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max1944

SP campaign screwed up by the new AI suppression/awareness system

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Does BI actually playtest their game? The AI acts weird: previously calm patroling soldiers now run around like startled chickens because they get triggered somehow. This will break the immersion.

Is there a chance BIS will notice (and change) such issues?

I can fix it by editing every single SP mission and set half the enemies to: this setBehaviour "CARELESS"; but that is not how the game is meant to be played.

Edited by max1944

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Acceptable sacrifice for progress if you ask me. Much rather have the new functionality as well as mission designers focused on upcoming chapters than recalibrating the current one. And yes, I'm still heaped in my first playthru and pretty well enjoying it.

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@ IndeedPete: Thanks for the link. It seems like the same problem. The AI will go into combat mode due to a oversensitive suppression/awareness system.

Acceptable sacrifice for progress if you ask me.

The only thing Bohemia Interactive should have done is to implement bCombat infantry AI Mod v0.16. The bCombat version 0.17 & 0.18final suffers as well from a oversensitive awareness system.

Edited by max1944

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That's true. Though still quite annoying if you design a base or hub with lots of objects and units, and an AI alerted by minor object collisions screams around through cutscenes or breaks its patrol pattern. Then it's either looking for that colliding needle in a haystack or extra scripting to disable the Artificial Idiots.

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Though still quite annoying

+1

I just have seen your thread is four months old and BIS didn't manage to solve the problem :(

A temporary fix is to add this setBehaviour "CARELESS"; to a unit, but with that they are almost blind.

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Changes on AI level are probably a very dangerous business so I don't mind them taking their time. Consider bCombat, what you've linked. I've literally spent hours reproducing and answering to totally weird AI problems players of my content experienced only to find out that they were running bCombat and it messes with the AI on a level that my (and other people's) content becomes unplayable.

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bCombat v0.17 and v0.18 will cause problems similar to the new arma suppression/awareness system. With bCombat v0.17 & v0.18 they not only will go into combat mode but they will know your exact position from 200m away (like a wallhack). I have pointed out these issues to the creator of bCombat a few months back, but it is still not fixed.

bCombat v0.16 works fine thou.

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@ IndeedPete: Thanks for the link. It seems like the same problem. The AI will go into combat mode due to a oversensitive suppression/awareness system.

Hello, I wasn't able to reproduce the issue. Could you please provide more info in the linked feedback tracker issue?

The other mentioned issue was caused by:

The AI gets alerted because of a destroyed property. Which, I agree, is kind of unnecessary ;)

but I'd need to reproduce the campaign bugs to be sure.

It's improbable that the suppression work and recent detection improvements have any impact on this. (bullet hit, flyby and impact detection distances are still kept in "meters". The detection of bigger explosions was even lowered (so the AI doesn't detect stuff that's happening on the other side of the island))

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Hello oukej

Could you please provide more info in the linked feedback tracker issue?

updated it

(bullet hit, flyby and impact detection distances are still kept in "meters". The detection of bigger explosions was even lowered (so the AI doesn't detect stuff that's happening on the other side of the island))

Could you provide a .pbo with a AI detection range of 0 meters (disabled)?

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A temporary fix is to add this setBehaviour "CARELESS"; to a unit, but with that they are almost blind.

A better temp fix would be:

{
_x disableAI "SUPPRESSION"
} forEach allUnits;

Put it in the init.sqf so you don't have to muck about editing init lines.

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Hello Das Attorney

Put it in the init.sqf so you don't have to muck about editing init lines.

like this?


#include "initBriefing.hpp"
#include "initMission.hpp"
#include "\a3\Missions_F_EPA\Campaign_shared\Scripts\initORBAT.sqf"

{
_x disableAI "SUPPRESSION"
} forEach allUnits;[/Code]

If it is correct it won't fix the problem.

EDIT: I have tested it with a single unit: [b]this disableAI "SUPPRESSION"; this setBehaviour "SAFE"[/b] and it won't work. They still go into combat mode and run around.

Edited by max1944

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The problem is acknowledged and BI will try to fix it. Thanks to all who were willing to help.

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The feedback ticket is closed but the problem still exists.

 

In the developement build the problem is fixed but in the vanilla version it is not ...

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The feedback ticket is closed but the problem still exists.

 

In the developement build the problem is fixed but in the vanilla version it is not ...

So it's solved, and will be deployed in the next stable release.

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The initial issue is solved but the AI is still not ok. Compared to earlier versions of the game the AI seem to have a much higher detection range which make them act weird. Example: singleplayer/campaign/scout mission "Lucky shot". Sometimes soldiers switch to a defensive stance and point their weapon into a certain direction. Since all point in the same direction I assume there is a event that make them notice something.

 

AI planes are completely broken.

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The initial issue is solved but the AI is still not ok. Compared to earlier versions of the Game the AI seem to have a much higher detection range which make them act weird. Example: singleplayer/campaign/scout mission "Lucky shot". Sometimes soldiers switch to a defensive stance and point their weapon into a certain direction. Since all point in the same direction I assume there is a event that make them notice something.

 

AI planes are completely broken.

 

In the case of Lucky Shot, the AAF greenbacks at the heli crash site are being attacked by assailants coming in from the north before player even gets to site.  Sometimes, most of the AAF are killed by these attackers, making the side quest much simpler for you.  So it is normal for these AAF to be in combat mode before you get close to them, and even after.

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In the case of Lucky Shot, the AAF greenbacks at the heli crash site are being attacked by assailants coming in from the north before player even gets to site.  Sometimes, most of the AAF are killed by these attackers, making the side quest much simpler for you.  So it is normal for these AAF to be in combat mode before you get close to them, and even after.

 

The wounded survivors "BIS_Skirmish_01_Survivors_01" are not the cause. I can set their presence to 0% and the AI at the crash site will still act weird. The AI at "Lucky shot" and "Immobile" sometimes point their weapons to the transmitter tower (Grid: 052050). I would guess it is the same issue like last time.  

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Found it: The issue are the dead bodys and destroyed vehicles. The AI will leave their animations/patrol routes and go into combat mode if they see dead/destroyed cfgVehicles around them. 

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