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otrebla_snake_ita

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Posts posted by otrebla_snake_ita


  1. 2 hours ago, inlesco said:

    What if... someone simply posted a list the most relevant (in their opinion or whatever) AI problems at the moment with links to the feedback tracker or any useful Youtube videos for reference and the developers, in that case, could effectively reply to such a constructive and well-written post in a straightforward manner, addressing each problem one by one (the list should be a numerical list, of course, for easier backtracking)?

    Of course, the devs may choose not to respond to the issues listed, but at least we'd be able to have an elaborate list of existing AI problems that any community member may suggest edits for and contribute accordingly, so it's easy to track problems for both the community and devs in the long term.

    Unfortunately, I can't really dedicate much time for Arma lately, but I'm hopeful that someone will give in 3-5 hours to craft such a list sometime, post it here and have a meaningful discussion in which both parties can participate equally. 

    Thoughts?

    P.S. In fact, I could make a private or public Git repo for A3 AI issue tracking, so people can watch or star it, make pull requests for updates, etc., so everyone can contribute.

     

    Maybe it could be cool, but many people already took a lot of time to report bugs to the tracker (and maybe searching for the repro steps). That's why I think BIS should do something like this by themselves. I mean, I like them very much, but that's their job, we can help them by reporting bugs and problems, but they should find a way to collect and solve them in an efficient way since they are the developers!

     

    Honestly I fear there are some structural problems that can be solved only with a huge work on the game engine itself (aka "Arma 4"): I see the AI changes happen very slowly and problems are never solved 100%...Or maybe they just need more people working on AI!
    I don't know and of course I hope to be proved wrong. 


  2. Hi.

    I have just tested convoys on RC branch. Do not know if the changes are there yet.

    I placed a convoy moving from Molos to Kavala on (Move waypoint, behaviour "safe", speed "full").

    when moving at some point one of the vehicles stops in the middle of the road and starts moving back and forth as shown on the screenshots.

    It happens evey time in various places.

    On the screenshots: The lead vehicle is driving on, this second vehicle is stuck driving forward and back  as shown, rest of the column is halted.

    20161115151807_1_zps9cgjvvyi.jpg

    20161115151805_1_zps4mnahpqv.jpg

     

    I see they're also driving on the wrong side of the road xD


  3. Not true at all.

    If you slow walk in crouched position you can sneak up to 5m behind an enemy.

     

     

    It's pretty authentic now, when wearing a ghillie suit you can lie in the grass 5m next to a road and have AI patrols walk right past you without noticing.

     

    Of course this won't work if you've already exposed yourself or engaged the enemy, then you need to break line of sight, reposition and stay low for a while.

     

    Breaking line of sight and concealing behind bushes is working just fine, there's a video earlier in this thread showing how well it works.

     

    AI came a long way in arma 3.

     

     

    As grumpy has shown in his splendid videos. AI is coming along in Arma 3. might not be perfect but when compared to other games it is quite good in alot of areas considering the size and scope of arma 3. yes it is by no means perfect and there are some improvements that are needed .I think the team does a good Job communicating and working close with players on alot of issues.

    You must remember when sneaking up to move as grumpy did and factor in AI reaction to sound.

     

    Well yes, I saw these huge improvements and I do appreciate them all. Indeed, during a patrol mission I could approach an enemy from behind, staying crouched, without being noticed and I liked that very much. 

    Anyway I found something wrong during the first Adapt mission (called Signal Lost, if I'm not wrong) because I had a real hard time, sometimes, due to the "sometimes I know too much" AI. Of course, it's a very difficult mission (and I like challenges), but in some circumstances I found the AI being too much aware of what was going around, above all if I hid behind bushes (unspotted). 

    Instead, if I had been spotted, happened that the AI could see me too easily behind bushes: they maybe knew rougly where I was, but they didn't know my precise position, but they could see me anyway even if there were bushes between me and them!

     

    Anyway I do appreciate every improvement done by BIS to the Arma AI :D

    • Like 1

  4. Hello there. I write to know what AI improvements are on the way (except for the AI driving, which is already being improved).

     

    I've noticed that some Arma AI long-time problems are still alive. First of all it's almost impossible to play stealth against the AI, since it is aware of everything...sometimes it's also able to spot you if you stay behind it! Very often the AI is able to spot the player everywhere, also behind bushes\trees which looks like almost useless to hide (or at least the bush hiding logic is completely unclear to me).

     

    Other times AI is also too fast in reacting: if the enemy soldier sees you with the last corner of his eye, he immediately reacts, turns against you and shoots you with great precision...I mean, Arma is a war simulation, not a Terminator one! :)

     

    Many of these problem can be easily found just by playing the first Adapt mission (I had completed the campaign the last year, but I've started playing it again some days ago and I'm finding too many AI problems...).

    I don't know if there have been improvements when playing stealth as commander with AI teammates, but I remember that things were even worst in that case.

     
    :)

  5. I have a couple of things I'd like to see, one is not an AI thing as such, but it'd still be most useful with the AI.

     

    The first is for the AIs to not be such snipers with shoulder fired unguided rockets. I know it could be annoying to have your AT guy miss a vital RPG shot, but my response is to get closer. The chance to hit an IFV sized target with an RPG 7 drops below 50% at 130m IRL. 

     

    The second is the more important one. The Out of Ammo call. It's basically useless, especially with it triggering when he's "low" on AT ammo too. Could it not be more context sensetive, maybe giving a "2 Mags Left" or "Last Rocket" or the like. It'd be much more useful than "Low on Ammo", which could be down to ~2 mags of rifle ammo 2 rockets, or down to empty on either.

     About the first one:  ​I've noticed sometimes the exact opposite, I've seen a man of my team missing twice (or three times in a row) a close tank inside a city, launching his rocket every time above the vehicle...It was pretty ridicolous xD

     

    A​bout the second one: I​ completely agree! It would be much better, useful and immersive too!


  6. That's because OFP had balls of steel :D

     

    Anyway, about AI behaviour in combat mode: that is one of those problems that should be solved asap.

    Often you want to avoid to take part in a firefight, because you want to flank the enemy, or you want go in another position, you're pushing your enemy (and the field in front of you is completely clear)...Also during firefight, so while in combat mode, you may prefer to move all your team in formation without breaking anything, because you want to be fast and compact...

     

    Making strategies in Arma 3 with AI is often impossible due to their stupidity...:(


  7. @Andersson: Yeah, in OFP they responded greatly to your commands, I just don't remember if they followed the road without any problem.

     

    @froggyluv: I won't buy their expantion pack unless I see serious and huge improvements. I can't play with a team online since I don't have enough time to play with clans or similar, but I like playing the single player mode against the AI...What I found is that often I play with stupid soldiers (sometimes uber-reactive too) that break formation, can't hide, change their weapons in front of the enemy (e.g. AT with tanks) and more. It's frustrating, I hope we'll see serious improvements since Operation Flashpoint was almost a perfect simulator for its times (and excellent still today)...From the first ArmA we've seen more problems, more AI bugs, more AI stupid behaviours. There are improvements, sure, but they look secondary if you analyze (and play with) the AI in general...

     

    I hope they have some plans for the AI otherwise, unluckily, I'll barely buy the expansion and future Arma games (or whatever they'll be called)...


  8. Little in the way of "big" AI changes out there beyond the AI ability to toss smoke, but at least a dev identified one particular problem (constant combat mode?) as being due to an admittedly severe bug.

    Yes! I've seen it and it's very appreciated, but many problems are still there fully operational, above all related to pathfinding and the maximum amount of disasters happens with vehicles!

     

    Arma is a very special game, but those AI bugs risk to ruin it a little because using stupid teammate soldiers or fighting against brainless ones can be so frustrating!

    • Like 1

  9. THANK YOU ALL VERY MUCH.. It was addblocker i disabled it for this site and boom.. im in.. which is bullshit because i use ADDblocker for a reason ... because i hate bullshit adverts.. but anywho ...

     

    Thanks AGAIN all that replied with advice I never would have thought to disable my addblocker.

    You're welcome :)

     

    Adblock is an useful add-on, but I suggest to disable it for those sites (and people) you would be happy to give money. For me that's for forums, videogames sites, Youtube (and youtubers) but not Facebook xD

     

    Though for some sites adblock is needed, otherwise the gigantic number of ads would make those pages slow and unusable. So sad!


  10. Is there any news about the AI pathfinding both on foot and inside vehicles?

    What about the fast moving in formation (I mean not stopping every 3 secs looking around and breaking formation) without tactical pace (if needed), for the AI teammates?

     

    And I see there's a fix for the AI getting stuck and not moving again, but I think it and its fix weren't inclueded in the 1.48 (otherwise, I found the bug again)...should it be fixed once for all, at last?

    Oh and another one: what about the AI "not changing stance" bug when is in cover behind a wall exc (I mean the cover system)?

     

    Thanks :)

     

    I've tried some AI mods these days, they make some nice work but they break the single player campaign experience, so I thought they didn't worth it! :)


  11. Yes... this frustrates me too. And since the cover spot selection routine has an area of influence, more often than not, in order to prevent it altogether one must pick a position too far from the cover to be meaningful. If using it in building interiors it also presents itself too limiting.
    I'm sorry I missed your question. The AI's spotting at night in NVGs gets worse if there's low ambient light (no moon, overcast weather). But you're right, that rain drops themselves don't change it. But also it's been only quite recently this has become fair for players.

    ---------- Post added at 22:55 ---------- Previous post was at 22:34 ----------

    This is admittedly an unfortunate issue we won't be able to fix and we are truly sorry about it :( It would require readjustment of massive amount of objects on our already released maps. But to give you at least some hope - we'll make sure the new terrain is more optimized for the dynamic cover creation.

    This is a pity :( I just hope the new terrain will have a better optimization about it! :)

    Come on guys, I'm still waiting to completely relish this game in SP (I have no time to play with organized groups online, unluckily, I can do it just as a lone wolf :( )! :D


  12. Hi there, first of all I apologize for my english. If you don't understand something, I'll try explaining it better! :)

    Yesterday and today I've played again Arma 3 SP campaign after some time (due to university I've been playing less intense videogames) but I've noticed the AI is still very very buggy.

    Proper feedbacks are already in the feedback.arma3.com site, but I'm writing here because after many patches and much time because I uselessly hoped to see a "slimmer", more effective and less stucking AI.

    I've noticed that many bugs I found many patches ago (1.39, maybe?) are still there and some of them are there since the first OFP.

    I know you already know about AI driving: it's very bad and often vehicles run over allied soldiers!

    AI moving: it'sstill very slow when you're moving in formation. It happens you need to run with your squad but the AI starts stopping, looking around, moving again exc even if not in Combat mode. Often happens that this "move-stop-cover-move again" behavior is counter-productive also when you're fighting and you're in combat mode: if you need to move fast in formation and the ground in front of you is clear, the AI is slow again, breaks formation, waits exc...

    AI medics: they won't try healing a wounded soldier asap. If ordered to do this while in combat mode, you need to say them "stop shooting" so they go healing the wounded guy. Moreover it happens that they walk in front of you and the other shooting men (I've noticed this while shooting in Line formation).

    AI soldier behind a cover: you take a man, order him to crouch, send him behind a cover and after he reaches it, if you ask him to go prone, he will never do this and will stay crouched unless you move him away, tell him to change his stance and send him back to the cover.

    Cover system (I don't know if this is on the forum the proper place to talk about this. I'll report on the feedback site if there's still no ticket about, anyway): there are many objects which would be useful covers which can't be used for this purpose from the AI.

    For example the trees: there are many of them, but often you can't order your men to go behind them (the proper marker won't show up). It also happens that you can order your men to take cover in only ONE position behind a useful cover object; often happens that the single position you can send him is placed in the wrong direction (exposed to the enemy fire)...

    Mix these problems with other bugs and the single player experience is ruined almost at all. It would be an awesome military sandbox, if only it would work properly!

    PS: I'm a BIS fan since the first OFP, I'm not here to flame, offend or something else!


  13. What about AI in close combat? Is Bohemia going to improve AI in cqc encounters? Above all in these situations the AI seems very buggy and it looks like it doesn't know how to react! Soldiers moving following a nonsense path, stopping and looking for nothing and similar situations should be fixed :)


  14. I prefer the modern\historic (Cold War) setting, but the futuristic setting of Arma 3 didn't disappoint me...Who knows, maybe in Arma 4 we'll be able to play a story that starts in nowadays and finishes in a "near future", with contents from both these periods? Or directly a "near future" that mixes nowadays weapons and equipment with more futuristic ones?

    Those would be interesting mix of different settings into one big(ger) game :D


  15. Hi all, guys :)

    I've stopped writing on this forum for at least one\two years because Arma 3 was going to be released and A2 experience was coming to an end: its time was over.

    Thanks to Arma 3 (gifted me in xmas) I came back here and the game on my PC, works even better then A2! :D

    But when playing it (btw, I'm loving it), I found many bugs (many of them are funny to me), so I'm sharing with you a little "bug compilation" from the game! :D

    Here it is, hope you'll find it funny (unluckily when mounting the video, we didn't think about using some music)!

    Soon on the same channel will be published more AI video bugs and a single player commented gameplay (but in italian language, idk if I'll try to write subs :))


  16. I think I'm gonna write things that people already wrote in the past weeks and months. Also I'm not a programmer, so I can't be significantly helpful by posting codes or something like that. I just try being a little bit helpful by giving some feedback! :)

    (Oh, and sorry for my english: I'm not mother tongue :) )

    Before I write anything else: I speak as lover of the awesome Operation Flashpoint and the whole Arma saga; I define it as my favourite videogames series (and OFP my favourite videogame ever).

    In the last weeks I've been playing A3 and I've been loving it very much (unluckily I play it with the lowest settings because of my 7\8 years old PC).

    I saw many important improvements if comparing A3 to the previous games: AI now using covers; player's character and AI movements are better and more fluid; commands are faster and more immediate; better physics; nice graphic and more (more and more, but unlucily I have university exams and I can't play as much as I would like :D).

    On the other side I found many problems, some of them afflicting the game since the first OFP!

    What I mean is:

    - Terryfing driving skills: how is that possible that soldiers driving a vehicle aren't able to avoid an obstacle on their path and when they hit it, they get stuck and take ages to make a very simple manouver to correct the path?

    - Slow and confused pathfinding (in particular when in "combat mode") giving many problems. One of these happens when asking AI to get into a vehicle. The path (this happens also when in non-combat mode) is absolutely unrealistic: it is an "angle shaped" path, which also wastes your time (6 seconds to get into a vehicle due to a longer nonsense path instead of 2 is frustrating)! Moreover, AI gets completely disoriented if the vehicle in which they are ordered to get inside moves also for only some centimeters.

    - Buildings use: AI almost never uses houses and the great covers they offer; never shoots through windows etc.

    - Close quartier combat (which is also connected to the previous point): the impression I have when in CQC is that AI is disoriented and doesn't even know how to behave.

    An example: yesterday I had my character crouched behind a wall, I then got on my feet and an enemy soldier - steady in a house entrance on the other side of the wall - saw me and started shooting. I crouched, so he couldn't see me anymore.

    At this point I've switched to 3rd person camera and what I saw was the soldier aiming at my last known position. I thought: "Wow, cool! That's realistic too!" but soon I had to change my mind because he remained there aiming at that old position completely immobile, not moving around, not finding a new cover...Nothing! Just looking there and waiting for what...Death? I could easily get around him walking crouched behind the wall and kill him without any problem indeed.

    - AI different squads not sharing infos + AI deafness. E.g.: if I meet a patrol of two men not too far away from other squads in a city quarter, then I kill one of the patrolling men (the one behind) with my NOT silenced pistol, what I have got is that the other man in front of him keeps walking like nothing happened.

    If instead the other one sees me, if I can kill him without letting him shoot (maybe while he's alive I crouch behind a cover so he can't see me and I get around him), other squads will never know what happened...even if he had chance and time to call for reinforcements!

    - AI will barely try saving his own life by retreating, also temporarily, behind a wall and waiting for some help.

    - AI never uses smoke grenades!

    I do hope that this feedback will be useful; I hope I'll have enough time to be more helpful with some videos, but I can't guarantee this since I'm studying hard because of university exams. :)

    Great job with A3 anyway, I'm loving it very much!

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