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fabrizio_t

[OPEN BETA] [SP] bCombat infantry AI Mod

How would you rate AI firing accuracy within bCombat v0.15?  

92 members have voted

  1. 1. How would you rate AI firing accuracy within bCombat v0.15?

    • Way too low
      3
    • A bit low
      7
    • Almost fine
      45
    • A bit high
      21
    • Way too high
      14


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Now, off to try .16 :)

Just managed to commit now the very latest changes.

Good night.

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Is there a way to disable this balls above the heads and this debugwindow?

Yes, open your config, it's in there as are many other very useful options such as AI to indoors or not etc....

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Is there a way to disable this balls above the heads and this debugwindow?

Disabled by default. If you are seeing that you have v 0.14 probably from getting it through play with six. Use manual install.

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i talk about the not yet released 0.16 version. There is a window in the right corner which counts frames and shots and other stuff. And above my and other AI heads are balls, looks like its an editor mode or something^^

Yes, open your config, it's in there as are many other very useful options such as AI to indoors or not etc....

Can you be a little bit precise? just for the balls and the window, what to disable?

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At the bottom of your config you'll see:

//[] spawn bcombat_fnc_debug_text; // Uncomment this line to activare bCombat debug text overlays (as alternative to bcombat_fnc_debug_balloons or bcombat_fnc_fps)

//call bcombat_fnc_debug_balloons; // Uncomment this line to activare bCombat debug balloons (as alternative to bcombat_fnc_debug_text or bcombat_fnc_fps)

Make sure they are both commented as above to remove

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Fabrizio - awesome mod! I've been watching progress and how almost everyone praised the mod and finally today while playing campaign I had enough with BI's moronic AI and installed from git. I guess it was upcoming 0.16? Before I was using Windwalkers AICOVER and it helped a bit. Anyway - I don't know if its a feature or a bug but when my AI team go into combat mode they stay like that even when everything is clear and neither aware nor relax orders do not help.

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Why is the pbo in the addon folder so small? Does this work fundamentally different than other Addons?

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Why is the pbo in the addon folder so small? Does this work fundamentally different than other Addons?

Think about it. There's no art assets, thus the file is small.

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Why is the pbo in the addon folder so small? Does this work fundamentally different than other Addons?

Currently all the scripts are out of the pbo, hence it's small.

It just contains some bootstrap configuration.

All the stuff will be packed into pbo as usual, once out of beta.

---------- Post added at 15:40 ---------- Previous post was at 15:38 ----------

I don't know if its a feature or a bug but when my AI team go into combat mode they stay like that even when everything is clear and neither aware nor relax orders do not help.

This has been discussed before.

bCombat uses slightly higher spotDistance settings (+ 20%), compared to vanilla.

This means AI units may still feel endangered by enemies being farther than usual and require more time to exit combat mode.

Sometimes (not always) issuing a disengage order prior to ordering aware behaviour clears the problem.

Edited by fabrizio_T

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Fabrizio, enjoying the mod as always. Is there any behavior planned for how infantry responds to enemy aerial vehicles? I remember making a video where most of the AI surrendered after a couple of runs by an AH-64D attack helicopter. If in CQB Should they try to run into buildings to hide? Shoot from indoors? Is this out of scope?

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It is really sad that bCombat breaks many missions. Units get stuck in buidlings and just can´t move OR they just stay in combat cover seeking mode and never fulfill the orders.

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Now that I've had a chance to play a bit more with 0.15, I haven't noticed AI throwing frags. Has anyone else seen it happening?

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It is really sad that bCombat breaks many missions. Units get stuck in buidlings and just can´t move OR they just stay in combat cover seeking mode and never fulfill the orders.

Now this is strange, by default units don't seek cover into buildings.

However units being stuck is a vanilla issue (hope BIS gets it sorted) i cannot solve.

Also they're not supposed to refuse orders, that's not what i am seeing.

By the way, i played the whole campaign with bCombat without any showstoppers.

I simply turned off investigate behaviour, custom fleeing and surrendering.

bCombat can be eventually played in "barebone" mode in order to mantain maximum mission compatibility.

This is achieved by commenting out or removing everything into config.sqf.

This way you miss a lot of feaures, but missions are highly unlikely to break.

---------- Post added at 19:22 ---------- Previous post was at 19:15 ----------

Now that I've had a chance to play a bit more with 0.15, I haven't noticed AI throwing frags. Has anyone else seen it happening?

You should see some.

However v0.16 includes some bugfixes, you may want to try it out for comparison.

---------- Post added at 19:24 ---------- Previous post was at 19:22 ----------

Fabrizio, enjoying the mod as always. Is there any behavior planned for how infantry responds to enemy aerial vehicles? I remember making a video where most of the AI surrendered after a couple of runs by an AH-64D attack helicopter. If in CQB Should they try to run into buildings to hide? Shoot from indoors? Is this out of scope?

I'll double check what happens with airborne.

I think suppression and movement to cover should work already, but not sure.

Edited by fabrizio_T

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Fab I have some great video of AI searching building in your dev ver 0.16 here it is https://www.youtube.com/watch?v=g4Rj8habXm0

Very nice video.

Shame units look still a bit retarded when moving across rooms (e.g. giving back to threat).

Within v0.16 hearing and investigate behaviour were improved, meaning they're more fuzzy.

As in reality, units existimate position of the bullets with some error (depending on distance), they never get your exact position "magically".

The more you fire and the lesser the distance, the more they're able to pinpoint you. Keep moving, who moves survives.

Decoy tactics tip

Idle groups normally detach a few units (unless they have a GUARD waypoint) to investigate gunfire, explosions, own corpses.

An intriguing way to play is to fire a few shots at 150-200 meters from enemy (no farther, unless you tweak config.sqf), from a covered position.

Then move into some other advantageous position (better if higher ground) and wait for some enemies coming to investigate the place ;)

Just plan it well: be sure the rest of the enemy group is losing sight contact with the investigating units, or you'll get into trouble ...

Never use buildings as cover, AI will lock you in easily.

Edited by fabrizio_T

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Very nice video.

Shame units look still a bit retarded when moving across rooms (e.g. giving back to threat).

Within v0.16 hearing and investigate behaviour were improved, meaning they're more fuzzy.

As in reality, units existimate position of the bullets with some error (depending on distance), they never get your exact position "magically".

The more you fire and the lesser the distance, the more they're able to pinpoint you. Keep moving, who moves survives.

Decoy tactics tip

Idle groups normally detach a few units (unless they have a GUARD waypoint) to investigate gunfire, explosions, own corpses.

An intriguing way to play is to fire a few shots at 150-200 meters from enemy (no farther, unless you tweak config.sqf), from a covered position.

Then move into some other advantageous position (better if higher ground) and wait for some enemies coming to investigate the place ;)

Just plan it well: be sure the rest of the enemy group is losing sight contact with the investigating units, or you'll get into trouble ...

Never use buildings as cover, AI will lock you in easily.

I had one mission (Combined Arms Showcase) where I thought it was "broken", but the one remaining enemy AI was simply hiding and the friendly AI soldiers didn't know he existed. I was able to draw him out by firing my weapon as you describe and once we killed him, the mission progressed.

My two cents: While broken missions can be frustrating, I'd much rather play most of a mission with awesome AI than a whole mission with vanilla AI.

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My two cents: While broken missions can be frustrating, I'd much rather play most of a mission with awesome AI than a whole mission with vanilla AI.

I agree.

Anyway, another thing i think is important is that bCombat allows you to choose whether to get more features, or more compatibility.

You can even toggle single features on / off, one by one.

Your're not really forced to play in any preset way.

That's a feature i like.

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you sir are f***** genius and i sincerely love you!!!!

this + jsrs + blastcore + damage multiplier makes this game as awesome is i hoped it would be from the beginning!

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Is there a way to disable this balls above the heads and this debugwindow?

Just an heads-up:

as of v0.15 you'll find, near top of config.sqf:

bcombat_dev_mode = true;	

Set it to false and you'll see no more stats nor balloons, without the hassle of commenting the lines at the bottom of the file.

---------- Post added at 20:49 ---------- Previous post was at 20:48 ----------

you sir are f***** genius and i sincerely love you!!!!

this + jsrs + blastcore + damage multiplier makes this game as awesome is i hoped it would be from the beginning!

Glad you enjoyed it.

---------- Post added at 21:44 ---------- Previous post was at 20:49 ----------

About units stuck in combat mode:

see: http://forums.bistudio.com/showthread.php?159710-AI-Discussion-(dev-branch)&p=2601371&viewfull=1#post2601371

They also still at times seem to stuck on perma-combatmode which makes things even more annoying because moving around gets incredibly tedious as they do it with their "Go! - I'll cover" dance.

I don't really get why the AI in player lead group has to have auto-combatmode, especially when you can't tell them to snap out of it..

The poster was an experienced user, so i have to suppose we're getting issues with the DEV build of ArmA 3, unrelated to bCombat.

Looks there are also FPS issues with latest build:

http://forums.bistudio.com/showthread.php?152866-General-Discussion-(dev-branch)&p=2600774&viewfull=1#post2600774

http://forums.bistudio.com/showthread.php?152866-General-Discussion-(dev-branch)&p=2601396&viewfull=1#post2601396

http://forums.bistudio.com/showthread.php?152866-General-Discussion-(dev-branch)&p=2601512&viewfull=1#post2601512

Finally, Selectweapon issues are still not solved.

Shame :(. Where is Suma?

I'd suggest sticking to stable for now.

Edited by fabrizio_T

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I haven't been able to test because I can't roll back to the stable version with bandwith limits and what not.

I'll give it a go in the dev build anyways.

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