madmedic 0 Posted September 9, 2007 Anybody found a solution to the AI sitting there pumping rounds into an enemy vehicle (such as a UAZ/mg) LOONG after the crew of said enemy vehicle has been killed? This becomes a REAL problem when other friendly units have advanced, and are near the vehicle that is being shot at...because eventually...it blows up, and kills everyone around it. AND, many times the friendly units will get in between the vehicle and the idiodic machinegunner who keeps firing at it...resulting in direct friendly fire kills. Not to mention the fact that that guys shooting at the empty vehicle will ignore enemy soldiers who are shooting at their comrades. Is there a way to set the vehicles to "captive" when the crew is dead, or something along those lines? (ok...I'm done ranting now) Share this post Link to post Share on other sites
malick 0 Posted September 10, 2007 By increasing the AI sensitivity, it seems that this happens a lot less. It's not verified, though, just my experience. Maybe the AI takes some time to identify an empty vehicle, and that sensitivity directly control that identification time. Works for me, at least. Furthermore, don't forget to add "irlock=1" to M136 and PG7 AT rockets, so that the AI only fires its AT at vehicles. It seems to also influence this behaviour as well. Malick Share this post Link to post Share on other sites
Blanco 0 Posted September 10, 2007 Anybody found a solution to the AI sitting there pumping rounds into an enemy vehicle (such as a UAZ/mg) LOONG after the crew of said enemy vehicle has been killed?This becomes a REAL problem when other friendly units have advanced, and are near the vehicle that is being shot at...because eventually...it blows up, and kills everyone around it. AND, many times the friendly units will get in between the vehicle and the idiodic machinegunner who keeps firing at it...resulting in direct friendly fire kills. Not to mention the fact that that guys shooting at the empty vehicle will ignore enemy soldiers who are shooting at their comrades. Is there a way to set the vehicles to "captive" when the crew is dead, or something along those lines? (ok...I'm done ranting now) For me , it's one the most anoying AI bugs, I really hate that one. It simply makes no sense, when crew disembarks a truck, the truck is not a threat, the crew is. Same happens with unmanned static weapons like the M2 machinegun. Why do they fire at an empty M2 machine, when they can use it against the enemy. I've seen batlles where all my men try to destroy an unmanned M2 MG until they ran out of ammo. I tried different ways to solve this in the past and the only way to do, is to create the exact same empty vehicle at the exact same position, with the exact same dammage & fuel... when the crew disembarks. Very dirty solution, but it works. It's an old OFP bug btw. What do you mean with enemy sensitivity? Share this post Link to post Share on other sites
Arkon2 0 Posted September 10, 2007 Iv'e seen that if you use an enemy vehicle it becomes tainted and will be targetted by enemy forces, but I had thought that this was a new thing introduced with Arma... Anyways, can you setdamage to the vehicle when it is abandoned or the crew is dead? Regards Arkon2 Share this post Link to post Share on other sites
dmarkwick 261 Posted September 10, 2007 As far as I can tell it's realistic behavior. Destroying enemy vehicles is a no-brainer, empty or not. Share this post Link to post Share on other sites
madmedic 0 Posted September 10, 2007 As far as I can tell it's realistic behavior. Destroying enemy vehicles is a no-brainer, empty or not. No...Its not realistic behavior to keep shooting at an unmanned vehicle or machinegun while live enemy units are shooting at you...OR to sit there and empty magazine after magazine of ammo into a truck, when you should be advancing on the enemy or seeking out live targets. Share this post Link to post Share on other sites
UNN 0 Posted September 10, 2007 I just did a couple of quick tests. Oddly enough it only appears to be a problem with AI under your command. An AI soldier ungrouped will stop firing as soon as the driver is dead. However, as soon as you group him as a subordinate to the player, he will happily empty all his mags into it. The only way I could stop this. Was to give him a cease-fire order and reveal the vehicle with the dead driver. Then tell him to open fire again. After that he would not fire at the empty vehicle. You could probably script something into a mission to automatically do this, but not sure how successful it would be. Share this post Link to post Share on other sites
madmedic 0 Posted September 10, 2007 I just did a couple of quick tests. Oddly enough it only appears to be a problem with AI under your command. An AI soldier ungrouped will stop firing as soon as the driver is dead.However, as soon as you group him as a subordinate to the player, he will happily empty all his mags into it. The only way I could stop this. Was to give him a cease-fire order and reveal the vehicle with the dead driver. Then tell him to open fire again. After that he would not fire at the empty vehicle. You could probably script something into a mission to automatically do this, but not sure how successful it would be. I have a mission I am working on right now where all of the AI controlled groups are doing it too. One group is supposed to clear an alley that has a UAZ/mg sitting in it, while another group is advancing along the side of them. The first group kills the driver and gunner, but leaves the UAZ...In fact, they end up using it for cover. The SECOND group advances to a point where they are able to see the abandoned UAZ, and they start firing on it...(With the first group sitting right there next to it). It is almost as though the FIRST group is close enough to realize the UAZ is abandoned, but the SECOND group (who is only about 30 feet away) do not recognize it. Second group ends up killing some of the first group with friendly fire...and then finishes them off when the UAZ finally blows up from them shooting it. (I DID figure out how to disable the explosions of HMMWVs, UAZs, and other vehicles though). "secondaryexplosion = 0" Share this post Link to post Share on other sites
UNN 0 Posted September 10, 2007 Quote[/b] ]I have a mission I am working on right now where all of the AI controlled groups are doing it too. Well I only did a quick test with myself and a single AI, against a single UAZ. So a couple of things to take into account I guess: The target is visible from the start as it's only 50m away. There is only one AI unit, so no worries with AI lag. Given the above, the results were consistent. Quote[/b] ]The SECOND group advances to a point where they are able to see the abandoned UAZ, and they start firing on it...(With the first group sitting right there next to it). If the second group are the only ones firing at the empty vehicle. It might be worth using the reval command, to reveal the empty vehicle to each unit in the second group. Once all the crew are dead? Share this post Link to post Share on other sites
madmedic 0 Posted September 11, 2007 If the second group are the only ones firing at the empty vehicle. It might be worth using the reval command, to reveal the empty vehicle to each unit in the second group. Once all the crew are dead? I was thinking about something like that...But, I have no idea how to implement it. I would like to be able to make certain vehicles (wheeled vehicles like HMMWVs, trucks and UAZs) call a script or something that would make all the other AI units know it is abandoned. Perhapse a "knowsabout", or "reveal" initiated when the vehicle is empty. I just dont know how to do it. AFAIK, empty or destroyed units are classified as "civilian" by the game engine. Share this post Link to post Share on other sites
UNN 0 Posted September 11, 2007 As a quick test, you could try this: For the vehicle and West group in question, run this script at the start of the mission: RevealDead.sqf: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_Vehicle=Vehicle (_This Select 0); _EnemyGroup=_This Select 1; WaitUntil     {     ({Alive _x} Count (Crew _Vehicle)==0)     }; {_x Reveal _Vehicle} ForEach (Units _EnemyGroup); With whatever you called the UAZ and second West group via the mission editor, in init.sqf or init.sqs add this line: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">[MYUAZ,MY2ndWESTGROUP] ExecVM "RevealDead.sqf"; You can probably get away with just naming the leader of the West group "MY2ndWESTGROUP". P.S From the quick test I posted before, I think this could be classed as a bug. I just can't see why an AI under the players command, should act in such an obsessive way? Compared to one acting independently. Share this post Link to post Share on other sites