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snkman

Strange group behaviour. ( Bug? )

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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?

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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.

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Combat behavior will switch back to aware automatically as soon as there is no more danger around.

Edited by Beagle

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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

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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
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 ;)

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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 :)

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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 by SNKMAN

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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 by Beagle

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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.....

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