

dr. hladik
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Everything posted by dr. hladik
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Yes, would be nice.... but unfortunately will not happen for Arma3. There is simply not enough time to rewrite and reconfigure everything,
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Player is local, so nothing changes for him. Yes, for remote units neartargets and targetknowledge will also be outdated
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You can use for PVE. If AI is remote, it will continue shooting (is simulated on server). If it is local, raycast will be computed. Just expect that knowsAbout command for remote units will not be updated. Visibility raycasts are not computed for units with disabled simulation.
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Exactly. If you check captureFrame log, it should decrease time spent in visUA scope.
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there are two new commands - disableRemoteSensors bool and bool = getRemoteSensorsDisabled what are they good for: - each unit needs many raycasts to determine whom it can see (this takes a lot of CPU time) - most MP players do not really need the information if player #42 can see player #67 So this command will disable raycasts for remote (not local) unit that is in a group, that doesn't have any local units (you will not compute any raycasts for 85 remaining player) and hopefully saves some CPU time. - it will break knowsAbout script command (will not be updated), reveal should still work - commands are local and can be used for both client or server - state will be reseted when mission ends
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1. Not true. It is just very rough estimite. 2. Not true. Can hear. Cannot see or recognize.
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About smokes - AI does not see trough smoke. But there was also a problem with DS where particles weren't simulated - this will be fixed in 1.52
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It relates to all islands (if configured properly*). And yes, it is done on raycast level. * when island is binazired, please make sure, that clutter info is #included. If you are just using requiredAddons, it will not work. (I plan to add some diag., so you can tell if values are computed)
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VBS2/3 Discussion thread - the one and only
dr. hladik replied to Placebo's topic in ARMA 3 - GENERAL
Well, it is not as easy as you might think ;). Some VBS solutions are just quick hacks, some are not compatible with other A3 features, some ignore AI, some have huge impact on performace, some would require huge changes in A3 code, some are not linux (server) friendly, some are just for effect, some are awesome and are merged (one nice VBS optimization should come with next patch). For example FLIR, FFV and sling loading had to completly rewritten. Fast roping doesn't solve AI on roofs. Huge moving ships are not supported in A3 engine. Underground structures are not AI friendly. Aircraft carrier is awesome, but not a priority for A3. Today VBS is very different product with very different customers. -
Added in 131510
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knowsAbout isn't really the best command for any AI detection diagnostics. Will add something little more precise. edit: rev 131499 [target is known by group, target is known known by unit, last time target was seen by unit, last time target endangered unit, target side, target position error coef, target position] = player targetKnowledge target
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Is there any fix (be it command combo or addon) to fix squad AT AI ?
dr. hladik replied to almaniak's topic in ARMA 3 - GENERAL
Yes, and it already should be in dev. branch. -
Is there any fix (be it command combo or addon) to fix squad AT AI ?
dr. hladik replied to almaniak's topic in ARMA 3 - GENERAL
rev 131348 - AT AI should no longer primarily attack crew that can hide, but it should attack vehicle with rocket -
Is there any fix (be it command combo or addon) to fix squad AT AI ?
dr. hladik replied to almaniak's topic in ARMA 3 - GENERAL
Acknowledged. -
Unfortunately not in a close future. There are some major problems with proper alpha sorting
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Fixed Wing Flight Model (dev branch)
dr. hladik replied to dezkit's topic in ARMA 3 - DEVELOPMENT BRANCH
> what is the actual formula for, say, computing lift? No formula. "force size is affected by envelope array (speed dependent)" means that you can configure the curve. > Get rid of "draconic forces" You (or Oukej) can try to set all coefficients to 0.- 874 replies
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Terrain Improvement (dev branch)
dr. hladik replied to NordKindchen's topic in ARMA 3 - DEVELOPMENT BRANCH
I was replaying to your discussion about ponds. #809 - Sgtseven >>> ok, now what is really disappointed: ponds are not supported in arma 3. >>> it would be good if any dev can talk about ponds and arma 3. why isnt it supported ? will it be supported in the future ? >>> i dont see it as a step forward comparing it to arma 2 where ponds are supported. #810 - MikeTim >> Sgtseven it's a well known issue, a ticket on tracker is present but BI has done nothing about it. #811 - Sgtseven > and this is the problem. BI knows about it, yet they did not told us why it isnt supported and if it will be supported in the future. -
Terrain Improvement (dev branch)
dr. hladik replied to NordKindchen's topic in ARMA 3 - DEVELOPMENT BRANCH
http://forums.bistudio.com/showthread.php?183119-Bohemia-Interactive-please-comment-on-whats-hindering-you-to-introduce-Ponds-to-Arma3&p=2790634&viewfull=1#post2790634 -
Thank you for reporting. Will be fixed before next glacial period.
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The goal was not to make them more overpowered. But for gunner that has no target assigned to take one from commander even if he is currently using autonomous weapon.
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> Optimized: Visibility raycast for dead bodies is limited to 50m. For alive soldiers it is limited to 3km. As somebody already mentioned, AI does very little with dead bodies. So now, if dead body is further than 50m it is invisible for AI (this should save some CPU time). As for alive soldiers - this is to limit visibility test for AI if you have crazy high draw distance - again saving some CPU time. > It is confusing - I understand the changelog is written by programmers, but at least they could clarify the more cryptic statements like that so we can understand what we need to look for. and are primarily written for programmers :)
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No, it is just for player.
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Well, it did just now it happens much sooner, so it can save some CPU time.
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> Added: Detection of bullets flying close to unit please note, it is not yet configured Also anything that is possible, will be skipped (friendly units, vehicles, non-local units, etc...)
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you can disable it with "enableEngineArtillery" command