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Kydoimos

AI and Bipods

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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

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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.

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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.

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Even if this wouldn't affect SP/MP performance at all, it's still a bother to integrate and make.

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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!

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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.

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@Ruebe - well said, mate! Spot on - player-only implementation is more than enough for now! :D

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A bit out of the thread but not so much. Scopes affect AI accurancy?

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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"

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