Frankdatank1218 39 Posted November 16, 2014 In ported A2/A1 maps in Arma 3, AI sees through trees and various clutter likes rocks and fences. Any way to fix this? A3MP and AiA porting jobs both have this issue. And people keep ignoring it, even new user made maps made for A3 have A2 clutter and inherit the problem. If no one is going to make new clutter objects for maps made in different climates/cultures (therefore different fauna and architecture than Altis) then can someone at least fix the issue with ported map objects. Share this post Link to post Share on other sites
devilslayersbane 28 Posted November 16, 2014 Actually, this is not true. AI have a "guessing" feature where they will guess where you go if they lose LOS on you. If you play on Regular difficulty, you would know this because your own character has a partial AI brain functioning in it. Watch the red square when you're told to attack a certain unit. When you lose LOS on them, the red target square will keep moving even if your actual target has stopped. Share this post Link to post Share on other sites
Defunkt 431 Posted November 16, 2014 Did you need to start another thread? In the last one you started it was suggested you could get involved in fixing this yourself as AIA is an open source project. Even if you lack the modding skills you could surely at least record some video and screenshots identifying the objects with the issues you describe. Just starting new threads every month is not helpful. Share this post Link to post Share on other sites
devilslayersbane 28 Posted November 17, 2014 Well, at least it's in a viable section now. Still, if you're having x-ray vision problems, re-download. Share this post Link to post Share on other sites
Frankdatank1218 39 Posted November 20, 2014 Did you need to start another thread? In the last one you started it was suggested you could get involved in fixing this yourself as AIA is an open source project. Even if you lack the modding skills you could surely at least record some video and screenshots identifying the objects with the issues you describe. Just starting new threads every month is not helpful. I said I wouldn't know how, any player can mod the game, not all are qualified to thoroughly do so. ---------- Post added at 15:03 ---------- Previous post was at 15:00 ---------- Actually, this is not true. AI have a "guessing" feature where they will guess where you go if they lose LOS on you. If you play on Regular difficulty, you would know this because your own character has a partial AI brain functioning in it. Watch the red square when you're told to attack a certain unit. When you lose LOS on them, the red target square will keep moving even if your actual target has stopped. I'm sorry but you are wrong. I have 1100 hours in Arma 3 and I'm familiar with how AI "guesses" in Stratis and Altis. On any map with Arma 2 clutter, they will even initially see me through bushes and trees with no issue, meaning I wasn't spotted and THEN went behind an A2 object. I'll be hiding in an A2 bush and the guy will immediately see me up to 200m away. This simply does not happen in maps with only A3 objects. Trust me, this is abnormal AI behavior and it continues to ONLY happen in maps with A2 objects. Share this post Link to post Share on other sites
devilslayersbane 28 Posted November 20, 2014 I have never had this happen, even when I was just using A3MP. I have 1500 hours in Arma 3 and I play in Regular to make sure they aren't doing exactly what you just said. Guess what they don't do for me... Share this post Link to post Share on other sites
Defunkt 431 Posted November 20, 2014 I said I wouldn't know how, any player can mod the game, not all are qualified to thoroughly do so. 1100 hours in ArmA and you don't know how to take screenshots or capture video? Share this post Link to post Share on other sites
meaty 34 Posted November 21, 2014 the AI could and couldnt see through the A2 and A1 objects. Whilst most the objects did have a view geomarty lod (VGL from now on), they didnt cover the whole object (eg, a tree would have the trunk in the VGL but not the leaves). I've gone through all the vegitation models in the AiA terrain pack and added VGLs to all of them that cover the entire object. However its not perfect, and thats due to arma ... heres why - Say an AI spots you, and is in a group of 6, he reports your posistion to his 5 other team mates, who now know precisly where you are, even if they can see you. Now the team leader of that groups orders them to engage, so they they fire onto your reported posistion, even if they cant "see" you, which leads to a bunch of bullets coming through the leaves from posistions it'd be impossible to see you from. Now if you stay in that same spot they'll close in and kill you, however if you move away from that spot unseen by anyone, they wont know you've moved, and wont fire on you ... rinse and repeat the same process for every firefight. So whilst the new VGLs will stop the AI "seeing" you through the trees/bushes etc, you will still get that one member of the AI group going prone and shooting through a bush he shouldnt be able to see through, because his leader told him to shoot there! You can see the process if you make yourself part of an AI group, then take note of the nice little red target box that pops up behind stuff, humans wouldnt shoot cos they couldnt see what they were shooting at, the ai shoot cos they've been told to !! Share this post Link to post Share on other sites
Frankdatank1218 39 Posted December 4, 2014 1100 hours in ArmA and you don't know how to take screenshots or capture video? You said mod the damn game, not take screenshots or video. Way to not remember what was said. Share this post Link to post Share on other sites
Dorak 11 Posted December 4, 2014 the AI could and couldnt see through the A2 and A1 objects. Whilst most the objects did have a view geomarty lod (VGL from now on), they didnt cover the whole object (eg, a tree would have the trunk in the VGL but not the leaves). I've gone through all the vegitation models in the AiA terrain pack and added VGLs to all of them that cover the entire object. However its not perfect, and thats due to arma ... heres why -Say an AI spots you, and is in a group of 6, he reports your posistion to his 5 other team mates, who now know precisly where you are, even if they can see you. Now the team leader of that groups orders them to engage, so they they fire onto your reported posistion, even if they cant "see" you, which leads to a bunch of bullets coming through the leaves from posistions it'd be impossible to see you from. Now if you stay in that same spot they'll close in and kill you, however if you move away from that spot unseen by anyone, they wont know you've moved, and wont fire on you ... rinse and repeat the same process for every firefight. So whilst the new VGLs will stop the AI "seeing" you through the trees/bushes etc, you will still get that one member of the AI group going prone and shooting through a bush he shouldnt be able to see through, because his leader told him to shoot there! You can see the process if you make yourself part of an AI group, then take note of the nice little red target box that pops up behind stuff, humans wouldnt shoot cos they couldnt see what they were shooting at, the ai shoot cos they've been told to !! Interesting. Thanks. When you say you did VGls to AiA, did you mean for yourself, or it's actually part of AiA ? Share this post Link to post Share on other sites
Defunkt 431 Posted December 4, 2014 You said mod the damn game, not take screenshots or video. Way to not remember what was said. Have another read, it's only a couple of posts up... Even if you lack the modding skills you could surely at least record some video and screenshots identifying the objects with the issues you describe. Share this post Link to post Share on other sites
astrell 3 Posted December 5, 2014 Interesting. Thanks. When you say you did VGls to AiA, did you mean for yourself, or it's actually part of AiA ? Would be good to know, i´m investigating that problem, too. In Charnarus is a firefight in the forest a bit one sided. Share this post Link to post Share on other sites
jordanbache97 47 Posted December 5, 2014 Why dont you use some init line scripts and change stuff around like accuracy and stuff. _x setSkill ["aimingspeed", 0.1]; _x setSkill ["spotdistance", 0.1]; _x setSkill ["aimingaccuracy", 0.1]; _x setSkill ["aimingshake", 0.1]; _x setSkill ["spottime", 0.1]; _x setSkill ["spotdistance", 0.5]; _x setSkill ["commanding", 1]; _x setSkill ["general", 1]; } forEach allUnits; and plop this in your init.sqf and change it how you wish. Not a very good solution I know but you can tweak it to your style of gameplay. Share this post Link to post Share on other sites
astrell 3 Posted December 6, 2014 This is so freaking much no solution for anything to make the ai dump as hell. We're trying to make some MilSim in arma and we need HARD but fair (plausible) AI. hunter Killer function in all tanks? OK! Ifv commander with thermal optics can look through mist and smoke? OK! Shooting through a tree without seeing me directly and still hitting me accurately? No go! Share this post Link to post Share on other sites
meaty 34 Posted December 6, 2014 Interesting. Thanks. When you say you did VGls to AiA, did you mean for yourself, or it's actually part of AiA ? It'll be in AiA eventually, never worry :) Share this post Link to post Share on other sites