Bouben
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Everything posted by Bouben
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I would say that forests are a difficult environment for AI to keep pace with other units. Another thing is that forests are perfect places for ambush. ---------- Post added at 10:58 ---------- Previous post was at 10:55 ---------- Man, what you say would be nice but that is a complete sci-fi. They have no perception of shapes in the darkness and does not communicate with each other. It is simply bugged. They simply know, because they are allowed to somehow.
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Well all these bugs could mean that something with AI is WIP :-)
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Cool, that is allright. I am just saying: "Don't bother to report your AI observations if they come from using a mod".
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Man, don't confuse people in this thread with claims that are based on usage of AI mods. Of course bCombat does that. We talk vanilla AI here. Thanks.
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No, I tested it in the beta version of Arma 3, before the full vanilla release - so it is a few months old information. I don't call current patches "beta" - I call them "dev branch". That means, I don't know what would the same testing do today in current dev branch if I tested it.
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I don't believe it is truth. I tested being prone and not moving and enemy did not notice me even from few meters away. Tested in beta tho. Nothing recent.
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Maturin, any chance you was on drugs at that moment? :D I yet have to see this. I love those moments when ARMA AI development is in progress.
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I see. Thanks for explanation.
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Agreed. Improvements have been made but I hope it won't stop there.
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I am not aware of this behaviour in the previous games. I think it was more or the less the same only the spotting distance was significantly shorter.
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We are talking about detecting a precise sniper's position and not about guessing what unit type made a shot.
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Yes, I have the same problem. It is really loud.
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What bothers me a lot is that the basic leveling of the mixdown is not done right. Some sounds are wrongly quiet and some wrongly loud. Only if you are capable to get your basics right (the levels) you can then apply additional processing and FXs - make things more complicated. What bothers me even more is that there does not seem to be a problem with untreated dynamics (which can be really tricky) so it really seems as if leveling was just wrong (which is, mostly, quite a trivial thing to do, after you get your EQ and compression right). It seems to me as if a BIS' audio engineer was satisfied how it sounds in his own (hopefully fully treated) studio but have not check it on different setups in different environments. Just my two cents.
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Just for your info, guys. The engage commands are bugged. See ticket in my signature. It is like that since beta but it does not happen every time in every situation.
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Good points.
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Maturin, a sniper hidden in a highly cluttered area hundreds meters away should not be detected precisely in a few seconds after couple of shots. Sniper should be a fear-spreading unit capable of demoralizing whole squads. Look up some real world videos. It can take dozens of minutes or even hours to detect a shooting sniper. In Arma, a sniper is detected in seconds even by units which have no scopes. An utter non-sense. Not to mention that my AI mates regularly spot units that I can't see at all because of LODs, clutter, colours etc. On the other hand, they sometimes fail to spot clearly visible units. Simply put: the spotting mechanics need a lot of work yet which I strongly doubt will be done any time soon. Very frustrating. Thanks. Other sniper suggestions: - the behaviour of snipers should be changed so that they fire more "sure shots" and less often in order to be even harder to detect. Right now, they shoot like maniacs (ordinary infantry guys). - they should shot from prone positions and move stealthy when in the range of enemy units (naive suggestion for another years of development, because stealth behaviour is simply non-existent in Arma series) Right now, they behave like normal infantry guys, running around and doing everything in order to be easily detected (wrong).
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Definitely. Snipers should be almost invisible even after couple of shots taken.
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Yes there is a bug with hit detection. Bullets just does not collide with bodies.
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Explosions and tank shots contain full spectrum of frequencies. Not only the bass ones. They contain a lot of mid frequencies that human ear is the most sensitive to and which contain the most information about direction. The thing why guessing direction of an explosions is difficult is because the sound is so loud that it spreads wide around you and reflects from everything (according to a place's acoustic characteristics in which the explosion happens) - making a lot of echoes that confuse your brain (not your ears). That said, any sound's information about direction can be heavily biased by the environment around you. However, there definitely are possible situations when explosion's direction can be guessed quite easily and accurately. I just don't have enough real life experience with explosion sounds :-)) but fireworks should come quite close...
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Advanced Cockpit Interaction
Bouben replied to Enricksolt's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
You should show at least little respect to the author. This is just rude. -
So is this a recent bug or something older already?
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Thanks for documenting this. It was bothering me for a while already.
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So I tested the AI spotting ability in the most dense fog the game can offer and my AI infantry commander, while moving, could spot stationary enemy while he could not be seen nor identified at all. I think the fog spotting configs should be tweaked.
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For example distance values (similar to targets menu) in action menu (rearm, inventory etc.) would be a good start...
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There is a bug with rearming. Some rearm commands are simply ignored a second after being given. Ordered subordinate says "Ready" but in reality he does nothing. I did not reported it on feedback tracker so don't know if someone else already noticed. This is quite old tho.
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