milobr 0 Posted May 1, 2007 Is there anyway to make the AI recognize others at longer distances than it is now? I was playing just awhile and get pissed when realized my teammates didn't fire at targets which were just 100 or 200m in front of us. He waited til I identified the target then begun to fire. I am expecting for longer battles at longer distances. Is there anyway I can modify that aspect of the game? Thanks by now, MiloBR Share this post Link to post Share on other sites
alpha125rbf 0 Posted July 8, 2007 I have the same question... The ArmA AI engine is made for kids; I think. In the VBS2 engine a mashine gunner creates supressive fire from 500m (commercial video). My skill is set to 1.0, super KI enabled. My CPU is a Athlon 939 - 3800 X2 with 2Gz double core... EXAMPLE: Im driving at an US marine squard with my soviet T72. The terrain is - airfield, 12 o'clock. Sun shining. I made a waypoint, looking through optics at them, see the reaction and distance. 300m - US soldiers do nothing. I hold for 30 seconds - nothing. 200m - earth should vibrate under thier feet... The CO - lets have a look through my binocular! After 10 sec. No reaction. 150m - Soldiers - oh shit, a tank (150m); lets take cover! The marines going down under my PKT, AT soldier fires. Thats definetly not a military sim, if the bots detecting a tank from 200 - 150 m!! I wanna fix this. I have little exp. with the ArmA config.cpps. But I do not know there the parameters are. Help me please!!! Share this post Link to post Share on other sites
Commando84 0 Posted July 8, 2007 cant the a.i's and players viewdistance be set in the soldiers init field in mission editor? Like it was in ofp, <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">setviewdistance 1400 could make the a.i see farther away and if doing opposite setting viewdistance at 100 or 50 made for more CQB style action. Share this post Link to post Share on other sites
Messiah 2 Posted July 8, 2007 its also dependant on the engagement ranges stipulated in the unit's weapon config - if they're holding a weapon thats 'telling' them only has an effective engagement range of 200m or so, then they don't normally seem inclined to use it till then Share this post Link to post Share on other sites
alpha125rbf 0 Posted July 9, 2007 It is possible to improve AI: - Create a mod folder, - copy there the characters folder; with config.cpp only - Add in the config for each soldier Class soldierWB …WG and so on { …. sensitivity = 16; // or smaller or bigger! ….. } Create a PBO file of the character folder and congratulations, if no errors were made, you have modded the awareness of the ArmA troops. Make the same operation with the weapons config (copy folder with config.cpp to your mod folder) And make at all weapons the Midrange, Maxrange parameters bigger! (Careful: where the short-range ends, the midrange should begin, and at the end of midrange long-range) Make the PBO of the folder. Now you have modded the weapons. Your soldiers can detect and shoot enemies from greater distances. But the problems are great: The campaign becomes unplayable! -You will be detected in every sabotage mission. The AI will kill you and you will not be able to aim as they. -The firefights will take place at great distances, no possibility to see the enemy. -The AI is to “silly†programmed to fight at those ranges. If you fight in bush, forests and so on… you are dead. Headshot from nowhere through all this shit… All in all ArmA becomes more like hardcore sim. But the game fun is for the most of the players over. You are simply no RAMBO; you become looser (without tank, copper, sniper rifle). BIS would had big problems to sell this game, and the bots are silly enough to get shot by the old good “DELTA FORCE - game†tactics. I see forward to play good community mods, where people get the balance between game-play and realism-sim. But without the reprogramming of the bot core – I think its almost impossible. Share this post Link to post Share on other sites
-)rStrangelove 0 Posted July 10, 2007 To get realistic gameplay ppl should focus on planning & scripting missions rather than fiddling around with the ai values in a custom config. Obviously a game which offers great freedom like OpF/ArmA can never feature an AI which will behave like a human in all memorizable situations & circumstances. BIS tuned the AI to get the best balance between long distances+open view and short distances+blocked view situations. So: we need better designed missions, not configs. (nor addons) My 2 cents. And i could be wrong. Share this post Link to post Share on other sites
NeMeSiS 11 Posted July 10, 2007 )rStrangelove @ July 10 2007,16:42)]My 2 cents. And i could be wrong. Â I partly agree, walking makes too much sound for the AI to hear, and the default accuracy values are IMO too high, i lowered those and it makes the game much more enjoyable for me. But no matter how well the AI is, in a crappy designed mission they will always look retarded. (Seconds suppression script is also highly advised) Share this post Link to post Share on other sites
alpha125rbf 0 Posted July 10, 2007 Quote[/b] ]So: we need better designed missions, not configs. (nor addons) My 2 cents. And i could be wrong. Good missions are rare. But I want realism and not "John Wayne" action. ArmA was told to be a realistic game. Try out how fast the bots react when you driving a tank at them. Share this post Link to post Share on other sites
Col. Faulkner 0 Posted July 10, 2007 Good missions are rare. But I want realism and not "John Wayne" action. ArmA was told to be a realistic game. Try out how fast the bots react when you driving a tank at them. Yes, the awareness of the AI men needs much more work. It's reasonable of mission makers to expect that the material they have to work with has a basic set of realistic human abilities as a starting point (no "bionic" vision, no "robo-cop" shooting accuracy, basic human psychology). The "suppression scripting" by Second is a very good start, but the AI infantry battles still have too much of the character of  "headless chickens". "Guard waypoints" or whatever don't make any substantial difference. Share this post Link to post Share on other sites
dmitri 0 Posted July 10, 2007 )rStrangelove @ July 10 2007,16:42)]To get realistic gameplay ppl should focus on planning & scripting missions rather than fiddling around with the ai values in a custom config. Exactly. A well designed mission where the units have been placed to anticipate the players movements helps.. Missions with dynamically created AI don't do anything for it's reputation. Share this post Link to post Share on other sites