Helmut_AUT 0 Posted June 15, 2009 That is also a pretty big problem I have with MGs, since we are not able to rest it on elevated objects. Which would be a pretty important feature to add. Often crouching is the better firing position. Share this post Link to post Share on other sites
CarlGustaffa 4 Posted June 15, 2009 You do precicion fire using MG (M240) from crouch? Share this post Link to post Share on other sites
My Fing ID 0 Posted June 16, 2009 Only prone, crouch still jumps way too much Share this post Link to post Share on other sites
Typheus 10 Posted June 16, 2009 Well, are there any silenced sniper rifles? I'm not a gun expert. I'm only going by Ghillies in the Mist from CoD4. Share this post Link to post Share on other sites
CarlGustaffa 4 Posted June 16, 2009 Not that I've seen in the configs. And I'm glad there isn't actually :) Share this post Link to post Share on other sites
fabrizio_t 58 Posted June 19, 2009 (edited) Hi there, i've just noticed another issue: while playing campaign and/or missions as a squad leader i've got hit and fell incapacitated quite a few times now. Problem is that most of the times corpsemen refused to actively give me any kind of medical assistance (requested through repeated 5-4 calls), even when they're just some steps away from me. I didn't had any problems in getting medical assistance while NOT PLAYING as squad leader though, so that may be the culprit. ---------- Post added at 10:00 AM ---------- Previous post was at 09:48 AM ---------- Also, since the 1.02 patch seems to be close to its release and since little is known about which AI improvements it will eventually contain i'll share with you a hint a BIS developer kindly gave me some days ago in reply to a question. Hi, i see you are working on AI "moving" problems for the next patch, may that include making fixes in how AI moves to from cover to cover ? I see AI sometimes just avoids getting into good cover for no apparent reason, that's especially evident when it's moving through forests while in combat mode. Hi, this is very complex problem, we are now mostly focus on ai driving, attacking in pair with covering each other and going through walls. Edited June 19, 2009 by fabrizioT Share this post Link to post Share on other sites
fabrizio_t 58 Posted June 19, 2009 (edited) Hello, need some help with checking out a potential issue with units and clean line of sight. I've placed two units (1 BLUFOR, 1 REDFOR) with maxed skill staring at each other on a airport strip. they're standing and there's no visual clutter between them. Distance is 230m. The two units can't spot each other. Can you please run the attached mission? I need to know if the problem is reproductable or it's just me, thx. http://rapidshare.com/files/246432653/los_bug_230m.utes.zip.html Edited June 19, 2009 by fabrizio_T Share this post Link to post Share on other sites
fabrizio_t 58 Posted June 20, 2009 Issue confirmed in 1.02. Share this post Link to post Share on other sites
fabrizio_t 58 Posted June 22, 2009 Issue vith AI spotting posted on bugtracker http://dev-heaven.net/issues/show/2209 That's a major issue. Please vote and/or provide feedback so we can get that fixed soon. Thx. Share this post Link to post Share on other sites
whisper 0 Posted June 22, 2009 at work atm, can't test. Did you set any WP to the units? Share this post Link to post Share on other sites
fabrizio_t 58 Posted June 22, 2009 at work atm, can't test. Did you set any WP to the units? No WP set, just to keep things as simple as possible. Share this post Link to post Share on other sites
whisper 0 Posted June 22, 2009 That may explain, then. Try with a WP Share this post Link to post Share on other sites
fabrizio_t 58 Posted June 22, 2009 (edited) That may explain, then. Try with a WP IMHO units spotting mechanics should work ok without any WP, if they don't then i'll consider that to be a bug, don't you? Let me add that units (without WPs) still spot enemies as expected if they are closer than about 200m. By the way, i posted the exact same bug about two years ago for ArmA and it was acknowledged and then fixed ;) However, i'm still in the need for some users' feedback confirming (or excluding) the problem. Hope somebody will be able to check out the test mission attached to the bug post ... Regards. Edited June 22, 2009 by fabrizio_T Share this post Link to post Share on other sites
fabrizio_t 58 Posted June 30, 2009 (edited) thread riesumation ;) The previously posted issue: "Killing a UNAWARE AI unit instantly gives knowledge of the approximate shooter position to his groupies, even if they are 10km. away" (http://dev-heaven.net/issues/show/2067) was resolved in build 58190 and fix will be in patch 1.03. The issue is fixed in build 58190 , units killed are unable to report who killed them. Expected result 1) now observed after fix, both with silenced and non-silenced weapons. That's great news for all saboteurs and long-range snipers ;) I encourage again everybody to use to bugtracker (http://dev-heaven.net/issues/) in order to: - post issues with description and always attaching "repro" cases; - vote issues that should have higher priority; - give feedback on issues; A few customers are actually trying to pinpoint the problems/bugs, but more are needed. BIS developers are definitely paying attention to the issues posted on the bugtracker and are giving valuable support, so your effort won't be worthless. Edited June 30, 2009 by fabrizio_T Share this post Link to post Share on other sites
walker 0 Posted June 30, 2009 Hi FabrizioT Well done you are a credit to the community. :) BUT. Now we come to the problem of changing AI settings. If your squad mate is dead, when does it call your attention? I suggest you check with Suma that the squad commander has a regular 5 to 15 minute check in. Plus a dead squad mate seen additon to the AI awarness of threat is added. In other words squad becomes aware people are dying they should shift threat level to aware. This may already be the case ie the AI say oh no 6 is down etc. but we need to check. Kind Regards walker Share this post Link to post Share on other sites
fabrizio_t 58 Posted June 30, 2009 (edited) Hi FabrizioTWell done you are a credit to the community. :) BUT. Now we come to the problem of changing AI settings. If your squad mate is dead, when does it call your attention? I suggest you check with Suma that the squad commander has a regular 5 to 15 minute check in. Plus a dead squad mate seen additon to the AI awarness of threat is added. In other words squad becomes aware people are dying they should shift threat level to aware. This may already be the case ie the AI say oh no 6 is down etc. but we need to check. Kind Regards walker Thx walker. I'm sorry, actually i'm running completely out of time: posting and creating repro for issues is just a time consuming hobby ;) Can't you open a ticket for that? For sure it would be an interesting feature. BTW: Actually i am finishing with posting another couple of issues that i think are major: - a wounded AI gain a CONSTANT value of "knowledge" about shooter ignoring his class, concealement, stance and weapon; - a Dead AI still gains knowasbout :( Please everybody see: http://dev-heaven.net/issues/show/2417 and vote / give feedback if you care. The more the feedback / votes the higher the chance bug is prioritized ;) --- Also let me drive your attention onto: AI units can't spot standing enemy at 250m. with clear line of sight http://dev-heaven.net/issues/show/2209 AI does not look for cover into buildings http://dev-heaven.net/issues/show/1754 DS: Heal System doesn't work (no modules used) http://dev-heaven.net/issues/show/1656 Cover finding AI disabled: "MicroAI: Command findCover not implemented (unit name)" and "MicroAI: Command setHideBehind not implemented (unit name)" http://dev-heaven.net/issues/show/2016 AI in Vehicle not reacting to enemy fire when commander got killed and now orders incoming http://dev-heaven.net/issues/show/2413 HUMMV gunners do not react when vehicle is being hit http://dev-heaven.net/issues/show/2353 AI Drivers may disembark when you ask them to MOVE TO a certain position http://dev-heaven.net/issues/show/2352 At night, lights do not improve AI vision http://dev-heaven.net/issues/show/2185 Edited June 30, 2009 by fabrizio_T Share this post Link to post Share on other sites
fabrizio_t 58 Posted June 30, 2009 (edited) Hello, A LITTLE HOTFIX FOR CIVILIAN AI if you create any missions featuring the "civilian" module you may end up with AI people clipped into building doors. Here's a temporary and experimental fix (credits to Alef) that may solve the problem. EDIT: See http://forums.bistudio.com/showthread.php?t=77434 Edited June 30, 2009 by fabrizio_T Share this post Link to post Share on other sites
topeira 10 Posted June 30, 2009 am i the only one who noticed that AI can notice the player even if he is behind them and behind cover if he is close enough without the need for him to even fire his weapon? http://forums.bistudio.com/showthread.php?p=1339246#post1339246 also, AIs generally need to look for cover more when in a firefight in a town. usually they run around aimlessly. when i set the AI to "stay crouched" or use the "this setunitpos "middle" in the editor than the crouching AIs seem more affective: http://forums.bistudio.com/showthread.php?p=1324377#post1324377 Share this post Link to post Share on other sites
fabrizio_t 58 Posted June 30, 2009 (edited) am i the only one who noticed that AI can notice the player even if he is behind them and behind cover if he is close enough without the need for him to even fire his weapon? I've experienced quite the contrary. AI will not detect you even if you are behind a bush a few steps away. That as long as you DON'T MOVE: infact what's "superhuman" is just the AI ability to see and hear what's happening around. The proof? http://rapidshare.com/files/250431704/check_ai_see_through_bushes.utes.zip.html also, AIs generally need to look for cover more when in a firefight in a town. usually they run around aimlessly. when i set the AI to "stay crouched" or use the "this setunitpos "middle" in the editor than the crouching AIs seem more affective: http://forums.bistudio.com/showthread.php?p=1324377#post1324377 I agree that the way AI looks for cover is somewhat erratic and inconsistent. There are bug reports about this problem and i am confident that AI behaviour will be fixed in the future. Don't know about the "crouching" benefits, guess i'll try and see what happens, thanks for the hint. Edited June 30, 2009 by fabrizio_T Share this post Link to post Share on other sites
froggyluv 2135 Posted June 30, 2009 Great job Fabrizio T of keeping your argument tight and accurate enough to de-bunk certain speculations and bring needed attention to the legit AI bugs so that the developers are actually taking action. Hats off to ya mate :) Share this post Link to post Share on other sites
fideco 1 Posted June 30, 2009 Perhaps the question has already been posted. If so sorry. Does AI groups share information about enemies among themselves? Cheers Share this post Link to post Share on other sites
fabrizio_t 58 Posted July 4, 2009 New issue posted: Suicidal Group leader http://dev-heaven.net/issues/show/2551 As usual, your support / feedback / voting is welcome in order to get things sorted ... Thx. Share this post Link to post Share on other sites
MBot 0 Posted July 4, 2009 fabrizio_T, would you think the the issue of AI being unable to defend/hold waypoint that isn't defensive would fit on the A2 Community Issue Tracker, or is that something we simply have to accept Arma 2 hasn't? Share this post Link to post Share on other sites
fabrizio_t 58 Posted July 4, 2009 For sure it will fit imho ;) Do you mind to post it ? Share this post Link to post Share on other sites
MBot 0 Posted July 4, 2009 Would be cracking of you could, I have no experience (=no idea) in using the tracker. Share this post Link to post Share on other sites