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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) 



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 




On 2. 5. 2017 at 4:19 PM, bis_iceman said:
  • Tweaked: Countermeasures timings and bursts when used by the AI  


  • Like 13

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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) 

  • 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) 


On 27. 6. 2017 at 5:46 PM, bis_iceman said:

EXE rev. 142227 (game)

  • 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")



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)

  • 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 :shhh:


On 14. 7. 2017 at 6:50 PM, bis_iceman said:

EXE rev. 142352 (game)

  • 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)



  • Like 10

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On 8/16/2017 at 4:26 PM, bis_iceman said:

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:

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:

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:

EXE rev. 142807 (game)

  • Tweaked: AI vehicle spotting time 


On 9/1/2017 at 3:51 PM, bis_iceman said:

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:




On 9/21/2017 at 3:18 PM, bis_iceman said:

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:

EXE 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:

EXE rev. 143248 (game) 


On 10/11/2017 at 2:05 PM, bis_iceman said:

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:

EXE rev. 143323 (game)

  • Tweaked: Dispersion and AI usage of vehicle machine guns were adjusted 


  • Fixed: The expectedDestination script command did not work for agent entities


On 10/30/2017 at 1:20 PM, bis_iceman said:


  • 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:


  • Tweaked: Gatling dispersion and AI weapon usage were improved 


On 11/13/2017 at 5:31 PM, bis_iceman said:


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 

  • 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:

EXE rev. 143722 (game)

  • Fixed: Using disableAI "WEAPONAIM" was producing incorrect results 


On 1/24/2018 at 1:18 PM, bis_iceman said:



  • Fixed: AI didn't want to use 30mm HE shells against infantry 



On 2/15/2018 at 4:14 PM, bis_iceman said:


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:



(currently on dev-branch the fix applies to Tanoa only)

  • Like 15
  • Thanks 3

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On 3/5/2018 at 3:32 PM, bis_iceman said:


  • 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:


  • 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:



  • Added: An ability to define a vehicle's sensor position (sensorPos)


On 3/19/2018 at 4:03 PM, bis_iceman said:


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:


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:


  • 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
  • Like 8
  • Thanks 2

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