Bouben
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Everything posted by Bouben
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Does any of you guys still play with vanilla sounds?
Bouben replied to mr_centipede's topic in ARMA 2 & OA - GENERAL
Yes, I play with vanilla sounds. They are ok. -
Guys, some time ago I wrote this post about units camouflage in distance in old OFP (open the spoiler button). My point is that maybe we don't need any hi-tech solutions for this but just careful texturing/coloring of LODs with respect to terrain texture. What do you think? EDIT: And I would again want to point out what Whirly have written: "After veiwing this video I have discovered that the mosaic of different colors is what produces the illusion of detail, the illusion of depth, high and low spots, nooks and crannies. This disruptive patterning of color makes distant units much harder to see even at medium zoom and helps them 'blend' into the background. Why is the environment suddenly blandly colored by comparison when on max zoom? The plain coloring is the root of the problem."
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ARMA 2: OA beta build 99806 (1.62 MP compatible build, post 1.62 release)
Bouben replied to Dwarden's topic in ARMA 2 & OA - BETA PATCH TESTING
This is funny, because I yet have to see AI using binoculars at all in Arma 2. Do they really use it? And in what situations? I want them to scan their LOS with binoculars while patroling etc without scripts. And is binocular animation needed for AI in order to see better? Thanks and sorry for offtopic. -
ARMA 2: OA beta build 98866 (1.62 MP compatible build, post 1.62 release)
Bouben replied to Dwarden's topic in ARMA 2 & OA - BETA PATCH TESTING
Signed. -
Can't tell friend from foe in this game!
Bouben replied to AndrewMont's topic in ARMA 2 & OA - GENERAL
ACU is ACU, but pro-west insurgents vs pro-east insurgents in Takistan - thats a different problem. -
ARMA 2: OA beta build 98443 (1.62 MP compatible build, post 1.62 release)
Bouben replied to Dwarden's topic in ARMA 2 & OA - BETA PATCH TESTING
Hello, I just want to report that with this patch 98443 I did not notice any unusual performance issues. Tested with vanilla OA only. -
Excellent, that would be enough. Should I PM you details to change? edit: I have just PM you.
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Hello guys (moderators), I would like my account to be deleted if that is possible.
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Guys (Maturin, Coulum), I so hope BIS will take into their consideration suggestions you two have written so far. I play this game single player only and need much better AI to play with.
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I use launcher with custom presets and doubt anything easier exists.
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Is it just me or throwing a grenade gives a knowsAbout to AI about you?
Bouben posted a topic in ARMA 2 & OA - GENERAL
I tried to attack an enemy Stryker HQ with a grenade in a deep forest while I was behind him and after the grenade exploded he instantly shoot me through clutter. Has anyone similar experience? -
Is it just me or throwing a grenade gives a knowsAbout to AI about you?
Bouben replied to Bouben's topic in ARMA 2 & OA - GENERAL
-delete please- -
I have never seen AI use hand grenades even if close. How is usage of hand grenades programmed? Under what condition will AI use them? Thanks
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I don't know I am just asking, but in a similar way as every other significant mod does probably.
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Is it just me or throwing a grenade gives a knowsAbout to AI about you?
Bouben replied to Bouben's topic in ARMA 2 & OA - GENERAL
I am playing CO, patched. With mods (suspecting ASR AI) it is even worse because AI's knowsAbout gets unrealistically high - instant pinpoint. Without mods they are able to guess a direction from which grenade had come but problem is they don't need to see a grenade itself to guess it. So even if you throw a grenade on them from behind and it drops behind them they will always guess a correct direction which is bad. Test it yourself in editor with AIDetection(mission+scripts)_v1.1. It is pretty obvious then. -
Are you sure that IF does not modify AI settings?
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I am starting to be jealous. ;)
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Allright, good.
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I would love if they used them more. I yet have to experience being killed by a grenade after 2 years of playing Arma 2. Seriously.
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Guys, allright. Different question. Does AI use grenades without mods? And does anyone know how is it programmed? That would be really interesting to know.
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Well, not in my experience. I am quite often in situations when enemy AI follows me precisely (testing with AIDetection(mission+scripts)_v1.1)in grass even if I can see absolutely nothing. I believe the grass conceal us very approximately and not really how one would expect to conceal us when you look at it. Sometimes I am incomprehensibly not seen in a grass and most of the time I am incomprehensibly seen. What really bothers me is that it does not work reliably. I often look what AI unit really see and most of the time (talking about grass) a human player would not see a thing (talking about situations when enemy knowsAbout me and I have changed position as sneaky as possible). EDIT: Anyway, thank you very much for your answers. I hope those stuff you have mentioned will get fixed in A2.
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Allright man, please stay cool I will write it differently. In short, I as a human being can't see any sign there is a body laying down there on that screenshot. And could not see any sign too when I was watching AI from its first person view all the way till the player was spotted (I was checking the situation repeatedly and even that I knew the player is there I could not see a shit). There was no way I could see anyone laying there from the AI's first person view while it was moving (no way) and even while it was not moving too. It is simply an impossible condition for a human player to match the AI's spotting capability in that situation. So to answer your question: I would not be dead at all, because a human would not see anything is laying in there untill he removed those trees and grass clutter. And that is the whole point of this discussion.Now your argument that the AI is in most cases inferior to human intelligence and therefore it is not relevant to complain about those issues - I strongly disagree. The game is based on some kind of natural logic. You expect something happening in a believable manner. If AI is doing things you can't successfully and somehow naturally react to (by tactical decisions) without completely destroying believability of the situation then the AI is behaving wrong and needs tweaking. In my opinion the forest combat in A2 is wrong and need to be tweaked. And I am definitely not a rookie player in OFP and Arma. Because I know now you have a good knowledge about the AI and because I don't want to say anything that would bias true functionality of the AI I want to give you a question. Do you believe there is something wrong with the AI in forest combat that needs to be tweaked apart from the tree trunks bug? If yes, please, what would it be? EDIT: And I want to ask you what do you think about this issue? I am citing CarlGustaffa here: "I have to agree with smoke usage. It's definately not good enough. The only application is to screen your movements when you haven't been made. Once you've been made, they will follow you with high accuracy when you should be covered by smoke. It's not firing blindly into the smoke, it's pinpoint accuracy. Our AI skill and accuracy are set so low I'm almost ashamed to admit it. But it was done in order to try out some maneuvering tactics instead of distant range shooting. Due to the way AI handles grass, by firing accurately at us, instead of "suppressing the grass, area shooting", we want to employ smoke to screen a flanking maneuver. My idea was that instead of bitching about the grass, let's try different approaches. Flanking them works great, as long as we can get/find a location where grass isn't too much of a hindrance for us, and doesn't aid them. But without proper smoke, and a working AI concept of area fire, and a working concept of them being suppressed - I find it damned hard to employ maneuvers as a tactical element to beat AI."
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Then the pinpoint precision and absence of influence of visually chaotic environment on AI spotting is the key problem here I guess.
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Here is a situation when player was spotted and fired at. The yellow circle shows when player is located. The player is prone and staying still, no movement at all. Yet the AI managed to fire several bullets right in to the player. AI has spotted the player while moving in walk speed towards him. AI had no knowsAbout set up till the player was spotted. https://dl.dropbox.com/u/8713579/arma2oa%202012-06-28%2020-26-43-70b.jpg (522 kB) I for one can't see anything in that picture that would gave me any idea that a unit is hidden there.
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I would not say only tree trunks are bugged. I think that needles on pine trees does not block LOS properly. Don't have a bulletproof mission for you now, but I have observed that many times and few minutes ago too. In situations when player would be unable to detect anybody an AI unit is shooting with a precision through leaves and needles (1 vs 1 scenario). Moreover, I have tried to set a single AI's knowsAbout about player by the "reveal" command and watch it react. It was running through the forest like crazy and still new exactly that I am on that position because I did not move. I think AI should not be able to know you are still there when it's LOS is supposed to be blocked by trees after few minutes of running around. It should get confused after a while whether you change position or not. It should still have approximate position of yours but not that you are still 100% there because you did not move. I will do more clear testing and hopefully come with results.