Kydoimos 916 Posted April 24, 2015 Hi all, Just curious really - I may have missed the relevant thread (I did have a good look, promise!) - but does anyone know if AI can deploy the lovely new bipods? Couldn't find any documentation for bipods in the scripting section either - I'm guessing it hasn't been published yet, perhaps? Be interesting to know if we could set up static units, with bipods deployed; could be handy for AI snipers etc. :D Share this post Link to post Share on other sites
rübe 127 Posted April 24, 2015 That's a clear no, see: http://feedback.arma3.com/view.php?id=23842. ...at least with respect to AI deploying their stuff automatically. Manual/forced deployment per script could still be a possibility though. But then again, that's probably not a high priority. Share this post Link to post Share on other sites
IndeedPete 1038 Posted April 24, 2015 Been asking this myself. At least scripting commands to force a deployment would be nice. But the question remains if there is any use for the AI to deploy or rest or if they don't suffer the same recoil / sway penalties players do. Share this post Link to post Share on other sites
inlesco 234 Posted April 24, 2015 Even if this wouldn't affect SP/MP performance at all, it's still a bother to integrate and make. Share this post Link to post Share on other sites
Kydoimos 916 Posted April 24, 2015 Ok chaps! Thanks for the feedback! :D Just wanted to make sure I wasn't missing out on any cool stuff! Not that AI bipods would bring much new to SP / MP dynamics! Thanks again! Share this post Link to post Share on other sites
rübe 127 Posted April 24, 2015 Not that AI bipods would bring much new to SP / MP dynamics! Thanks again! Well, it would certainly add some value, even if only for the visuals/cosmetics (and maybe a less exposed AI-body to shoot at). A good illusion can still do wonders, especially in games. I mean... in the end, the game itself is nothing but one hell of an illusion. :803: But I guess we can all agree that the current player-only implementation is absolutely fine for the time being, and that there are way more important things to improve upon first. Share this post Link to post Share on other sites
Kydoimos 916 Posted April 24, 2015 @Ruebe - well said, mate! Spot on - player-only implementation is more than enough for now! :D Share this post Link to post Share on other sites
barbolani 198 Posted April 28, 2015 A bit out of the thread but not so much. Scopes affect AI accurancy? Share this post Link to post Share on other sites
rübe 127 Posted April 28, 2015 Accuracy? Maybe, maybe not so much, can't tell. But what they certainly affect is the distance they're comfortable to attack targets (see config, min-, mid-, max-Range for single_close_optics1, single_medium_optics1 and single_far_optics2). Also the fire rate seems to be affected (slower with larger distance/better scopes). Here have an example: 2:54:51 "config.bin/CfgWeapons/DMR_01_base_F/single_close_optics1" 2:54:51 "----------------------------" 2:54:51 " - config.bin/CfgWeapons/DMR_01_base_F/single_close_optics1/requiredOpticType: 1" 2:54:51 " - config.bin/CfgWeapons/DMR_01_base_F/single_close_optics1/showToPlayer: 0" 2:54:51 " - config.bin/CfgWeapons/DMR_01_base_F/single_close_optics1/minRange: 2" 2:54:51 " - config.bin/CfgWeapons/DMR_01_base_F/single_close_optics1/minRangeProbab: 0.05" 2:54:51 " - config.bin/CfgWeapons/DMR_01_base_F/single_close_optics1/midRange: 300" 2:54:51 " - config.bin/CfgWeapons/DMR_01_base_F/single_close_optics1/midRangeProbab: 0.8" 2:54:51 " - config.bin/CfgWeapons/DMR_01_base_F/single_close_optics1/maxRange: 500" 2:54:51 " - config.bin/CfgWeapons/DMR_01_base_F/single_close_optics1/maxRangeProbab: 0.01" 2:54:51 " - config.bin/CfgWeapons/DMR_01_base_F/single_close_optics1/aiRateOfFire: 2" 2:54:51 " - config.bin/CfgWeapons/DMR_01_base_F/single_close_optics1/aiRateOfFireDistance: 300" 2:54:51 "config.bin/CfgWeapons/DMR_01_base_F/single_medium_optics1" 2:54:51 "----------------------------" 2:54:51 " - config.bin/CfgWeapons/DMR_01_base_F/single_medium_optics1/minRange: 300" 2:54:51 " - config.bin/CfgWeapons/DMR_01_base_F/single_medium_optics1/minRangeProbab: 0.05" 2:54:51 " - config.bin/CfgWeapons/DMR_01_base_F/single_medium_optics1/midRange: 500" 2:54:51 " - config.bin/CfgWeapons/DMR_01_base_F/single_medium_optics1/midRangeProbab: 0.7" 2:54:51 " - config.bin/CfgWeapons/DMR_01_base_F/single_medium_optics1/maxRange: 700" 2:54:51 " - config.bin/CfgWeapons/DMR_01_base_F/single_medium_optics1/maxRangeProbab: 0.05" 2:54:51 " - config.bin/CfgWeapons/DMR_01_base_F/single_medium_optics1/aiRateOfFire: 2" 2:54:51 " - config.bin/CfgWeapons/DMR_01_base_F/single_medium_optics1/aiRateOfFireDistance: 500" 2:54:51 "config.bin/CfgWeapons/DMR_01_base_F/single_far_optics1" 2:54:51 "----------------------------" 2:54:51 " - config.bin/CfgWeapons/DMR_01_base_F/single_far_optics1/requiredOpticType: 2" 2:54:51 " - config.bin/CfgWeapons/DMR_01_base_F/single_far_optics1/minRange: 300" 2:54:51 " - config.bin/CfgWeapons/DMR_01_base_F/single_far_optics1/minRangeProbab: 0.05" 2:54:51 " - config.bin/CfgWeapons/DMR_01_base_F/single_far_optics1/midRange: 700" 2:54:51 " - config.bin/CfgWeapons/DMR_01_base_F/single_far_optics1/midRangeProbab: 0.5" 2:54:51 " - config.bin/CfgWeapons/DMR_01_base_F/single_far_optics1/maxRange: 1000" 2:54:51 " - config.bin/CfgWeapons/DMR_01_base_F/single_far_optics1/maxRangeProbab: 0.05" 2:54:51 " - config.bin/CfgWeapons/DMR_01_base_F/single_far_optics1/aiRateOfFire: 4" 2:54:51 " - config.bin/CfgWeapons/DMR_01_base_F/single_far_optics1/aiRateOfFireDistance: 600" 1 Share this post Link to post Share on other sites
barbolani 198 Posted April 29, 2015 wow, thanks man! Share this post Link to post Share on other sites