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froggyluv

Ode to AI #6: Problems on AT Pathfinding,Spotting, and Targeting

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TL/DW?

Since first messing with official Campaign, had one too many occasions in which we are presented with a strong armor threat while having only 1-2 AT AI guys to handle the situation. Making matters worse, the AI have serious problems locating nearby armor threats if there be the slightest bit of foliage or steep hill while no problem calling out threats up to 1000m out that I cant spot for the life of me.

Usage of the 'REVEAL' button was extreme but had little effect even tho clearly placed on pixel with sufficient enemy actually showing. Even with proper ID'ing, Ai takes insane route to find a clear shot instead of slight maneuvering or even direct line shot available.

Dealing with armor via launchers is the highest of risk so the ability to have them fire from mild or even moderate foliage should be allowed. We also need the ability to "Cancel out" a target completely so that the situation with #6 being hellbent on that Kuma 600m out can be avoided to deal with the most present threat. #6 firing at those soldiers in Take 2 was just suicide incarnate and ruins missions so plase also bring back the ability to order the weapon and a "Force Fire" back in as in the old days of OFP.

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this should be in the ai discussion thread or in a feedback ticket... you should know this

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Not all of the issues brought up are AI related such as the inability to reveal targets by Player at ridiculously close ranges while auto-reporting distanced ones or ones thru thick vegetation. It's quite clear that this issue is tied into the AI's ability to engage properly at the correct target with proper weapon. Im bringing up a myriad of points here, hence the thread.

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Your video has been removed - please repost without music or whatever got it canned. Also please refer us to a mission in which we can attempt to repro these issues.

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Just needed to ackowledege 3rd part consent on music -should be good to go again soon. The reason I made the video is that many of these issues are elusive, plant an AI AT guy one time on a hill -he sees nothing right in front of him. Where as in the next time, the opposite result may happen. One time he'll take the shot, the next he runs a mile away first. Sure AI are inherently unpredictable, but I ran this scenario many, many times and it always came up Fubared on some level. The non-responsive Reveal problem is also not always reproduceable in repro as well as the very faulty direction callouts ,so wanted to nail home the point.

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Just needed to ackowledege 3rd part consent on music -should be good to go again soon. The reason I made the video is that many of these issues are elusive, plant an AI AT guy one time on a hill -he sees nothing right in front of him. Where as in the next time, the opposite result may happen. One time he'll take the shot, the next he runs a mile away first. Sure AI are inherently unpredictable, but I ran this scenario many, many times and it always came up Fubared on some level. The non-responsive Reveal problem is also not always reproduceable in repro as well as the very faulty direction callouts ,so wanted to nail home the point.

You actually let them move on their own to target something? :eek: I order them to move to a specific location, target it, and tell him that he isn't leaving until he takes out that tank. You can probably find many skeletons from my AT gunners who starved to death all over Altis and to a lesser extent other terrains.

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I have just repro'd the issue of AT guys not targeting armor right in front of them (with 1.40 RC). To get your AT guys to fire, it seems you must point at target, select the AT units, and then order them to "Engage," even if they are already under "Engage At Will" orders, and even if you have already ordered them to target the vehicle. Odd.

This reminds me of old A2CO issues that drove us crazy. Looks like it still is. I have AT guys target and engage distant armor targets with no issue.

https://dev.withsix.com/issues/32115

Note: it is odd that Missile Specialists [AT] don't have missile-shaped "AT" icon. Looks like only Rifleman [AT] has the AT icon. Hmm. :confused:

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OK, I' started watching froggyluv's vid and had to stop, as I was cracking up too much. Like! When I calm down I will go back and watch again.

Edited by OMAC

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So you want the AI to see through and engage through bushes?

Also the Gorgon has some issues, in that the Commanders head sticks out the hatch when turned in, so AI are likely to use their primary weapon to try to shoot him.

http://feedback.arma3.com/view.php?id=22098

The target was in the open from their perspective on many occasions. They should have engaged. If the turn in issue was the issue then they would've engaged with rifles.... or should have anyway.

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Possibly related:

http://feedback.arma3.com/view.php?id=13952

In the case of my repro mission, the enemy APC is filled with infantry, and is treated as an infantry target. My squad AI will only engage it with UBL grenades. My AT guys won't engage it until the infantry inside it have disembarked, unless you point toward the vehicle and click "Engage."

Edit: As group leader, I spotted the close-by enemy vehicle and "reported" it to my group, and then ordered my AT guys to target it. Eventually my AT guy spotted the vehicle himself and reported it. But he still wouldn't fire no matter what, even though he had spotted it himself, had a clear shot, and was under Engage At Will orders. I could then order him to "Engage" the target and he fired. It's almost as if he wouldn't fire unless he has spotted it himself. That makes sense, but you'd think he would automatically move up, find it, get in position, and fire after I had reported it to group, since he was under Engage At Will orders.

I have no idea if any of this AI behavior is related to the 1.40 RC or not.

Edited by OMAC

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