Jump to content

Recommended Posts

1. Anyone Attempted to Write a fully fledged pathfinding algorithm? such as BSF, Dijkstra algorithm, or the following.
2. Has anyone been able to define new positions inside buildings? To where AI can go?
3. Why do AI shoot at a player in the street stupidly, no matter what AI code is used?

Share this post


Link to post
Share on other sites

1. I saw somebody working on something like this months ago, can't remember any details though

2. We aren't able to edit the configs directly, however you are free to add new classes to description.ext and write scripts that will use values within those classes. This is exactly what a new system I'm working on (Inhabited World) does

3. I'm not sure what you're asking here, Opfor shoots Blufor, Blufor shoots Opfor, no matter where they are. Seems to be working fine to me

Share this post


Link to post
Share on other sites

Okay number 3. What do military personal do in real life? They come under fire, find the closest cover. After discerning where the fire is coming from hide behind and inside buildings?
We watch what happens with Opfor or Blufor run out in the street shoot at you in the street just standing there, their immediate reaction should be the following:

1. Goto Hardcover first. (Rocks,Buildings,Houses, Ditches etc.)
2. Goto Softcover second. (Trees, some metal walls, glass window buildings etc.)

3. Once they know where the enemy is they could perform 3 basic flanking tactics (Left Flank, Right Flank, Double Flank (Left and Right).

4. From there they would return to searching and moving from house to house. If a player is inside a house, and they've got them, move in block front and back door,
kill player, setup position return to 1. From 4 setup position if the enemy is directly opposite to the house setup fire superiority into the enemy on the other side with heavy weapons.

 

If you have 2 teams flanking (Double flank) you can put them in a pincer where one team is on 1 side flanking to left and 1 to right, jamming the enemy team in the middle.
From here you can have a support team take a Single Left or Right flank come around from behind the currently occupied enemy and neutralist them.

Single or Double Envelope is what it is called.

Share this post


Link to post
Share on other sites

Feel free to write some scripts or an fsm that can do all that, however keep in mind that all of takes CPU time. Also, sounds complicated

 

Here in the real world, we all have our own brains (as far as we know), but in a computer all share one "brain". Also keep in mind that not everybody has the most powerful "brain" in their computer

Share this post


Link to post
Share on other sites
Guest

Arma 3 and Arma in general has many problems of this kind. There are also driving bugs, super op AI which can shoot you through a wall at 500meters, AI in semi destryed vehicles, stealth, etc... Many improvements needs to be made and messing with fsms is not a solution. If you want an ultra optimized low cpu consumption solution wait for Bohemia to finnaly release a complete AI patch

Share this post


Link to post
Share on other sites

Arma 3 and Arma in general has many problems of this kind. There are also driving bugs, super op AI which can shoot you through a wall at 500meters, AI in semi destryed vehicles, stealth, etc... Many improvements needs to be made and messing with fsms is not a solution. If you want an ultra optimized low cpu consumption solution wait for Bohemia to finnaly release a complete AI patch

Don't think a mere patch will do. For the full effect, BIS needs to rewrite their AI module completely because currently it's tied in all the simulation. Do the same for AI as they did for audio module.

 

If BIS continues to duct-tape the current AI system, it'll become a really unmaintainable complex mess.

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now

×