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almaniak

Is there any fix (be it command combo or addon) to fix squad AT AI ?

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I've been trying the Arma3 campaign recently and one thing I noticed was that AI carrying AT weapons do not engage armor properly. I've tested this in the mission editor with vanilla Arma3 and this is a consistent thing apparently. I've seen that there are already tickets for this in the bug tracker (of sorts) so there's no use putting another one up there.

I was wondering though if there is any way (be it a certain way of giving commands, or just mods) to actually make my squad AT guy useful?

for people wondering:

Make AT guy target tank;

AT guy targets tank;

Fucks around with AT and rifle;

When asked to fire, he fires with his rifle first and then switches to his AT;

At that point he's been spotted and its to late for any effective anti-tanking;

If anyone knows any tips or secrets, that'd be lovely cause this is driving me mad.

Ps: I've tried ASR3 AI but that did not help the AT guys mental deficiency.

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I've been trying the Arma3 campaign recently and one thing I noticed was that AI carrying AT weapons do not engage armor properly. I've tested this in the mission editor with vanilla Arma3 and this is a consistent thing apparently. I've seen that there are already tickets for this in the bug tracker (of sorts) so there's no use putting another one up there.

I was wondering though if there is any way (be it a certain way of giving commands, or just mods) to actually make my squad AT guy useful?

for people wondering:

Make AT guy target tank;

AT guy targets tank;

Fucks around with AT and rifle;

When asked to fire, he fires with his rifle first and then switches to his AT;

At that point he's been spotted and its to late for any effective anti-tanking;

If anyone knows any tips or secrets, that'd be lovely cause this is driving me mad.

Ps: I've tried ASR3 AI but that did not help the AT guys mental deficiency.

Vanilla A3 AI isn't as bad as some people make it out to be. You just need to think about how you want to maneuver your squad/team through terrain depending on your intent.

In this case, I'd recommend utilizing the "hold fire" command then select only your AT rifleman; get him to "target" the enemy armor; then "engage"; then "fire". This will ensure that the AI is using the appropriate weapon for its target and the hold fire order is removed with the final command.

Also, not to insult your intelligence, but make sure you're not using any mods that affect AI.

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Never run into anything like this, set your AT guy to hold fire and order him to target and engage the tank, once he calls out "ready to fire" either order open fire or fire at will.

Works every time.

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Never run into anything like this...

Yeah, but to be fair, that wasn't really a case of running into things and the AT dude did actually behave stupid/very poor. That switching weapon nonsense has to stop. The group is fully aware of an armored enemy, but the AT guy behaves like he is still wondering if it's a plane or a boat or just a goat... despite being issued to target that friggin tank.

But I'm not exactly sure what's really the problem here. Is the AI programmed to switch back to the rifle before moving to a better place? So maybe this is just a matter of allowing the AI to move with a launcher for small distances? And all of a sudden that weapon-switching would stop? What's really going on here? :confused:

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Vanilla A3 AI isn't as bad as some people make it out to be. You just need to think about how you want to maneuver your squad/team through terrain depending on your intent.

In this case, I'd recommend utilizing the "hold fire" command then select only your AT rifleman; get him to "target" the enemy armor; then "engage"; then "fire". This will ensure that the AI is using the appropriate weapon for its target and the hold fire order is removed with the final command.

Also, not to insult your intelligence, but make sure you're not using any mods that affect AI.

I did almost exactly what you posted in the video, and I'm running full vanilla. I'm also not saying anything about other AI procedures (I still find the Arma AI, in all its flaws, pretty impressive), all I want to know if anyone that has had the same problem as I found anything that fixed it.

@Grumpy Old Man

I did the exact same thing in the video, and again I'm running no mods.

This thing is annoying the hell out of me, and knowing that there are apparently people who don't have this issue makes it even more annoying :p.

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Yeah, but to be fair, that wasn't really a case of running into things and the AT dude did actually behave stupid/very poor. That switching weapon nonsense has to stop. The group is fully aware of an armored enemy, but the AT guy behaves like he is still wondering if it's a plane or a boat or just a goat... despite being issued to target that friggin tank.

But I'm not exactly sure what's really the problem here. Is the AI programmed to switch back to the rifle before moving to a better place? So maybe this is just a matter of allowing the AI to move with a launcher for small distances? And all of a sudden that weapon-switching would stop? What's really going on here? :confused:

True that, switching weapons is extremely weird, especially for non titan AT guys.

@Grumpy Old Man

I did the exact same thing in the video, and again I'm running no mods.

This thing is annoying the hell out of me, and knowing that there are apparently people who don't have this issue makes it even more annoying :p.

If you put yourself as team leader uphill, with 3 clearly visible armored targets out in the open and compare the rifleman (AT) versus the missile specialist (AT) things get a bit clearer.

the specialist launches 3 missiles in short succession while the rifleman (AT) has no idea if he should close in, switch to launcher or switch to rifle.

He doesn't fire even if he's very well within firing range of the PCML.

I've stopped wondering about these things until scripters/modders get an actual look behind the curtain, actually being able to make your own ground level AI routine would be very interesting and benefit the game in ways hard to imagine.

Hopefully this will be the case one day.

Cheers

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True that, switching weapons is extremely weird, especially for non titan AT guys.

If you put yourself as team leader uphill, with 3 clearly visible armored targets out in the open and compare the rifleman (AT) versus the missile specialist (AT) things get a bit clearer.

the specialist launches 3 missiles in short succession while the rifleman (AT) has no idea if he should close in, switch to launcher or switch to rifle.

He doesn't fire even if he's very well within firing range of the PCML.

I've stopped wondering about these things until scripters/modders get an actual look behind the curtain, actually being able to make your own ground level AI routine would be very interesting and benefit the game in ways hard to imagine.

Hopefully this will be the case one day.

Cheers

The severe limitation of building our own unit-level AI is that it would have to be in SQF/FSM.

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Never run into anything like this, set your AT guy to hold fire and order him to target and engage the tank, once he calls out "ready to fire" either order open fire or fire at will.

Works every time.

Seriously?!

Playing Beyon Recognition mission at the end of Chapter 2 in which your ordered to lead 4 man squad into town, blow up the artillery etc.. with one AT guy. Ive literally followed this guy for 20 minutes after telling him to "Engage" as we meandered as far out as 400m totally out of view. I think its not as much a problem when playing in open areas or Takistan. But when the armor is in cluttered area, the AT AI is just terrible. They need to at least try and approach the armor going cover to cover.

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Arma AI is not smart enough to find the right firing spot on its own. During the same mission as froggy, I moved my team into a spot for the AT Spec to fire at the tank, and he missed horribly with a Titan. We all died shortly after. The next try, I had him move across the street from where he first fired from before telling him he could fire, and the hit was dead-on. Remember that the Titan has a minimum range where the missile will arc over the target and hit the ground behind. The Rifleman (AT) switching repeatedly between rifle and launcher is an interesting one. Was the AI trying to defend itself from infantry while the tank was its target? Or was it trying to lie down, which requires switching to a rifle, and then standing up again to move, where it tried to switch back to the launcher?

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Was the AI trying to defend itself from infantry while the tank was its target? Or was it trying to lie down, which requires switching to a rifle, and then standing up again to move, where it tried to switch back to the launcher?

Negative we were stealthfully casing the area with the AI that guards the Sochar seemingly in Carless mode. My AT guy didnt have a Titan either he has an RPG with various rounds and I painstakingly would try and find him direct shots that were maybe 80m or less out, in which I could assuredly see LOS myself. The fact that the Sochor is walled in on 3 sides doesn't help Im sure so if AI only target body that would also be an issue.

The greater issue here tho both the AI's reluctance to 'just take the shot' when needed as well as their FSM'ed type urge to retreat 3-600 meters to find a better shot. I was recording but after 20 minutes the file ballooned to like 8 gigs so hopefully it can be easily repro'ed.

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Acknowledged.

Yay :yay:

Can't wait until this little niggle is gone and I can properly love my AI again :D

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Can you tell if the crew of tank was turned out as the tank was approaching you? (AI probably thought "imma steal their ride", but then...killing 3 crewmen before they turn in - good luck with that. Seems like we gotta fix the AI's excessive self-confidence ;))

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Can you tell if the crew of tank was turned out as the tank was approaching you? (AI probably thought "imma steal their ride", but then...killing 3 crewmen before they turn in - good luck with that. Seems like we gotta fix the AI's excessive self-confidence ;))

They were indeed turned out. So yes, give them some humility training :p

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Never run into anything like this, set your AT guy to hold fire and order him to target and engage the tank, once he calls out "ready to fire" either order open fire or fire at will.

Works every time.

Cannot even believe this, happens all the time to me. I've had everything from the whole squad opening up on a tank with their rifles, to the AT guy just walking up to the tank alone and getting killed - even though I positioned him with a perfect line of site when I asked him to engage.

AT AI is awful imo.

ASR AI doesn't seem to make it better - to be fair, it probably doesn't even mess with the AT logic.

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Not tried it in A3, but it certainly isn't a problem in A2 with modded AI (easily available AI mods), they handle heavy armour very well, in the open or towns. Doesn't matter if your in their team or not, they'll try and take it out, after first going to cover then perhaps finding a good position and cooperating with one another in the task at hand.

Stock AI, on the other hand, is probably very different. ;)

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I too have has the same problem. the AT soldier will switch between rifle and AT weapon a few times before firing the AT weapon. This gives the enemy plenty of time to spot him and kill him.

As a test, I removed the rifle from the AT man. He still thinks he has a rifle and he switches between the AT weapon and the non-existing rifle and again is killed before he can fire the AT weapon.

In another test I placed 3 x enemy AT soldiers, kneeling behind a small wall and I drove an armoured vehicle toward them. These AT soldiers fires accurately and took out our vehicle!

.

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Well, this AT guy has been a known problem for quite a while now.

WOuld be good if BIS could have it fixed soon.

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rev 131348 - AT AI should no longer primarily attack crew that can hide, but it should attack vehicle with rocket

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Thanks!

Can we expect this fix in the next update?

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Thanks!

Can we expect this fix in the next update?

Yes,

and it already should be in dev. branch.

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Yes,

and it already should be in dev. branch.

Thanks! :cheers:

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