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klamacz

BI Developer
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Everything posted by klamacz

  1. Actually, that's how it is supposed to work. Waypoint's condition field decides if next waypoint will get active. Current will be active though. Problem reported comes from other bug - disableAI "move" didn't work with new AI driving, which is now fixed and incoming to dev soon. Thanks to all of you, for reporting and diagnosing :) That helped a lot
  2. Fixed in version 136898, thanks for spotting. I've changed limitedSpeedCoef for too many classes
  3. klamacz

    AI Driving - Feedback topic

    From today's changelog: Tweaked: AI now turns on the lights in vehicles a bit earlier Tweaked: Turning commands for AI drivers have been optimized Tweaked: The ability to get unstuck was improved for the AI drivers Thanks all for your feedback
  4. klamacz

    AI Driving - Feedback topic

    Thanks all for your feedback, it is invaluable. Few things: - turn command (how much it turns on single tap) going to be tweaked, look for patch changes early next week - forceSpeed command actually takes m/s speed, in which differs from limitSpeed, which works in km/h - new driving is planned to be expanded to tracked vehicles and further if it proves its worth - currently new driving works only for cars, so tanks commanding is old routines, car commanding is new - light switching in vehicles - depends on main light and combat mode - needs to be safe - drivers going out of the road on few videos, it is connected with path creation and map data, we are looking for improvements here
  5. klamacz

    AI Driving - Feedback topic

    By default all vehicles inheriting from base class Car has enabled component with settings as I've pasted in first post. This means every car which does not change parameters, will have it working, vanilla or not.
  6. klamacz

    AI Driving - Feedback topic

    Yes, this needs tweaking, please try Safe, it will make them use Convoy algorithm.
  7. klamacz

    AI Discussion (dev branch)

    Yes, power of configs allows us and you also, to have default set of configuration for all Cars, and then specialize the params (or tweak them) per each vehicle, if we need to. And also yes, it is planned to be expanded on other vehicle types.
  8. klamacz

    AI Driving - Feedback topic

    And inbefore you go with "its broken", yes, there was an issue with Physx vehicles, fix is incoming. I will unlock the thread once the fix safely lands on dev-branch the fix is imminent and I go to watch some football.
  9. klamacz

    AI Discussion (dev branch)

    Indeed AI driving is broken on dev-branch at the moment. Soonest fix going to be tomorrow midday
  10. klamacz

    AI Discussion (dev branch)

    I just did Will check how it works, thanks for report
  11. klamacz

    AI Discussion (dev branch)

    Generally AI are aware of the size of vehicle, but the question is very broad. For formation its different method, for path following different one. Vacuum cleaners incoming.
  12. klamacz

    AI Discussion (dev branch)

    According to engine it should work like that. We don't use gunnerDoor in official content, so if you guys have some vehicles with doors configured, you can check ;)
  13. klamacz

    AI Discussion (dev branch)

    Improved in version 136521 AI suppression increased during bailout from damaged or immobilized vehicles
  14. So, yes, there is a bug, but with TeamSwitch, thanks for providing good video, now I understand what's going on. I reported it internally.
  15. Cant reproduce that, switching between different slots in a tank, then only moment when AI would not obey move orders is when he's actually not in driver position. Could you please, check it again? Repro I am using: - run 3den, add empty Slammer - add player soldier and one subordinate - order subordinate to get in as commander - get in yourself as driver, drive around - switch to commander (subordinate will be driver now) - press W, S etc to give move order
  16. Hi setGroupOwner tests a lot of things before changing ownership, and it can fail on any of those tests and return false. In the end it does the change, without testing if new owner is the same as old. This is designed behavior, basically returned true/false means if final state is the one you expect. If you have to know if the change of ownership was done, maybe you can use owner function before and after to determine if there was change? edit: in fact it returns false if object had the same owner
  17. klamacz

    This game is too hard :(

    Thanks for detailed report, I checked and optics *makes* a difference. Put two riflemen, 500m from you, kill one, observe the other. Do the same with two squad leaders, note the difference.
  18. klamacz

    AI Discussion (dev branch)

    This thread gets attention, I'm checking it regularly. It is a lot easier and faster to respond to anything if you provide repro mission, or at least repro steps (how to reproduce it in simple but precise language, like you would be explaining it to my grandmother ;) ) In fact, it seems not working. We will get it fixed, thanks for info.
  19. klamacz

    AI Discussion (dev branch)

    unit disableAI "AUTOCOMBAT" - unit will stay in whatever behaviour is set, for example AWARE. [grp, 2] setWaypointForceBehaviour true - group will stay in waypoint behaviour (won't switch to combat)
  20. klamacz

    This game is too hard :(

    There is this other guy, Feedback Tracker. I'm one of many, AI issues are better to report through FT.
  21. klamacz

    This game is too hard :(

    AI has already quite large amount of aiming difficulties, there is aiming error, suppression, both health and fatigue (sorry, stamina) are influencing ability to shoot at target. Skill has greatest influence, but also has weapon. AI with better optics will spot you faster and shoot at you more precisely. From my personal perspective, as I'm also playing Arma, both aiming error and suppression added greatly to my survivability. I usually test AI on default skill, default infantry, on normal difficulty, but not only. If you guys have some repro mission for god-like-brutal-robotic-killing-machines, I will be happy to add it to my collection of test missions ;)
  22. klamacz

    AI Discussion (dev branch)

    Good Afternoon community, extensive AI skill was fixed today. Gonna hit dev-branch soon. Thanks for reporting
  23. Thanks guys for reporting, it's being worked on.
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