scottdog62 9 Posted June 28, 2016 Need a way for the ai to see better at night, any help?I made a early morning mission, and it is not pitch black, but the AI seem to think it is so I need a way to make them see better. Share this post Link to post Share on other sites
POLPOX 779 Posted June 28, 2016 Did you tried setSkill? Maybe spotDistance will help you. Share this post Link to post Share on other sites
scottdog62 9 Posted June 28, 2016 Tried that doesn't seem to work that well Share this post Link to post Share on other sites
POLPOX 779 Posted June 28, 2016 Then how about setUnitTrait? Use camouflageCoef to units. problem is this work for executed unit only. Share this post Link to post Share on other sites
scottdog62 9 Posted June 28, 2016 Hmm I was looking for a global way of doing it. Share this post Link to post Share on other sites
Neviothr 102 Posted June 28, 2016 You could try messing with CfgAISkill by creating a simple addon which changes AI's skill. Inside config.cpp: class CfgPatches { class my_ai_skill { ammo[] = {}; units[] = {}; weapons[] = {}; requiredVersion = 1.54; author[] = {"YourNameHere"}; requiredAddons[] = {}; }; }; class CfgAISkill { aimingAccuracy[] = {0, 0, 1, 1}; aimingShake[] = {0, 0, 1, 1}; aimingSpeed[] = {0, 0.5, 1, 1}; commanding[] = {0, 0, 1, 1}; courage[] = {0, 0, 1, 1}; endurance[] = {0, 0, 1, 1}; general[] = {0, 0, 1, 1}; reloadSpeed[] = {0, 0, 1, 1}; // High values in the next lines spotDistance[] = {0, 1, 1, 1}; spotTime[] = {0, 0, 1, 1}; }; https://community.bistudio.com/wiki/AI_Sub-skills https://community.bistudio.com/wiki/CfgAISkill Or, a global way using setUnitTrait: {_x setUnitTrait ["camouflageCoef",50]} forEach allUnits; Not sure if isCustom is required here. Share this post Link to post Share on other sites
HeroesandvillainsOS 1504 Posted June 28, 2016 I'm actually wondering if this might be a big enough issue that perhaps it should be reported to BIS. I made a night mission where the friendly AI have NVG capabilities and the enemies do not (USSOCOM vs. Taliban. NVG wouldn't make sense for Taliban) and in some instances I can literally walk up and touch them and they don't react to my presence at all. Although I consider that part probably an unusual bug (it doesn't happen all the time), the enemies without NVG are at such a huge disadvantage. I can snipe them all day long even from distances less than 100m and they simply cannot see me or detect my general direction, even after getting shot at, at all. Share this post Link to post Share on other sites
kylania 568 Posted June 28, 2016 Do be aware that the way AI see at night has drastically changed in the dev build and will be active once Apex hits: https://forums.bistudio.com/topic/150500-development-branch-captains-ai-log/page-6#entry3045162 Share this post Link to post Share on other sites
HeroesandvillainsOS 1504 Posted June 28, 2016 Do be aware that the way AI see at night has drastically changed in the dev build and will be active once Apex hits: https://forums.bistudio.com/topic/150500-development-branch-captains-ai-log/page-6#entry3045162 Oh dear god they're going to make detection even worse. :(This is going to be a problem. Advanced soldiers against a primitive enemy scenarios will be impossible to balance after this goes live unless it's in an urban setting. Share this post Link to post Share on other sites
scottdog62 9 Posted June 29, 2016 I'm actually wondering if this might be a big enough issue that perhaps it should be reported to BIS. I made a night mission where the friendly AI have NVG capabilities and the enemies do not (USSOCOM vs. Taliban. NVG wouldn't make sense for Taliban) and in some instances I can literally walk up and touch them and they don't react to my presence at all. Although I consider that part probably an unusual bug (it doesn't happen all the time), the enemies without NVG are at such a huge disadvantage. I can snipe them all day long even from distances less than 100m and they simply cannot see me or detect my general direction, even after getting shot at, at all. Yeah I have the same trouble that the you pritty much walk up to the AI and they won't react. Be good if there was a way to tweak it. Share this post Link to post Share on other sites
nikiller 18 Posted June 29, 2016 hi, I think you will have to help the AI. Maybe try to combine an addEventHandler fired and a reveal command. cya. Nikiller. Share this post Link to post Share on other sites