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old_painless

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Posts posted by old_painless


  1. I'm ok with that. Three questions:

    1. What happens in the same scenario when you move?

    2. What happens in the same scenario when you walk directly up to one of them as if to touch them?

    3. What happens in the same scenario when you fire (they just go prone I assume?)?

     

     

    1) I'll check a little later

     

    2) I haven't tried that, will test

     

    3) This I did try, obviously :) They immediately fire back, I am only 10 meters from them and they must be reacting to my muzzle flash and sound from the shots. I do have them on Combat mode and Open Fire, Fire at Will (from the waypoint) so they are at high alert before the action.

     

    Now I had them at Aware, Normal speed, Open Fire, Fire at Will (previous test was with Combat instead of Aware).

     

    As for 1 and 2, from 10m out they do not know that I am there. If I move just a little bit closer, even slowly, they eventually hear me and start shooting at the sound. They are not super accurate (shooting at me directly) which indicates that they spray towards the sound rather than my character.

     

    You are not able to walk all the way up to them within arms length as your noises will give you away.

     

    So I'd say a pretty legit behaviour.

    • Like 4

  2. They walked right by me while I was crouched and did not move. This is unmodded, on stable.

     

    http://steamcommunity.com/sharedfiles/filedetails/?id=714257244

     

    Next I'll try without the NVGs to figure out if I could have seen or heard them when they walked past me.

     

    Edit: It turns out my monitor has several settings (learn something new everyday!), on FPS mode I could make them out without NVGs as they were lit up by the moonlight (22:00). But they could not detect me. So a bit unfair as we all were without NVGs. Monitor differences may also be why different people are reporting different results on seemingly the same scenario


  3. I mean yeah, I get it. They probably shouldn't really be able to detect me with their eyes. I mean I guess; I can still see them without NVG's in the circumstance I'm describing. But let me just concede that perhaps it should work the way it does...

    Why on earth when they're under fire do they not attempt to discern where the ambush is coming from and why don't they fire at something or pop smoke or play anything other than whack-a-terrorist? What I'm thinking is this is the same behavior one would see trying to snipe a dude in the daytime from 1000m. In that situation it would make sense for them not to fire because they probably couldn't even hear the shot!

    But to see the same behavior from the AI at dusk when I'm maybe 100m out?

    I just set up a small test. Arma 3, no mods, on Stratis at 22:00, me with NVGs against a CSAT patrol with no NVGs. I could not see anything until I turned on the NVGs. I fired a few shots at them and then changed position. When fired upon by me the CSAT patrol went prone and started scanning but did not fire back, probably because I had stopped shooting at them so they had no real information. So I did get some reaction, similar to what you would see during daytime with going prone and scanning when suppressed.

     

    I guess my observation is that they are just as passive under fire at night than during daytime, but even more so when hindered by the dark. On the other hand, they were soldiers with some skillset so if you put rebels in with lower skills at night its going to be quite easy,

    • Like 3

  4. Interesting - does the LOD tech take into account how much video RAM is available for, say, caching LODs of various levels ? If not, that might be a low-hanging fruit (or I have just shown how clueless I am in these matters).

     

    And an incentive to look at the amount of RAM when upgrading video card  :)


  5. I completely forgot one thing: Those passive AIs, what waypoint are they under? I have previously found that with no waypoint assigned, they are deaf and blind and do not care about being shot.

     

    If you want them to remain in one spot but be on alert and combat ready, make sure to give them a Guard or Sentry waypoint. Also, I think you can set waypoint properties like Combat alertness


  6. Them not seeing you at night may be down to your camouflage, which I suppose you are donning as a spec-op. So for sure, in a non-urban area at night opponents without NVGs against special ops are really at an disadvantage. Just for completeness, have you tried adjusting their skill?

     

    That being said, it makes no sense that they do not move or react when fired upon, this normally works through the suppression that was introduced some time ago. And you firing effectively gives away your position, that should also affect what they do. Although some ammo is more stealthy than other (muzzle flash, sound and so on) so also depends what you are throwing at them.

     

    From the change it seems that the distance between you and them is also relevant for how they act - someone mentioned that above 200m they seemed to not care now which is odd if they did react differently before the change.

    • Like 1

  7. Up close you want to be able to see a very detailed texture and count rivets. From 100 m you still want to see a round wheel on a quad bike, but not rivets and so on. So every asset might need 4-5 LODs to be useful.

     

    Could it be that for many assets only the high-fidelity LOD and one crap one exists? That would explain the abrupt LOD change. How can we investigate what LODs are actually available ?


  8. He was specifically talking about AI pathfinding in terrain, which prevents AI to walk through a large enough gap between to rocks because of pathfinding issues. From what I see nothing is being done on that. Not saying a driving AI wasn't long overdue, or suppression, but what Ondrej essentially said there is that some places will not be accessible to AI period.

     

    With the game being infantry-focused, I share metalkraze's concerns.

    Slightly disturbing sentiment BI reveals here. Any community developer who is made aware that some parts of his island is inaccessible for the AI would promptly change things around (remove rocks, add ladders etc). But BI sees it as a perfectly fine tradeoff to make areas inaccessible for the AI in exchange for pleasing screenshot gamers.

     

    Hm ...

    • Like 1

  9. Hi Tachyon

     

    1 and 5 are good mods for commanding your AI, especially for sending them out on their own with waypoints that you give them. For that purpose you may also look into these excellent high command mods: https://forums.bistudio.com/topic/190793-advanced-ai-command/and https://forums.bistudio.com/topic/185710-hcc-high-command-converter-1421/

     

    3 and 4 might have commanding features, too (I am not sure about that though). First and foremost they try to change the AIs behaviour to the better.

     

    Since you asked for AI control mods, I would say 1 and 5 and the high command ones I mentioned.

     

    Enjoy Arma!

    OP


  10. This is SO frustrating! If you command them to halt and then you disembark the halt command should stay true. They shouldn't decide on their own to form up with you just because you got out of the vehicle. As it is now, you must quickly command halt again once you get out or be driven over. I use a voice command software, so I can command it fairly quickly, but I should not have to issue it a second time! Thank you for bringing that up.

    Yeah, they do that to stay in formation. A real pain to always have to squint at the small unit pictures and figure out who the driver is and issue Stop! to him after getting out


  11. pretty sure that they are. It also depends on the amount of objects in the scene in total, and on the amount of the same object in the scene. It's not a static range at which it switches, so it's hard to predict.

     

    https://community.bistudio.com/wiki/LOD#.3Cresolution.3E

    Can't help thinking that all these various LODs are necessary due to older hardware. I mean, on a 3 GB Ram video card, it could be possible to only use the max resolution LOD regardless of distance to object ? If so, a setting could be introduced for disabling LOD switching and only run with one and the same LOD level

    • Like 2

  12. Here's a list of ideas that seem somewhat feasible to implement:

    • Find cover
    • Watch direction
    • Suppressing fire (using new 1.6 command)
    • Bounding
    • Retreat to position (using smoke)
    • Return to base
    • Mortar strike position
    • Set standard waypoint actions (S&D, Defend area, etc)
    • Group formations

     

    Which ones do people want most?

     

    I would vote for Standard waypoint actions, first and foremost. And suppress.

     

    A scenario I am thinking of I send a group to a hilltop while I move into a flanking position with my team, I would like for them to hold fire until I am ready. Basically keep low and remain undetected. So that would mean that Find Cover would be useful once they are in position.

     

    I guess also the whole engagement menu set of options (Hold Fire, Fire at Will and so on) would be useful enforced on the entire group. Also the Combat mode (Combat, Aware,Stealth,Safe) menu would be really important to get them there in the first place.

     

    Then when my team is in position , I could call for the hilltop group to suppress, that would be very useful as a command.

     

    So to sum up (sorry for the messy response):

     

    Standard waypoint actions

    Find Cover

    Watch direction

    Engagement commands (3 command menu)

    Combat commands (7 command menu)

    Suppress

    • Like 2

  13. Very interesting - we may finally get bridges working for the AI now that waterway Tanoa is coming. Excellent if that is the case. That would also help with Panthera and other nice maps.

     

    As for obstacles and AI behind the wheel, I distinctly remember playing an A3 mission where my AI driver was completely unable to maneuver out of the base that we started in. The base was custom built and they would crash into the large sandbag barriers repeatedly as if not "seeing" there was something there. So no pathfinding in that case. It may be different when they are on foot.

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