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Fed up with that AI

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Regarding pathfinding - I find GTA 5's NPC (foot / vehicle) navigation pretty fucking awesome. Yes, they don't take cover as smartly as in Arma, but they follow you anywhere.

 

And the police chases and stuff are stressful as hell as cops can even maneuver you in the middle of the road in seconds.

 

Also, take a look at Left 4 Dead zombie pathfinding - I read a presentation on the tech of AI and it's great - minimizing calculation costs where possible to provide a coherent and believable experience.

 

And I'm happy with their final result. The zombies are a goddamn threat.

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I have run tests in A3 and the driving wasn't bad. Depending of course on what you want and how you design your missions. It isn't as good as A2 was, especially when using something like slx_steering, or any other type of driving help mod. That said, you do have to use what the AI recognise, if you stick a brick wall in the road and they run into it, well that's your fault, not theirs. Just work around the game, there are lots of things you can do to work around problems. Not all mission makers do, but there are many that do. If you don't make your own missions, then stick to those mission makers that put the effort into their mission making. There's plenty out there.

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The funny thing is, I once created a mission, in which there was a single heavily guarded Bunker out in the open, surrounded by hills. There were also 3 snipers hidden at random around those hills. The team had one heli, and had to advance to the bunker from the hill and capture the Bunker in which there was 3 hostages inside. The catch? The AI were set up to maximum everything, and you had one life for the entire match. This was back in Alpha, and people hated it at first, but realized how fun it actually was, because it's not run and gun. In fact, it was so good because you didn't know when an AI sniper would one tap you out of no where and your friends had seconds to react or they could be next. The sniper fires, the bunker is alerted. They felt scared because of their one life they had, and it pushed them to think smarter. Boy, that was the time. Now all I see these days are complaints.

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I guess you would have to ask yourself. Do you even know how the AI detects people? I have avoided AI 5m from me simply being prone and hiding in bushes. Again, this all stems from the argument of knowing how the AI works.

 

Do you have a repro mission along with your AI settings showing what you claim?

 

After 100's of test I never been able to hide anywhere (except in buildings or in the middle of the long tall elephant grass)  wearing ghille suit and laying totally still if the AI is in aware/combat mode - as soon as 1 pixel of your body are in AI's LOS you are spotted if you are within ~150 m range.

 

If AI are in safe mode it's possible to stay hidden in a ghille if you select the right place to hide but even then at 5 m is very rare in my experience.

 

You can find screen shots,  repro mission along with my AI settings in the AI thread in dev section.

 

/KC

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 Pretty easy to hide at even less than 5m IF they are in Safe mode -which is THE preferred mode of all Swat/R6 vets :p

 

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I have no issue about AI marksmanship over distances, after all most modern armies receive target training! What I wish Arma had however is blindfire suppressive fire; you won't see bots blindfiring at you from around a corner. Another thing that can use tweaking is enemy detection of players in buildings. Many times I climb a tall building trying to get a sniper advantage but the AI spots me in microseconds after the first shot. No idea if this can ever be fixed using current AI routines.

 

One more thing that people seem never to mention: AI would be really lethal if they learned how to plant mines both antipersonnel and anti-tanks.

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I have no issue about AI marksmanship over distances, after all most modern armies receive target training! What I wish Arma had however is blindfire suppressive fire; you won't see bots blindfiring at you from around a corner. Another thing that can use tweaking is enemy detection of players in buildings. Many times I climb a tall building trying to get a sniper advantage but the AI spots me in microseconds after the first shot. No idea if this can ever be fixed using current AI routines.

 

One more thing that people seem never to mention: AI would be really lethal if they learned how to plant mines both antipersonnel and anti-tanks.

From what I gather, the AI can see targets as well if just a few pixels are visible from behind cover as compared to entirely visible. Which obviously isn't very realistic. I think that this is amplified by the lack of unknown target state. Whereby most professional soldiers are trained too, when faced with an unknown target, to move into a position with better visibility and/or start overwatch, i.e. target unknown but hold fire until more information is gained on the target's identity.

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 Pretty easy to hide at even less than 5m IF they are in Safe mode -which is THE preferred mode of all Swat/R6 vets :P

 

That looks nice, never experienced it tho.... Do you mind sharing the test mission and your AI settings so we can have same setup when testing?

 

PS: I assume this is vanilla?

 

/KC

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 Sorry looked but didnt save Cat, I do use a little mini mod which reduces their skills especially aiming skills which your welcome to try

 

https://dl.dropboxusercontent.com/u/62320088/%40EGO.rar

 

Remember its very WIP .

 

From what I gather, the AI can see targets as well if just a few pixels are visible from behind cover as compared to entirely visible. Which obviously isn't very realistic

 

 

 this is very interesting question which I would love for a Dev to respond to. Ive tested this quite a bit having patrols pass me at close range with varying degrees of visibility-again Safe is the recon man's preferred mode for AI but it also seems it may be a count of detectable body parts. Meaning, if basically just my arm/shoulder is visible they often pass by but if I come a full quarter of the way out with torso showing they tend to detect. Obviously this is highly subjective, poorly executed test results :/

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Don't take this wrong fruggy but testing anything in A3 and not running vanilla invalidates any test. Your mod (and/or AI settings) may explain why we don't experience the same AI detection behavior? Admittedly it was quite a while ago I tested so maybe things improved with the latest patches.

 

BTW: Thanks for sharing your mod. Will test it and maybe it is the fix to eliminate AI's terminator vision I've been looking for.

 

/KC

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