l mandrake 9 Posted February 12, 2008 Searched but couldnt find an answer... Often when I get injured leading a squad I have major problems trying to get the medic to come to me so I can heal. Say I'm in cover behind a wall, I click the ground nearby but the medic comes and stands 5 metres away, often out in the open, so when I crawl to him we are both killed. Very very annoying! I know the AI moves into a 'zone' around the point you tell them to move to, but in the case of medics is there a way I can get him to come EXACTLY to my location (even better can I order him to come and heal me automatically?) I know there is a radio command for 'Medic!' but when I try it my medic just says 'Negative!' About as useful as a chocolate teapot! Any help greatly appreciated! Mandrake Share this post Link to post Share on other sites
Trapper 0 Posted February 12, 2008 The problems will be caused by the 3d objects in the area, the best bet will be to order him into a bigger area of covering terrain without much objects and meeting him there. Not nice but more AI safe. Share this post Link to post Share on other sites
Balschoiw 0 Posted February 12, 2008 Object density and AI avoidance pattern of objects ruins this with Arma. Wrecked pathfinding and unprecise movements are the result. The Arma AI is not fit for Arma islands Share this post Link to post Share on other sites
l mandrake 9 Posted February 12, 2008 OK, ignoring the AI's pathfinding problems, surely the medic AIs should contain an extra routine to GO TO injured squadmates and heal them? Whats the point in reporting yourself as 'injured' over the radio if the squad medic isnt going to come and save you? I dont like the way it is at the moment - injured soldiers have to go and find a medic, IRL it is the other way round (because often injured soldiers can't move!!! ) Share this post Link to post Share on other sites
sirex 0 Posted February 12, 2008 before the game was out, i remember calls of "better AI" "much smarter AI opponants" and this seems to have translated to "get shot from a mile by an ak47 on ironsights" and "idiot AI that get shot like lemmings". definatly one of the weak points of armed assault, but everytime i game comes out and claims it has great AI, its usually a lie. Share this post Link to post Share on other sites
cobra@pulse 0 Posted February 12, 2008 You should be able to select the AI and then use the action part of the command menu to tell him to "Heal squad leader 1 o'clock" or along those lines and he should come to you. Share this post Link to post Share on other sites
l mandrake 9 Posted February 12, 2008 thanks Cobra thats what I was hoping for - however when I select my medic, then choose 'action' the only options I have are: Salute, Gear and Sit Down.... I have tried this with wounded men in the squad, and have wounded myself, but the medic's action menu never changes.... Share this post Link to post Share on other sites
froggyluv 2136 Posted February 12, 2008 This is the issue that will make or break ArmII for me. I would be happy if they built the whole engine around masterful pathfinding, cover/suppression and ballistics- thats all I need. Share this post Link to post Share on other sites
charliereddog 9 Posted February 12, 2008 Its always really annoyed me that you have to heal at medic, not medic heal wounded. It makes no sense to me for the action to be done by the injured party. I did write a script in OFP to chopper in a medic, who would go round your injured squad memebrs and heal them in turn and the exfil so I'm sure something similar could be implemented, but it's not part of the default game. Share this post Link to post Share on other sites
Col. Faulkner 0 Posted February 12, 2008 But the medic in the game is utterly unrealistic anyway. That he doesn't reliably come over to you is the least of their problems. He just seems to be there as a crutch for the "run n' shoot" crowd. The ArmA medics' powers of restoration would put Macaon to shame! I can be hit so badly that I am unable to stand but when he comes over and gesticulates over me I can jump up and sprint! He even gives me a clean pair of combat trousers! Â Also; I second "froggyluvs" comment wholeheartedly. Even if they reverted to OFP's graphics I'd be delighted if they'd include those features he mentioned (properly implemented). Share this post Link to post Share on other sites
walker 0 Posted February 12, 2008 Hi Mandrake5 Who is doing what You need to order the injured AI to go to the medic not medic to injured. Select the injured unit with the [F#] whatever number it is Hotkey, then [6] then usualy [1] if they are badly injured thus it is a high priority for them but it will be a lower number if the priority is lower, ie rearming is more important that putting a plaster on a cut finger. Pathing Problems Try sending both medic and injured to the same spot as this helps when there is a pathing problem. Good Practice When managing squads it advisable to have the medic [1], [6] stop and set up an aid post in real cover back from any probable fight. External medic You can also use the [5] key functions to call in a medic external to your squad. Realistic medical simulation Proper medics and injury simulation are being worked on by several Mod teams At least two of them are doing scarily real injury and medical simulation. Kind Regard walker Share this post Link to post Share on other sites
wamingo 1 Posted February 12, 2008 Always have a player medic... Share this post Link to post Share on other sites
Noraf 0 Posted February 12, 2008 don't you have to report yourself as wounded before you can order the healing action? might be wrong tough Share this post Link to post Share on other sites
max power 21 Posted February 12, 2008 I don't think there's much chance that the pathfinding won't be improved, since the pathfinding algorithm will be 100 times more sensitive. I guess anything is possible, tho. Share this post Link to post Share on other sites
Trapper 0 Posted February 12, 2008 Whats the point in reporting yourself as 'injured' over the radio if the squad medic isnt going to come and save you? That's functional if you still have an AI squad leader. He'll really send an available medic to your position. But even then hiding close to walls and near buildings will trouble the medic. Share this post Link to post Share on other sites
shinRaiden 0 Posted February 12, 2008 Object density and AI avoidance pattern of objects ruins this with Arma. Wrecked pathfinding and unprecise movements are the result. The Arma AI is not fit for Arma islands The AI is reasonable, the Islands and content are generally what's wrong. Share this post Link to post Share on other sites
Sevan 0 Posted February 12, 2008 Quote[/b] ]The Arma AI is not fit for Arma islands exactly Share this post Link to post Share on other sites
Second 0 Posted February 12, 2008 There is great difference with cover seeking and moving routines. -Cover seeking provides very accurate spot to where AI will move (less than 0.5 meters) -Moving has much more bigger area in where AI can think that it's movement is completed. By this moment I would like suggest to BIS that it will put it's (quite fine) cover seeking method to even better use in comming products they should seek cover from close area every time they are not moving in aware, combat, stealth behaviours -> we have +1 in ArmA II 'battle drill'-section. This way AI will seek cover before tending wounded etc. Share this post Link to post Share on other sites
malick 0 Posted February 13, 2008 It all comes down to AI movement precision, which is between 5-10m in ArmA (for foot soldiers) and should be 1-5m in ArmA2 (from what I read). So, basicly, this issue should be solved in ArmA2. However, this will not improve the AI, just its pathfinding So, no realistic injury/healing/medic simulation on the horizon yet. Malick Share this post Link to post Share on other sites
HGuderian 0 Posted February 13, 2008 And what about "brakedistance" value? It seems to affect the movement precision: for soldiers by default it's 1. Share this post Link to post Share on other sites