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Viiiper

Coefficients of war - Arma2

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Hi everyone, I'm new here but I've played Arma for along time & I'm always suspect on how Arma1 calculated a players visibility to AI. I mean sometimes it seems as if the AI or AI helicopters have a mission to home in on my position even when I'm hidden or totally out of site, it as if they have a 6th sense. I was working on an equation as a guide to how I would love Arma2 AI to calculate 'the potential of visibility' of a player or vehicle dependent on factors that Arma1 seems to not be based on. I'll explain, perfect Visibility of a player to AI = the ability to see them as clear as day so the probability of being engaged would be 99.99% (never perfect) to work this out you have to include variable factors into an equation which would be used by all AI.

It would be something like this example I've made.

My question is or suggestion, does Arma2 use this style of calculation or is it a simple your there. when you engage, so AI engage. 1 is perfect, this is a 100% factor for telling the AI to engage (if he chooses) as if you were stood next to him. I use coefficients to multiply out the perfect visibility & reduce it to practically zero.

Player Visibility or Vehicle visibility

coeff of uniform to background from view angle of AI - Uniform has a natural coefficient to the surroundings which is calculated and effected by position on terrain. = value from 1 to 0.01 this relies on other factors.

in no particular order.

coeff of stance (the viewable surface of the target player/ vehicle)

coeff of camo in relation to surroundings

coeff of ground cover

Coeff of weapon, the ability to engage target.

coeff of distance from target

coeff of LOS (line of sight) inc. angle of elevation

coeff of AI State of awareness

coeff of weapon discharge sound

coeff of noise over distance

coeff of anticipation

coeff of Weapon discharge flash

coeff of AI direction (FOV)

coeff of weather at target

coeff of vegetation

coeff of smoke

coeff of vehicles camo

Equation for coeff of  not/ becoming aware of player

Made up wink_o.gif

Awareness of AI to player = ((stance*camo*groundcover)+(weapon)+(distance+elevation)+(*awareness*sound)+(anticipation*

)+(flash*AI direction*)+(weather*vegetation*smoke))/(weapon discharge*distance)

I'm making all this up, the Question/ suggestion is how complex will ARMA2 be in the factors that determine awareness of AI to player ?

viii

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There is the 'viewdistance' value.

Players can only see 66% of that. Weapons can lock up to 100%.

AI acts up to 100% depending on many factors.

One solution is to to set viewdistance for the server to 66% of

the clients (command is local).

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There is the 'viewdistance' value.

Players can only see 66% of that. Weapons can lock up to 100%.

AI acts up to 100% depending on many factors.

One solution is to to set viewdistance for the server to 66% of

the clients (command is local).

Are you saying ARMA1 is able to lock view distance for AI?

or that view distance is a factor AI target lock?

I believed Arma1 the AI were not restricted by view distance and they would not engage if you did not at, lets say 200m but if you engaged, they did, even when they were looking (their FOV) was directly at you.

viii

p.s. I did inc. distance to target in my guesstimating. smile_o.gif

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I think one more important factor is recognizability. It is quite annoying that not only do they spot you but also instantly recognize you as a hostile and start shooting. Would you as a soldier spray bullets at twitchy bushes even though it might be ur buddy taking a wee? I think its important to give the AI that critical REALIZATION time factor basicaly a delay from sight to action in which AI kinda wonders "hey whats going on?"

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I think one more important factor is recognizability. It is quite annoying that not only do they spot you but also instantly recognize you as a hostile and start shooting.

Wouldnt highering the AI view sensivity (forgot the config name at this time) and lowering (Or the other way around) the camouflage config setting give this effect?

The AI in your group will then start talking about 'Man, UNKNOWN, 500m' and you get a yellow (IIRC) marker on the map instead of a red one. You saw this in OFP more often but it seems harder to achieve the right settings for this in ArmA.

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Use trueGameplayMODs. Rg has modified this.

@Viiiper

Viewdistance is a local setting.

Under human command AI is local to this computer.

Any other AI is local to the server.

You can set viewdistance to any network entity (server + all clients) separately.

Like ofpforum pointed out there are more values that influence

either both human and AI spotting (reveal), identifying and

engaging distance or AI only.

Time to research whats possible in A1. wink_o.gif

Best start with the MOD mention above.

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