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dr. hladik

Former Developer
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Everything posted by dr. hladik

  1. dr. hladik

    AI Discussion (dev branch)

    First step is that AI will not be able to kill you, just because teamMate told him where you are. Randomized shooting through bushes is next step.
  2. dr. hladik

    AI Discussion (dev branch)

    You will probably not see any difference, because in scenarios where this helps, saved time will be used for another AI tasks :).
  3. There are some plans and ideas, but it is hard to say, when we will have time to implement them.
  4. Thanks, should be better tomorrow.
  5. dr. hladik

    AI Discussion (dev branch)

    Could you please Focus on changes we made and RoyaltyinExile described in #690? We know you have plenty ideas what should be improved and we want to hear them, but we must finish this first.
  6. Why don't you just use manual fire?
  7. dr. hladik

    AI Discussion (dev branch)

    Thinking in progress.
  8. dr. hladik

    AI Discussion (dev branch)

    There is already mechanism, that AI leader will ask repairman to fix* assigned vehicle. Could be improved, that AI driver will do it automaticly. But not before release and someone would have to convince our lead sandbox designer, that tank driver should be repairman. *fix = set hitpoints to appx. 30%, total damage remains.
  9. dr. hladik

    AI Discussion (dev branch)

    rev 109110: AI prefer to stop and shoot, rather than running to cover, if enemy is close.
  10. dr. hladik

    AI Discussion (dev branch)

    It will be my priority next week!
  11. dr. hladik

    TAB lock issue ...

    Yes, this problem is known, we agree it is a problem, we care about it and we want to improve it. Also we know about mando missiles and how awesome it is . Unfortunately as you can see, whole missile locking is very complex technolgy and if we want to do it properly it needs some time. So I'm really sorry but I cannot tell you when we will be able to deliver some better solution. All I can promise you is that with release our work will not stop.
  12. dr. hladik

    AI Discussion (dev branch)

    Use of crouching will be decreased, was intentionally little to much to get some feedback.
  13. dr. hladik

    AI Discussion (dev branch)

    Probably out of weapon range.
  14. dr. hladik

    AI Discussion (dev branch)

    It was addressed before you started compalins in ''Bohemia, have you bothered at all with the AI in the last 3 months?'' :)
  15. dr. hladik

    AI Discussion (dev branch)

    :) First we need AI able to hit. After that decreasing that ability according to skill and weapon is just design decision. ---------- Post added at 08:43 PM ---------- Previous post was at 08:42 PM ---------- ok, so some other changes in AI that were made, but may not be listed in change log (as it takes changes in data, configs, engine, requires a lot of balancing and it is hard to select one single commit that is marked as public or done before public alpha) - new types of obstacles for pathfinding that only some types of units can get over (only soldiers, only soldiers or tanks, only boats) - improved pre-processing of terrain for pathplanning - path planning for divers - AI not wasting rockets on infantry - AI not using pistol, when it should not (in some stage of releasing) - flashlights help you to detect enemy, but also reveals you - AI is properly using weapon optics to find enemy - AI is using TI in optics to find enemy - improved how night changes the chance to spot enemy - fixed taht AI was using binoculars on close distance - silencers decreasing audibility - AI mines detection and avoidance - AI using hand grenades more - AI able to use grenade launchers - blackhawk gunners are more capable while searching for new targets (done in OA and merged) - helicopters pilots prefer not to crash to threes and hills - small improvements of helicopter attack pattern - boats able to navigate around piers - fixed some cases of AI stuck in fleeing - improved AI ability to to send medic - AI using first aid kit - AI will not shoot you through bushes, if he did not see you before (fixed in OA and merged) - AI prefer crouch stance while engaging (to be released) - decreased visibility of shooting, so AI does not find you instantly after killing one of them (and also now each shoot close to enemy will decrease error of guessed position) (to be released) - AI can drive physx vehicles - loiter waypoint - AI will also assign secondary turrets - AI will not disembark to change position in vehicle (if possible) - AI will not take your commanding role in vehicle - grass is decreasing chance to spot enemy (in some stage of releasing) - improved how particles are decreasing chance to spot enemy - AI visibility in new fog - fixed: AI not able to open doors in some buildings - new system for AI roads creation - improved AI commanding - selection of cover point on position whrere you are sending soldier to - improved weapon selection (based on time needed to lock missile or turn vehicle) (done in TKOH and merged) These are not the all the changes, just those I could remember at home at this late hour. Also note, many features need a lot of parameters properly configured and it takes time to balance them.
  16. 1. AI path finding - Could you please send me a repro mission? As you can imagine, there are many things that affect pathfinding (engine AI, vehicle configuration, obstacle configuration, map) and this is still not a final product. So it is really hard to just tell how/when this can be improved. (I'm sorry if I missed it somewhere). 2. AI precision settings - just in this thread some are asking for higher precision when attacking moving target (answer is in #41), some are asking for smaller precision. This is more (not all) about design decision than about engine changes and you cannot expect that someone will change it in just one day.
  17. Send them to me. In particular I would appreciate repro mission for AI stuck in a building.
  18. What is strange? We are always happy to hire new capable programmers. And yes, as there are many things that should be improved, he is currently helping me with some AI bugs. Not AI, but sound guy and he is brave enough to keep working even when he can hardly type. Don't know where you took this information, but please next time be more careful with this kind of gossip. Also please note, that not all engine changes are listed in change log. After engine change is made it usually takes additional work (new data, map changes, balancing, testing) that is not present exe beta patch. In that case it cannot be simply announced with source code commit, as you would not notice anything. Also, as we really like you, some changes are made even for older version of VRE (OA, TKOH) and after that they are merged to A3. Those are unfortunately also not visible in change log.
  19. Could you please provide repro stets? Also, do you use stable or dev. version?
  20. dr. hladik

    AI issues

    Civilians units should not be used as combat units.
  21. dr. hladik

    TOH flight model- if, when, how?

    Yes, TOH flight model is still planned. Modifying A2 models should be easy - just adding proper rotorLib config file.
  22. Fixed in next beta patch.
  23. True, I know about this but I did not have time to fix it all.
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