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redarmy

problem with AI reaction in vehicle

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hi all

 

i am making a mission and hit a major snag...

I have 5 vehicles(3 ifv and 2 tanks) reach a move WP ,they have more move waypoints synced to triggers so they are "holding" until condition of trigger is met.

 

now 2 km down the road(5 units have no visual of this) an IFV engages enemy,it gets destroyed. now heres whats BAFFLING me...because this seem strange and its new AI vehicle behaviour to me...

 

The five vehicles suddenly take on a mind of their own and start to drive to "support" or engage enemy threat.(i had to check twice to see if i had VCOM AI or GAIA running,both of which i removed from scenario already) So...i understand AI will move to locate enemies etc,but from TWO KM away with no LOS? ?  If this is indeed vanilla behaviour,can someone advise a simple way to make them hold WITHOUT use of a "hold" WP? which btw doesnt work either keeping them still...

 

they cannot be in careless and i already tweaked their behaviour to hold fire until fired upon.Im curious about AI vehicle behaviour now also,if anyone could direct me to an indepth information source on this i would be greatful,until then i really need help with a work around that is not complex if possible...i feel like im missing something obvious here as there should be a simpler way to achieve what i want WITHOUT disabling AI or removing driver/fuel.

 

thanks alot 

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Maybe it is related to formation? They scatter and engage in formation once in combat state?

https://community.bistudio.com/wiki/setCombatMode

https://community.bistudio.com/wiki/setBehaviour

https://community.bistudio.com/wiki/setFormation

You said you behaviour and combat mode? How? Did you do it on the whole vehicle crew? You can't prevent AI vehicle shooting until X distance as such. Not sure you adjust skill and more importantly combat mode to CARELESS until X distance or in X trigger. This would need to be done for both friendly and enemy I assueme else the enemy vehicle would still engage.

I don't use waypoints or triggers in Eden, only scripted way. I can help if you don't mind doing it this way.

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24 minutes ago, HazJ said:

Maybe it is related to formation? They scatter and engage in formation once in combat state?

https://community.bistudio.com/wiki/setCombatMode

https://community.bistudio.com/wiki/setBehaviour

https://community.bistudio.com/wiki/setFormation

You said you behaviour and combat mode? How? Did you do it on the whole vehicle crew? You can't prevent AI vehicle shooting until X distance as such. Not sure you adjust skill and more importantly combat mode to CARELESS until X distance or in X trigger. This would need to be done for both friendly and enemy I assueme else the enemy vehicle would still engage.

I don't use waypoints or triggers in Eden, only scripted way. I can help if you don't mind doing it this way.

Thanks for the options mate

 

To give more info: my vehicles are in individual groups.so its not related to formation.

 

Set on aware(i cant use careless as they will not return fire if engaged randomly) i was considering ways to adjust skill to stop them moving to the combat area where friendly vehicle was engaged and destroyed. But as i said,they already have no line of sight to the first engagement,so i cannot understand how they even know about it(audible range?) ok... i just read that AI spot distance also affects AUDIBLE range...

 

i will attempt to lower this significantly,though they are already on default 50%,its odd that they are hearing an enemy at 2KM or more...i can barely hear it and im standing near the vehicles at that distance

 

i would prefer to use editor WPs also as its more straightforward for me making missions.

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Hmm. You want to prevent engaging until in X trigger or something? I don't mind helping. Feel free to add me on Steam so we can IM better. If you want.

http://steamcommunity.com/id/iamhaz/

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3 minutes ago, HazJ said:

Hmm. You want to prevent engaging until in X trigger or something? I don't mind helping. Feel free to add me on Steam so we can IM better. If you want.

http://steamcommunity.com/id/iamhaz/

cheers il add you

 

when you say "engaging" do you mean firing or AI moving to a firing position?

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They scatter and engage enemy once their combat mode changes. I assume even with AWARE it changes once enemy has been encountered.

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30 minutes ago, HazJ said:

They scatter and engage enemy once their combat mode changes. I assume even with AWARE it changes once enemy has been encountered.

il attempt by disabling  auto combat and see how it goes

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I finally figured a workable solution... 

 

dear lord Arma has alot of commands and iv never heard of this one before,its strange because its quite simple..

 

https://community.bistudio.com/wiki/enableAttack  

 

setting _group enable attack false will keep the vehicle on its position even if it goes into a combat state.

 

The commander wont issue orders of movement,but crew can still open fire.

 

@HazJ thanks for the help,sent you friend request through steam

 

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On 5/12/2018 at 3:13 PM, redarmy said:

I finally figured a workable solution... 

 

dear lord Arma has alot of commands and iv never heard of this one before,its strange because its quite simple..

 

https://community.bistudio.com/wiki/enableAttack  

 

setting _group enable attack false will keep the vehicle on its position even if it goes into a combat state.

 

The commander wont issue orders of movement,but crew can still open fire.

 

@HazJ thanks for the help,sent you friend request through steam

 

Thank you so much, I scripted a gunner position in a vehicle being replaced after the gunner died and the units kept disembarking the vehicle messing it all up, now they stay put, and will even return fire..
You're a lifesaver in more ways than one 😄 

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