maddogx 13 Posted September 9, 2009 No they could just return fire or advise you've been spotted and ask the permission to engage. The whole point is that they're not supposed to use their "magic AI omnipotence" to know that they've been spotted. Share this post Link to post Share on other sites
-RIP- Luhgnut 10 Posted September 9, 2009 Hi everybodyI did some further testing. Placed 2 groups on Utes airfield. Skill is set to max. No waypoints have been given, no behaviour set, no other code snippets. Here the distance is aprox. 300 m. Couldn't find anything wrong. Ordered my team to hold fire and they are obeying even after revealing the enemy group. Here's a video to check. Second attempt . . . leaving everything the same changed only the distance of the 2 groups to aprox. 200 m. See the results for yourself. At this point I'm quite unsure if it is a bug or not. In any case I couldn't find anything strange though. regards nettrucker:D I too have found the magic number to be 300m. And 250m And 100m and (believe it or not.....seriously though) 10m!!! Again, this has been turned into BIS they are well aware of it. DEVLINK ---------- Post added at 09:23 AM ---------- Previous post was at 09:21 AM ---------- Hi everybodyI did some further testing. Placed 2 groups on Utes airfield. Skill is set to max. No waypoints have been given, no behaviour set, no other code snippets. Here the distance is aprox. 300 m. Couldn't find anything wrong. Ordered my team to hold fire and they are obeying even after revealing the enemy group. Here's a video to check. Second attempt . . . leaving everything the same changed only the distance of the 2 groups to aprox. 200 m. See the results for yourself. At this point I'm quite unsure if it is a bug or not. In any case I couldn't find anything strange though. regards nettrucker:D I too have found the magic number to be 300m. And 250m And 100m and (believe it or not.....seriously though) 10m!!! Again, this has been turned into BIS they are well aware of it. DEVLINK The problem with testing with two groups, puts too many eyes on the field. There's too many squad members to figure out who's becoming detected, and starting the situation. You should start with the smallest reproduceable problem, and then work up, not back. Share this post Link to post Share on other sites
50.cal 10 Posted September 9, 2009 (edited) The whole point is that they're not supposed to use their "magic AI omnipotence" to know that they've been spotted. Well but as a matter of fact they do so already. And not only in this situation. That's good to hear that devs are aware of this. Now I hope they will actually be able to find a way to address these bugs correctly. Fingers crossed :rolleyes: Edited September 9, 2009 by 50.cal Share this post Link to post Share on other sites
ffur2007slx2_5 11 Posted September 9, 2009 I think another easy way is just call the rest of your team to kill that guy who do not obey you. Share this post Link to post Share on other sites
fabrizio_t 58 Posted September 9, 2009 (edited) The whole point is that they're not supposed to use their "magic AI omnipotence" to know that they've been spotted. I don't think it's possible unless adding ex-post some kind of randomization for "probability" of detection (skill scaled?); but is such a "probabilistic" approach really worth ? I simply wish to see that "omnipotence" limited to the bare minimum. ---------- Post added at 03:03 PM ---------- Previous post was at 02:58 PM ---------- Luhgnut;1433929']I too have found the magic number to be 300m. And 250m And 100m and (believe it or not.....seriously though) 10m!!!Again' date=' this has been turned into BIS they are well aware of it. DEVLINK ---------- Post added at 09:23 AM ---------- Previous post was at 09:21 AM ---------- I too have found the magic number to be 300m. And 250m And 100m and (believe it or not.....seriously though) 10m!!! Again, this has been turned into BIS they are well aware of it. DEVLINK The problem with testing with two groups, puts too many eyes on the field. There's too many squad members to figure out who's becoming detected, and starting the situation. You should start with the smallest reproduceable problem, and then work up, not back. That "magic" number is NOT absolute. It actually depends at least also on: - unit accuracy config value - unit sensitivity config value - unit skill value: actually though skill influence on spotting ability is barely appreciable :( - unit stance - unit speed: moving units have their spotting abilities hindered. They are also spotted more easily. - environment: in urban areas the spotting ranges are drastically lowered ( and i really can't understand WHY) Maybe also fog/weather and day/night ? Edited September 9, 2009 by fabrizio_T Share this post Link to post Share on other sites
-RIP- Luhgnut 10 Posted September 9, 2009 I don't think it's possible unless adding ex-post some kind of randomization for "probability" of detection (skill scaled?); but is such a "probabilistic" approach really worth ?I simply wish to see that "omnipotence" limited to the bare minimum. ---------- Post added at 03:03 PM ---------- Previous post was at 02:58 PM ---------- That "magic" number is NOT absolute. It actually depends at least also on: - unit accuracy config value - unit sensitivity config value - unit skill value: actually though skill influence on spotting ability is barely appreciable :( - unit stance - unit speed: moving units have their spotting abilities hindered. They are also spotted more easily. - environment: in urban areas the spotting ranges are drastically lowered ( and i really can't understand WHY) Maybe also fog/weather and day/night ? OH I know. But when I recreate in editor it's the same time day and night, same OPFOR squad, same direction they are looking, same combat stance. I've had my guy literally crawl to within 10m of the enemy before they shot him full of FMJ. Othertimes, you sneeze and they open up. Share this post Link to post Share on other sites
fabrizio_t 58 Posted September 10, 2009 Luhgnut;1434223']OH I know. But when I recreate in editor it's the same time day and night' date=' same OPFOR squad, same direction they are looking, same combat stance. I've had my guy literally crawl to within 10m of the enemy before they shot him full of FMJ. Othertimes, you sneeze and they open up.[/quote']Yes i know the problem. Luckily it is being looked in now. Hopefully it will be somewhat fixed soon. Share this post Link to post Share on other sites
Crni-Vuk 10 Posted September 10, 2009 please read post#8 up. Heh, yeah that is annoying (by knowing what you mean). But I was thinking about a "realistic and logic situation". That things should work different in some cases where you are particularly "not detected" by enemy forces yet and that in such situations the AI should really do what you order them and "not fire" is obvious :) Share this post Link to post Share on other sites