGINE

  • Added: Parameters dangerRadiusBulletClose and dangerRadiusHit for CfgAmmo
  • Added: AI suppression enabled

AI unit that comes under fire will no longer return fire with the same accuracy as when it's not endangered. Projectiles that pass by, impact or explode near an AI unit make its aiming capabilities deteriorate. The more bullets, the closer impacts, the bigger calibers - the stronger the effect. And the longer it takes the AI to recover and stabilize its aim. Especially if the AI's skill is low. Whereas a Tier1 operAItor may just shrug it off in no time ;)

The effect may not be apparent at first glance. Note that this update does not change the explicit AI behavior and decision making when under fire.

But we still hope this mechanic will significantly contribute to the richness of combat, enhance your tactical options and increase the enjoyability of firefights with the AI.

Please share any feedback about how easy is to suppress the AI and about strength of the effect in the AI discussion.

Curious about the new config parameters? Read on.

New cfgAmmo properties dangerRadiusBulletClose and dangerRadiusHit were added. And at the same time the functionality of other two, also relatively new, properties was changed.

  • dangerRadiusHit - defines how far the AI gets alerted by the projectile's impact or explosion. Default value -1 makes this distance be automatically derived from the hit and indirectHit properties.
  • dangerRadiusBulletClose - defines how far the AI gets alerted by the bullet's pass. Default value -1 disables the detection. (works only for bullets, no other projectiles)
  • suppressionRadiusHit - defines the max. distance at which the AI becomes suppressed by the projectile's impact or explosion. Default value -1 disables the suppressive effect
  • suppressionRadiusBulletClose - defines the max. distance at which the AI becomes suppressed by the bullet's pass. Default value -1 disables the suppressive effect (works only for bullets, no other projectiles)

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20-03-2015

EXE rev. game (129826)

  • Fixed: Suppression increased by Hit events properly
  • Tweaked: Aiming error recovery made shorter for 0 value of error
  • Tweaked: Weapon distraction for aiming error

Tweaks connected to suppression and AI aiming.

AI's look slowed down when recovering and stabilizing its aim, now it should look more natural and snappier.

Also AI was sometimes too distracted by firing its own weapon, now this should only play bigger role in combination with other distractions.

23-03-2015

EXE rev. 129844 (game)

Fixed: AI not moving in formation correctly

Introduced and fixed ;)

Fixed: Minor AI pathfinding behavior fixes after changing AI locality (no ghost-like movement through building on some occasions, etc.)

Self-explanatory I guess. Sometimes the AI near, in or under the buildings would not keep all the relevant info (e.g. being a path inside a building) about surroundings if AI's locality got changed.

25-03-2015

EXE rev. 129886 (game)

Tweaked: AI Suppression

Several tweaks and balancing. Thanks for your feedback! Situations where AI's were few meters away from each other, couldn't hit and depleted all ammo should be history now.

  • Fixed AI firing too much or even only off the target. A suppressed AI has much higher probability to miss the target, but that doesn't mean it can't hit it at all ;)
  • Increased the time AI needs to recover from being suppressed.
  • AI can occasionally suffer a lower rate of fire when pinned down.
  • AI should also usually take some time before opening fire after turning (depends on the target's distance)

Edited by oukej

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27-03-2015

EXE rev. 129935 (game)

Fixed: Suppression and AimingError components can be re-enabled again

Added: Script command documentation for enableAI / disableAI (AIMINGERROR and SUPPRESSION)

2 new values (aimingError & suppression) were added to disableAI scripting command together with the recent work on suppression mechanic. enableAI counterpart is now rdy 4 use as well making both new additions fully functional.

Added: AI Suppression commands: getSuppression, setSuppression

Two new commands for Suppression.

https://community.bistudio.com/wiki/getSuppression

https://community.bistudio.com/wiki/setSuppression

Documentation soonTM

Fixed: Weapon attachments properly affect AI aiming

Related to http://feedback.arma3.com/view.php?id=23256. AI now uses correct zeroing as well.

Fixed: Assembled autonomous turrets have a default 0.5 skill now

The "skill" of the AI of autonomous turrets was broken after a turret was assembled from backpacks, making the turret fire with an insane dispersion.

http://forums.bistudio.com/showthread.php?159710-AI-Discussion-(dev-branch)&p=2906213&viewfull=1#post2906213

http://feedback.arma3.com/view.php?id=23311

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30-03-2015

EXE rev. 129971 (game)

  • Improved: Commander-gunner communication (commander will assign targets faster)

http://forums.bistudio.com/showthread.php?159710-AI-Discussion-(dev-branch)&p=2909691&viewfull=1#post2909691

  • Tweaked: AI suppression (damage, fatigue)

Injured, fatigued and suppressed AI should become almost unable to aim properly. (unless it's a Tier-1 operAItor) However, if you give it time, it should eventually still be able to hit you.

  • Fixed: AI suppression influencing personTurrets properly

AI firing from a vehicle with personal weapons will now also loose aim if you shoot around the vehicle.

Also if a vehicle gets under fire and it's crew jumps out their aim won't be perfect straightaway.

However gunners in normal turrets (incl. static weapons) can't be suppressed and their aiming can appear too purrfect at times. We're looking into ways of handling it, but it won't be dealt with before the 1.42 release.

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02-04-2015

EXE rev. 130072 (game)

Fixed: AI soldiers should no longer get stuck around buildings

Previously the AI could sometimes get stuck during its pathfinding at building corners. That should no longer be true.

There are still situations where AI in combat stays in cover for too long and may look like it's stuck. Also there are some buildings, especially those placed on slopes, that cause different troubles. AI won't enter them and if the AI is spawned inside it won't find a way out.

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10-04-2015

EXE rev. 130283 (game)

Fixed: AI got stuck if it joins another group during healing

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14-04-2015

EXE rev. 130299 (game)

Optimized: Network traffic for some of the AI related messages

:yay:

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Long time no update. Most of the team is still plunged deep in refactoring and optimizations. Still there were some nice AImprovements rolled out recently.

15-05-2015

EXE rev. 130759 (game)

Tweaked: AI AT soldiers will not switch assigned target when holding fire

One of the improvements to help player-leader have better control over the situation, be able to distribute targets to the subordinates and rely on them to deal with such assigned target.

18-05-2015

EXE rev. 130770 (game)

Improved: AI vehicles will react faster to hits with 0 damage

Harmless shooting at a tank may still anger its crew ;)

Improved: AI airplane is more autonomous when selecting targets (if none is assigned yet)

Previously the pilot AI didn't pick targets of opportunity and attacked only on direct order.

Improved Hitting a target will reset me as available target

Related to the other targeting improvements

Fixed: Setting skill to hacked UAV pilot

No skill no frag. A hacked UAV should now have no problems to use it's weapons properly.

20-05-2015

EXE rev. 130815 (game)

Fixed: Skill ReloadSpeed 0 will no longer break AI

Previously an extremely low skill value would make the AI take almost forever between each shot.

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02-06-2015

EXE rev. 131024 (game)

DATA

  • Added: New property aiAmmoUsageFlags for ammo (see a future SITREP for more details)

ENGINE

  • Added: New aiAmmoUsageFlags parameter for ammo. The engine will read old values and convert them to the new param if no new param is set.

Allows the AI to become more aware of the primary purpose of a given ammo. This will come with AI ability to use smoke grenades for smoke cover once suppressed. #suppression #aiModsHadItLike100yAgo

CfgAmmo

Name: aiAmmoUsageFlags

Type: Integer

Multiple flags can be combined.

Available flags are

[TABLE=width: 500]

[TR]

[TD]Value[/TD]

[TD]AIAmmoUsage ...[/TD]

[TD]Description[/TD]

[/TR]

[TR]

[TD]0[/TD]

[TD]None[/TD]

[TD][/TD]

[/TR]

[TR]

[TD]1[/TD]

[TD]Light[/TD]

[TD]used for illumination[/TD]

[/TR]

[TR]

[TD]2[/TD]

[TD]Marking[/TD]

[TD][/TD]

[/TR]

[TR]

[TD]4[/TD]

[TD]Concealment[/TD]

[TD]smokes[/TD]

[/TR]

[TR]

[TD]8[/TD]

[TD]CounterMeasures[/TD]

[TD][/TD]

[/TR]

[TR]

[TD]16[/TD]

[TD]Mine[/TD]

[TD][/TD]

[/TR]

[TR]

[TD]32[/TD]

[TD]Underwater[/TD]

[TD]used in underwater environment[/TD]

[/TR]

[TR]

[TD]64[/TD]

[TD]OffensiveInf[/TD]

[TD]against infantry[/TD]

[/TR]

[TR]

[TD]128[/TD]

[TD]OffensiveVeh[/TD]

[TD]against vehicles[/TD]

[/TR]

[TR]

[TD]256[/TD]

[TD]OffensiveAir[/TD]

[TD]against air[/TD]

[/TR]

[TR]

[TD]512[/TD]

[TD]OffensiveArmour[/TD]

[TD]against armored vehicles[/TD]

[/TR]

[/TABLE]

:icon_exclaim: Please note that the functionality is heavily WIP and some flags may present no change in the AI behavior. Connected to a behavior or decision making are - concealment, countermeasures and offensive

Edited by oukej

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03-06-2015

EXE rev. 131040 (game)

  • Tweaked: Countermeasures AI refactored
  • Added: AI using smoke cover when suppressed

Both changes tie to the previous changelog entry. The latter makes the game much more colorful ;) (meaning it's still WIP)

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04-06-2015

EXE rev. 131070 (game)

Tweaked: ammoUsage affects AI weapon selection (increasing ammo cost, if target type is different)

Pending data change to utilize the new functionality.

This will allow f.e. the infantry units with standard rifles to mainly focus on enemy infantry and not try to target an enemy helicopter (even though the helicopter is a higher value target). They will still try to shoot it down if they have no other, more suitable, targets.

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05-06-2015

EXE rev. 131092 (game)

DATA

  • Tweaked: AI idling animations with rifle lowered

http://feedback.arma3.com/view.php?id=23319

ENGINE

  • Fixed: AIAmmoUsageFlag backward compatibility

Setting target type preference in the AIAmmoUsage automatically makes the ammo available for the AI against such target type. (airLock or allowAgainstInfantry not necessary)

08-06-2015

EXE rev. 131109 (game)

DATA

  • Fixed: AI was interrupted (by lowering weapon) when shooting and reloading under certain (scripted) circumstances

Rel. to the anim. change above.

ENGINE

  • Added: AI soldiers now check friendly smoke grenades in their vicinity (decision of throwing tweaked)

New iteration of throwing of smoke grenades when suppressed. AI will check if there are some smokes around already before throwing a new smoke.

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10-06-2015

EXE rev. 131162 (game)

Fixed: Remotely controlled AI shouldn't throw smoke grenades by themselves anymore

When an unit was under player Zeus' remote control it kept throwing smokes under suppression even without any player's input.

15-06-2015

EXE rev. 131184 (game)

Changed: Tweaks to smoke cover decisions, AI needs to be suppressed for a few seconds before they start throwing smokes

You have to keep the AI suppressed at a certain level for certain time to make it throw a smoke. This is the first actual behavior decision implemented. Hopefully more will follow. Please share your feedback in the AI discussion.

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22-06-2015

EXE rev. 131267 (game)

Tweaked: AI is better reacting to unknown soldiers shooting behind it

Previously you were able to casually walk behind an enemy AI that was focused on a different target. You could have shot around it and it wouldn't have cared. Now it will turn around if you endanger it and reveal yourself (unless the AI's current target still poses a more imminent danger)

Improved: AI guns on sochor will now engage soldiers

Improved handling of artillery vehicles that have a secondary "self defense" turrets.

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29-06-2015

EXE rev. 131342 (game)

Fixed: Gunner switches firing modes even if the commander is a player

AI gunner previously used only the firemodes selected by the player commander (usually "manual", which resulted in firing single shots with a large delay). Now the AI gunner will use the best firemode for a given distance at its own discretion. (Spam moar bullets)

Improved: Tank drivers reversing

http://feedback.arma3.com/view.php?id=16717

:yay: (Disclaimer - may not be perfectly fluid at all times)

Improved: AI countermeasures component: targeting the enemy now takes skill and time into account

AI firing the countermeasures to defeat a radar lock should now be more consistent and bit improved for the gameplay - if you manage to fire soon enough after acquiring the lock the AI may not get a chance to react to the lock itself.

Tweaked: AI smoke grenades will not be thrown when the enemy is closer than 30m

No more smoke nade right into ur face.

Edited by oukej

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10-07-2015

EXE rev. 131477 (game)

DATA

Added: aiRateOfFire properties added to fire modes meant for players to ensure the correct rate of fire even on short distances

Even in case the AI decides to use the fire mode configured mainly for the player the fire rate won't be *pew*...1...2...3...*pew* anymore

Tweaked: Configured aiAmmoUsageFlags for ammo of planes to help them choose proper weapons

Related to previous one

ENGINE

Added: Object transparency can be specified in surfaces for AI detection

New property: transparency (related to viewDensity)

-1 -> default shape values will be used (default value)

0 -> opaque

1 -> transparent (DO NOT add this to an opaque object)

This will bring improvements in detection and fix cases when AI was able to detect another unit through opaque objects (related to the

- thank you for the investigation a depicting the repro). Pending data changes. Edited by oukej
  • Like 1

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13-07-2015

EXE rev. 131501 (game)

Added: New targetKnowledge command (better version of knowsAbout)

knowsAbout isn't really the best command for any AI detection diagnostics.

Will add something little more precise.

edit: rev 131499

[target is known by group,

target is known known by unit,

last time target was seen by unit,

last time target endangered unit,

target side,

target position error coef,

target position] = player targetKnowledge target

.

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24-07-2015

EXE rev. 131612 (game)

Tweaked: Wood material to try to improve AI visibility tests on tree trunks

Relates to previous engine improvement and it should fully fix the issue with AIs sometimes "seeing through the tree trunks" as depicted by

. (kudos to Luetin09)

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Heads up!

RC testing for update 1.50 has started.

  • Steam branch access code: Arma3Update150RC
  • Areas of focus (pseudo-changelog):

    ...

    • Tweaked: AI versus clutter visibility (Altis & Stratis)
    • Tweaked: AI versus tree trunk visibility (Altis & Stratis)
    ...

The clutter improvements are hot off the pan and have not even yet been deployed to the Development Branch. Try it out!

If you still encounter situation where you think the AI does not play fair, let us know (with a repro mission or just coordinates of player and the enemy AI). Thank you!

  • Like 2

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17-08-2015

EXE rev. 131880 (game)

 

DATA

  • Tweaked: AI versus clutter visibility (Altis & Stratis)

Now also on Dev Branch

 

ENGINE

  • Fixed: Independents were not firing at forces that turned from friendly to hostile

 

http://feedback.arma3.com/view.php?id=25026

Fixed: AI with a vehicle assigned ignored Get In / Load waypoint synchronization

http://feedback.arma3.com/view.php?id=21022

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20-08-2015

EXE rev. 131920 (game)

Fixed: Infantry engaging armored vehicles with rifles

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