snkman 351 Posted March 22, 2010 Well since some tests i noticed that enemy A.I. which has enemy contact always switch to the behaviour "COMBAT" and i'm not able to change this anymore. :confused: Someone here can confirm this? Share this post Link to post Share on other sites
tj72 0 Posted March 24, 2010 I can confirm this. They are stuck in combat mode and cant find a way to force them out. I tried setcombatmode with a looping script but mode stays as combat. But I didnt try a waypoint with another behaviour mode yet. When I try to get the AI to move they will not if enemy is near, I think it is a result of this problem. Never happened before 1.05. Domove command and squad move orders in game are affected by this but I think you knew about that allready. Share this post Link to post Share on other sites
jw custom 56 Posted March 24, 2010 I guess it's the same issue being discussed in the beta thread: http://forums.bistudio.com/showpost.php?p=1578959&postcount=121 Share this post Link to post Share on other sites
Beagle 684 Posted March 24, 2010 (edited) Combat behavior will switch back to aware automatically as soon as there is no more danger around. Edited March 24, 2010 by Beagle Share this post Link to post Share on other sites
jw custom 56 Posted March 24, 2010 Combat behavior will switch back to aware automatically as soon as there is no more danger around. Which is useless when you don't want them in combat mode eventhough they think they are in extreme danger because they saw a shadow move 800m away :p Share this post Link to post Share on other sites
Beagle 684 Posted March 24, 2010 Which is useless when you don't want them in combat mode eventhough they think they are in extreme danger because they saw a shadow move 800m away :pTry this with a squad of real soldiers...they will rarely do what you want instantly...and as soon as you turn your back they will do something stupid you did not even think off and you will have casualties... well, at least thats what we did ;) Share this post Link to post Share on other sites
jw custom 56 Posted March 25, 2010 Try this with a squad of real soldiers...they will rarely do what you want instantly...and as soon as you turn your back they will do something stupid you did not even think off and you will have casualties... well, at least thats what we did ;) Ohh then it's okay that you can't order your squad to do anything while under fire or a enemy position is known far away.... this is how it is in real life, but what do i know :) Share this post Link to post Share on other sites
snkman 351 Posted March 25, 2010 (edited) Oh thanks for the replays guy's. Already thought i'm just too stupid to handle this. :D Yeah this really need to be fixed! In all my tests i use a Map - Click teleport so after enemy A.I. had detected my they switch to combat mode then i teleported myself to a position far far away to see how the enemy A.I. group behave and i have changed their behaviour 10 times in multiple scripts to "AWARE" but the debug always told me that it's "COMBAT". ArmA 2 is a game and in some situations i don't need to care about how something/someone would behave in real life. If i need a group to change the behaviour then i have my reasons for this. I like to control the game and the game should not control me. ;) So i finally can put this back becouse there is nothing i can do. Anyway thanks. ;) Edited March 25, 2010 by SNKMAN Share this post Link to post Share on other sites
Beagle 684 Posted March 25, 2010 (edited) It came with a beta and I'm sure it will go away with a beta...but I eventually like it that my A.I. soldiers are as stubborn and unreliable as my comraders where back then ;) At least our A.I. does not divert from planned route as soon as they see Hookers or a Pub in game...and medics dont offer special services like procuring a badly overprized box of beer etc. If you play as a russian there should be a feature to motivate your Soldiers to hury up and follow orders by shooting at them ;) Edited March 25, 2010 by Beagle Share this post Link to post Share on other sites
tj72 0 Posted March 26, 2010 Also seems to over ride disableAI "move" and disableAI "Anim". So they are rendered useless by the "bounding overboard" feature. Cant get the AI to do anything useful really. It would be nice if next beta had this fix as the first item..... Share this post Link to post Share on other sites