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Bouben

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Everything posted by Bouben

  1. Bouben

    AI Discussion (dev branch)

    Guys, I believe I have found a workaround for non-existing retreat/rapid-move command. The key is to order to move every single man in your squad separately. This will neutralize the need to use bounding overwatch routine. Is anyone here able to make a small mod that would do that? You would choose the whole group and give them "Rapid Move" order and the mod would then separate all the move orders to each of the subordinates in your squad. That seems to work very well when I tested it recently. The mod could also force the "never fire" behaviour until the orded is executed (units are on the position). EDIT: The most problematic units are machinegunners that often refuse to move at all. They want to suppress the enemy at all costs. But you can still save the most of your squad this way and machinegunners can be forced to move by "Retrun to formation" and "Diamond formation" commands. "Hold fire" command seems to be obligatory. EDIT2: I believe that fabrizio_T uses similar technique in his bCombat mod. From his config.sqf: // Description: fast movement // Triggered: if active and destination is at medium distance (50-500m.) // Effect: formation is breaked, units move individually towards destination picking different routes and using cover // Known issues: units may sometimes bunch at destination bcombat_allow_fast_move = true; // (Boolean) Toggle feature on / off EDIT3: OK, fabrizio's technique does not bring the same results as manually ordering every single subordinate in your group. What do you think? ---------- Post added at 20:59 ---------- Previous post was at 20:59 ---------- You in plural and generally.
  2. Bouben

    AI Discussion (dev branch)

    May be, buddy. I am mostly just affraid of your needs to drastically reduce AI complexity to the OFP levels. ---------- Post added at 20:41 ---------- Previous post was at 20:38 ---------- Buddy, my main motivation to play the series is testing the AI since 2001. While I am not a programmer, believe me that I am not a rookie in the game and know what AI does in various situations. Also, I don't deny there are problems. There are. But maybe you should try to pinpoint them more exactly in specific situations.
  3. Bouben

    AI Discussion (dev branch)

    Good question. For me, definitely more enjoyable and effective with bCombat which can make use of the new micro AI features. Vanilla AI needs a lot of work and basically, it sucks a lot. I have played vanilla OFP:R not too long ago and it was still great fun so you have a strong point there. EDIT for others: I agree that forcing a whole group to run is much more difficult than forcing a single subordinate. I definitely agree there should be a retreat command or something similar.
  4. Bouben

    AI Discussion (dev branch)

    And my point is that they can be controlled better than you guys state. Anyway, I definitely agree with all of you that things could be made better and more simple to understand. However, I don't agree with reverting to the basic OFP AI behaviour.
  5. Bouben

    AI Discussion (dev branch)

    I am talking about units under fire. Is that a direct thread enough for you? :-)
  6. Bouben

    AI Discussion (dev branch)

    No, I am talking about movement during the combat mode. That means enemy in sight, bullets flying around. I can still order my units to move rapidly (without stop and go behaviour) while under fire.
  7. Bouben

    AI Discussion (dev branch)

    Not true. I have tested it recently on the latest DEV branch and they move without stopping. Simply sprinting even in front of an enemy unit. No problem at all. No mods of course. Different situation begins when the moving unit gets under fire and starts to look for a target. Then it will stop and scan - but even then they are not ignoring your move orders as they will wait a bit and then move in full speed to the ordered position but avoiding the direct path if it means to run into enemy fire. Hold fire also helps. Enemy presence itself and combat mode itself does not prevent a unit with a move order to move. That's what I am trying to explain here.
  8. Thanks, will try that. Right now, they stand up even when under fire and I know that it used to be different. Will see what the config can do. ---------- Post added at 19:15 ---------- Previous post was at 18:40 ---------- OK, I have changed it to 4.0 and it is much better. Thanks, fabrizio. ---------- Post added at 19:38 ---------- Previous post was at 19:15 ---------- fabrizio, do you have any plans to tweak infantry behaviour when attacked by enemy vehicles and they have no means of destroy it? How crucial is for an infantry to not move when prone in order to not be spotted by a vehicle? Also, does FLIR really help AI enemy vehicles a lot?
  9. Bouben

    AI Discussion (dev branch)

    There is absolutely no problem to move an AI unit to an ordered waypoint in combat mode. They move as if in aware mode and only occasional stopping to check. You have to use the on-map waypoint (shift+click) to force AI to the slow combat mode movement. So there is no problem with standard waypoints issued during gameplay. Waypoints placed in editor are different, of course (same behaviour as with shift+click waypoints - units are slow). All type of waypoints need a way of ignoring targets and incoming fire though. Heal behaviour is also absolutely OK and rational. A static weapon is only another type of vehicle in Arma, so nothing new and already mentioned. ---------- Post added at 19:30 ---------- Previous post was at 19:23 ---------- Can you be more specific? I thought we are talking about AI not obeying orders. ---------- Post added at 19:31 ---------- Previous post was at 19:30 ---------- Roger that.
  10. Bouben

    AI Discussion (dev branch)

    Yes, of course.
  11. Bouben

    AI Discussion (dev branch)

    The AI handle most of my orders quite well. Even move orders. The problem is "only" with keeping formation in combat mode, but that can be partly-solved by switching formation to diamond or file. Arma 3's AI is most certainly far ahead OFP: Resistance. Of course, there are many things to improve.
  12. Bouben

    [SP] Pilgrimage

    Oh didn't know that. Thanks, Ryd.
  13. Bouben

    [SP] Pilgrimage

    I think that it would be interesting if loot was placed at random spots in buildings and not in crates. One would have to search the building carefully to find stuff (DayZ-like).
  14. Bouben

    PhysX Discussion (dev branch)

    Is it just me or the body weight has been secretly tweaked? Killed soldiers are falling down in a more believable fasion. That is good.
  15. OK, because AI is now completely refusing to use miniguns against unarmed Ifrits. For some reason, they are able to use it against HMG version but shooting only single shots with it. Has anyone noticed this? Try it with AI Blackhawks against unarmed and armed Ifrits.
  16. Bouben

    AI Discussion (dev branch)

    You seem to miss the point of the current "Disengage" command. It is used to cancel the "Engage at will" command. It has no any other purpose so I wouldn't use that command for anything else. If you knew that already, then I am sorry.
  17. fabrizio: I have noticed that AI is not using crouched run when moving. They used to do that but it is not happening anymore. They prefer to run normally (even under fire) and then crouch and go prone. I would love to have them running crouched again when in contact. The immersion was far better and unit survivability too. Not sure what is causing it.
  18. Bouben

    Real Armor Mod

    Interesting, thank you!
  19. To me, ASR AI does not do things right. I gave it a try and disabled it after a couple of minutes. Units were more or the less as dumb as in vanilla. The feeling (and that is a big part) was also wrong. Smoke grenades does not cut it and it looks awful when they deploy it in a so robot-like fasion. bCombat is the first AI mod in the history of the series (!) I am satisfied with. No other mod comes close, in my opinion. Huge up for fabrizio.
  20. Guys, should minigun destroy an MRAP?
  21. OK, guys the thread can be closed. I am unable to reproduce it. I probably must have used some mods that caused it. Sorry all. Merged instead. ~~~MDX
  22. Guys, have you tested it in the latest DEV branch? I will try it again just to be sure.
  23. Mines used to be a serious threat in former versions but right now they are completely useless. They are unable to kill a soldier even in multiple quantities. A soldier will simply heal and continue his journey. Mines should be deadly again, because in Arma, there is no way of simulating serious injuries they cause in real world. I did a test with multiple squads running through a dense minefield with APERS mines and none of the soldiers was killed anywhere on the field. Not a single one.
  24. Bouben

    [SP] Pilgrimage

    Ryd, amazing mission so far. Would it be possible to reduce the amount of civilians in the world so that we can find completely empty buildings or with one guy only? Right now I think they spawn too much (I have set civilians to minimum) even in the most remote and isolated areas. Also, would it be possible to choose more believable dress code for the civs? Too many tourists and press guys...
  25. You have very interesting projects, Ryd. Will test it.
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