klamacz
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Posts posted by klamacz
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initAngleY = -180 ?
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here are my Ai valuesskillFriendly=0.98500001;
skillEnemy=0.64999998;
precisionFriendly=0.5;
precisionEnemy=0.2;
As stated above, those are obsolete and can be removed
aiLevelPreset=3;
skillAI=0.050000001;
precisionAI=0.1;
Those are the new skill params. I'd say the values are very low.
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[amazing videos]oh dear....
Thanks for recording that, well sorry for AI, kind of bad driving indeed.
In first video, it seems after couple of seconds driver tries to reverse out of being stuck. In fact this behaviour needs to be improved. But there is also a question, how exactly, vehicle got there?
In second, it looks like the pathfinding problem, but I can't see exactly where was the waypoint, also it's a situation during a custom scenario, so for debugging we'll need a separated repro mission.
In third, could be a data problem with how the AI see collision with small objects. Thanks for recording the coordinates, consider putting this on Feedback Tracker so we can debug it.
(@mod: can you move last 3 posts to http://forums.bistudio.com/showthread.php?159710-AI-Discussion-(dev-branch) ?)
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AI is acting more strange after the latest official build. Got men spinning after getting out of chopper, stopped when pressing 1-1[/url]Also seen much AI with binoculars, quickly raising and lowering those in endless loop.
Mods, mission, difficulty settings?
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What I love about this forums is variety of people from all over the world. It is mostly interesting to read your opinions.
My point of view: I'm Polish and I'm a bit worried about the region stability. I support Ukrainian opposition but I'm kind of aware that there are lots of strong forces around, and everyone's pulling his own strings.
Ukraine is weak right now, economically and politically, but I still hope it will end in favor of normal people living normal lives.
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normal people in Ukraine are watching this:
and writing this: "Its sooo sad! And the worst thing is still nobody arrested."
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Thanks everyone for the feedback.
Why was it chosen that audio and visual properties of a weapon determine how much aiming error the AI has on consecutive shots? Would it not be saner to have config properties for this on the weapons and maybe a multiplier on the ammo/attachments instead of basing it off on audio and visual properties so you can tweak how the AI behaves without affecting the visibility of the weapon?Currently as it's described, silent weapons will automatically make AI less prone to error and loud ones more. What happens in cases where you need to have a silent weapon with huge aiming error? Or a loud one with no aiming error? What if you actually want the AI to have worse aim when consecutively firing your weapon instead of the same or better?
Config parameter was planned. This part is controversial so design still can change, depending on range of tests our beloved QA and You guys are doing.
Another thing about AI and accuracy, lots of people were angry about AI, still being deliver a headshot when suppressed under fire or even while geting hit few times. I hope error calculator includes this as well, if AI is being under suppression fire or injured.Currently, it doesn't take injures or suppression into account.
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Can somebody tell us about the bodies optimization? If you can notice any difference ?I'm at work and can't check it out now.
I'm at work too, but I was able to check it a bit. Generally it's a small optimization done in simulation part of the engine, regarding entities (characters) that are already dead. Main purpose was to help servers with coping with big amount of dead bodies around, but you should see the improvement in single player and as a multiplayer client as well. I was testing it with 100+ bodies and small performance improvement was observed.
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Let's wait with thanks for how much you like the change ;)
I don't mind. You're welcome guys :)
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either the space ship designs suck or the graphics suck or the gameplay sucks.i'm still waiting for the perfect space sim.
and no, star citizens isn't it. you'd think with 35 mil they'd be able to design ships that don't look like they were designed by/for 10 year olds.
Ships design in Elite Dangerous is good. Still flexible enough for upgrades, open for future possibilities. I'm quite sure that Frontier Developments understands the importance of flexible design and openminded gameplay more than RSI, which seems to be focused on graphical fidelity more. I don't disregard the latter though, they achieved amazing thing already.
And yes, Space Engineers :) This is coming up nicely, but it lacks the scale needed. Comparing to obvious millions of star systems in Elite, eh.
tl/dr : perfect is mostly dangerous
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Nothing, I mean nothing can stop us from working, not a bunch of screaming kids, not a renovation team, not even a power outage, ironically.
Happy holidays to you too, guys and gals :)
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These are just guesses/things to maybe check.When bodies get deleted, does gear also get deleted?
Does any of that, bodies/gear end up below ground. We can't see them but they might be drawn still?
Nope, both body and it's gear are removed when body is deleted.
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Devs are looking into this already, please keep the offtopic away.
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Using current dev build 1.07.113095, if any vehicle with zero ammo is placed in editor along with an ammo truck, the empty vehicle cannot rearm at the truck no matter what, even if a support waypoint is placed for the truck. The commander does not note that he is low on ammo. A2 CO has the same behavior, so I guess this is intended. Not sure why.....If a vehicle is placed with just a little bit of ammo, the commander does say that he is low on ammo, and the vehicle can rearm at the truck. After the vehicle rearms, the driver (or whoever you ordered to rearm the vehicle) says, "Can not comply." This doesn't seem right either. After rearming, he should say, "Roger," or something. I guess he says he can't comply when the there is not enough ammo in the truck to completely rearm the vehicle?
thanks for reports guys, this is a bug and will be fixed
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Any info / test on that one ? does AI don't stay passive at far distance ?Tweaked: AI engagement ranges. AIs should prefer full-auto mode with MX SWedited in changelog, thanks for pointing it out
And I will just leave it here. For you people :)
createUnit function now spawns unit with default 0.5 skill (http://feedback.arma3.com/view.php?id=12669) -
Myke;2566160'](...)Sooooo.....what do you think is BI doing?
I wonder too :) Petition is a good idea, let's send cookies too, I'm sure devs will like it.
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AI renegade suicidal behavior avoided betterThis is about very rare issue which we encountered internally. Renegade AI soldiers tried to aim and shot at themselves.
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Recent change (from 24.10)
AI turret control improvedIt was already improved in previous versions, but caused visual artifacts during rotation of turrets, basically seems like AI is able to move turret instantly, without accelerating the rotation. Now, this was fixed, still keeping AI ability to keep aiming on moving targets.
Typical test cases are: car with turret engaging infantry moving perpendicularly, AI gunner in combat chopper engaging other moving choppers or fast moving cars and so on.
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Good times, I still remember crazy player numbers in Arma 1 :)
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You made me happy, keep up the good work :)
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Today's change on dev branch:
AI-controlled turrets lead targets betterAI ability to lead moving targets from turrets was improved, they should now be able to engage a lot more often and with better precision. Please note, this can significantly increase the difficulty of the missions again mechanized AI.
Typical repro case was: Irfit HMG against infantry moving perpendicularly, 100 m distance.
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Are you watching Bohemia.... ARE YOU WATCHING!!!Great job man, I think you should try to talk to the guys developing ACE, they could definetly use this in the upcoming release for Arma 3.
I'm watching. Good Job Sakura Chan, waiting for more :)
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AI accuracy has been higher lately, again, I guess, some time ago they had difficulties to hit when the enemy was far. I'm not sure. Maybe.At 400 meters a rifleman may not see you or try to shoot you back, unless you dance around a while.
But when they do detect you, it's too often one shot, one hit. That shot may not usually kill you and you have time to try to shoot back .. unless there are more than one lucky-guess-sharpshooter AI.
At 300 meters you can quite easily hit/kill an enemy if he is standing up and not moving. It's a lot more difficult to hit when he is prone facing you and shooting back.
Still ...for AI, it seems like the opposite. I dare to say you live longer if you are standing, instead of laying low.
I did test (at airstrip), 2 AI riflemen 300 meters away, facing you.
They notice you immediately and start shooting.
If you stand still, average life expectancy was 15-30 seconds. Results varied a lot, from 10 seconds to 4 minutes 20 seconds
If you went prone right away, you died in 5-10 seconds. Every time.
With one AI, the results were more even, but still you had better chances standing still. Well, atleast when prone, you are able to try to shoot and kill the minimal target ..and pray for the lucky shot. Which won't happen, because before you can "zoom" and have a good aim, you are dead.
Interesting. I will repeat myself, please provide repro mission and state the version of the game you are using.
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I checked both stable and development branches on Steam, both are up to date with latest AI changes and fixes.
If you see any issues, please put them on feedback tracker or here, but remember to put also exact version of game and repro mission.
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AI accuracy is dependent on aiming skill, weapon config, but also recoil and fatigue. Additionally on dev branch, they have new aiming error implemented, which is based on recent activities (moving, turning etc).
Camera is facing wrong direction
in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Posted
I've been lurking around the turrets recently, I would 0 the initAngleY and check if I have "gunBeg", "gunEnd" memory points set, preferably directed to rear. Also the initAngleY should be more or less inside min/max limits.