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Posts posted by kaject

  1. On 8/31/2023 at 11:06 PM, mickeymen said:


    Yes it's obvious, that's exactly why I said



    Yeah, sure, any problem can be solved without AI. /s


    Do you have 1 or more tickets registered on feedback.bistudio.com issues tracker?


    I don't think the solution is that simple, especially the way you put it.

    If it was so simple and straightforward (with 100% backwards compatibility etc.), it would've been solved already.

  2. 14 hours ago, mickeymen said:

    This sounds sad. Who informed you about this?


    In addition, I already wrote above that this problem can be solved without AI


    Isn't it obvious that A3 AI won't be worked on as the new focus is upcoming Arma titles on Enfusion engine?


    I thought this was pretty obvious since 2018/19 when Arma 3 AI refactoring stopped altogether, all of a sudden (it was going into the correct direction at the time. Oh well).

  3. 11 hours ago, mickeymen said:

    The video I'm showing has nothing to do with CUP. This is a Sefrou-Ramal, on this screenshot I use Hellanmaa, map that uses ONLY vanilla assets.


    So you want to blame the maps makers for this problem and say that BIS is not involved!?

    What about vanilla maps? The same will happen there too. 

    You probably forgot, that in any vanilla map the AI will also go through walls, if the AI doesn't fall through the floor of the first floor, so that's because in vanilla maps, there are almost no buildings with a high ground floor.


    No, now I can clearly see that you are blaming the map makers for this problem😁



    I sure, you making it difficult... I believe, that the problem of AI can be solved without AI, Yes exactly!

     You do don't believe me - look at the mod - https://steamcommunity.com/sharedfiles/filedetails/?id=2904714255&searchtext=anti+wall+glitches

    This is not an AI mod, but still solves this problem. Just a one mod maker had such an intention to fix it and I would like @Bohemia Interactive, too, to have the desire to correct such embarrassing mistakes in their game also.

    I would stop at this mod and forget about this problem, but the mod adds some issues, in other aspects, that I, as a player, would like to avoid.

    In addition, the mod does not work with the floor. This only works for walls.


    It seems to me - It is enough to create collisions, that AI will not be able to physically ignore.

    Right now in the game the AI ignores any collision - it will go through other AI, and it will go through vehicles, buildings and containers. Going through it all, he won't be physically stopped.

    This is because AI has no collisions with the outside world. All that is needed is to enable physical collision for the AI, at least inside buildings, and no more AI programming)


    Well, so that the AI, just like the player, was not able to physically get inside some objects. It's more a matter of customizing game objects,  than new AI programming.


    And what should we do? Play an even more buggy Reforger which doesn't even have 5% content from Arma3? Or wait next 10 years for Arma4 to come out and get it bugged?

     Unfortunately, the prospects are not at all bright 😞

    Already today we have Arma3, and already today there is a ton of content for that!

    I'd rather have such embarrassing bugs solved in Arma3, here and now, instead after of a decade of new hopes, for new games...



    It is evident that Arma 3 AI C++ core codebase will not be worked on anymore. With A3's 10th anniversary coming, there's no AI roadmap or updates happening. Thus, we can safely assume that we can simply forget about it and stop 


    Now, as for Arma 4 and Arma Reforger, since everything is being rewritten from scratch.


    And rewriting slowly, with a more thought-out approach for scalability and flexibility, I believe there is hope for extremely modularity in AI configuration, allowing for other people to easily build on top or modify or replace existing AI behaviors with different behavior profiles.


    So on and so forth.


    With new modular and more thoughtful gameplay mechanics, Arma Reforger seems to be shaping up real nice.


    Have you ever worked in software engineering, though?

    Complex software systems such as game engines, require an immense amount of time, constant rewriting and so on to get it right for the future.


    I believe BIS is going the right way here, taking the time to perfect the core mechanics.


    And when you have very strong fundamentals, it's much easier to build further because you no longer have this mental trail of technical debt constantly sitting on your head and possibly making you less productive.

  4. Just an idea, but maybe worth exploring - perhaps it's possible to get a separate, clean version of Sa'hatra (without the trash in the streets etc.) on Steam WS when the final release comes around?

    I think it'd be pretty handy for mission makers for flexibility of scenarios. Unless it'll be possible to easily remove all the extra props from the terrain? (Like trash in the streets, various small ruins etc.)


    All in all - congrats on an awesome Alpha release!

    • Like 1

  5. Hello @poolpunk ! I'm a great fan of your amazing work! Just wanted to chime in and thank you for creating these numerous assets over the years!


    If you need any assistance with purchasing some of the models for integration into Arma 3 or Arma Reforger, let me know, I'll gladly help. (I'm a long-time game modder (just not A3) with a shit ton of unexpected $$$ from my stock  market investments; looking to bang out some of the cash on something more worthwhile than dining, partying, expensive cars and stuff.)

    • Like 1

  6. 7 hours ago, SoulEnd281 said:


    That is the 100% correct link.


    Your link must include .jpg, .png or any other type of image file extension. How else the browser would know how to load it? That's the fundamental part here.


    Browsers don't know how to find a the exact image you want to display if you give a generic link to a page without any image file extension in the URL. When a URL has any file extension (img, png, html, whatever), a browser knows how to load it, usually.

  7. 14 hours ago, froggyluv said:


    I run into these statements everywhere -Reddit/Steam etc... MP players tend to think playing with "Bots" is stupid or boring and that developing AI further or even asking BI to provide a SP Mission/Campaign is a waste of time.


    This is the new Fortnite-induced generation of players who have never lived without internet, have never played a game offline and, therefore, they don't know what is an offline / SP game, even.


    They're spoiled to the current state of technology, accordingly. We can't do much about them, that's just how their brains develop due to Minecraft, Fortnite and other pop games' influence.


    Some brains are strong enough to resist the pop culture influence, but they're few and far between.

    • Like 1

  8. 5 minutes ago, Fred1988 said:

    Even for the simpler things in OFP and Arm1/2/3 you didn't even have to script, you could place a trigger, set the owner to either side and have the game end whener there were no more Opfor or Blufor units in the trigger area,

     now you need this long super complicated script to do the same, and the script that the tutorials on youtube showed isn't even working anymore.


    Yes, it's pretty terrible. I think with such a huge transition to another scripting paradigm, the developers should be motivated to release video tutorials themselves.


    Text docs are OK, but videos are much better for introducing rookies into modding.

  9. 2 hours ago, Fred1988 said:

    Yeah that's also a big issue, and even when you learn to use the world editor, you will find that the triggers there are no good, taking alot of scripting, even to simply end a scenario.


    The current scripting language and setup in the Enfusion tools is waaaaay too complicated. Even for the simplest of things.


    I personally don't like the way BIS has made the scripting much more complicated than it has to be.


    Look at how simple scripting used to be back in OFP times and even in Arma 2, let's say. Arma 3 is still much simpler than what AR's scripting language offers.

  10. 2 hours ago, tpw said:

    I think I'm that guy.
    I suspect that devs using top of the line CPUs, 64+Gb RAM and 4090 GPUs may not even be aware that the update has tanked performance. As an exclusively SP person Reforger has limited appeal to me, but at least it looked next gen and performed well. Now it doesn't even have that going for it.


    This could be very much the case, unfortunately. Reforger needs a proper dedicated QA team or a bigger QA team, then? A variety of PC configurations to test with should help here. (However, the game doesn't and won't support DirectX 11. DX12 is the only way now.)

  11. On 7/19/2023 at 11:43 AM, pierremgi said:

    Yes, we should always keep the context (map, mod) in mind.

    As this section is Arma vanilla oriented, we can say there is not so many wall glitches for Altis, Stratis and vanilla map.

    Most of the buildings have:

    - walkable surfaces;

    - are enterable or not;

    - building positions (not all of them, some tiny shabby buildings or not enterable don't have any inside position);

    - paths (inside). But this point can be more or less related to positions! You can have no path between several building positions, like in Tanoa hotel.


    That said, AI paths can fails for multiple reasons. Just trying to make them move, without behavior context (no combat, no awareness of other unit(s)), we can find several issues like:

    - sticking on balcony;

    - stuttering at end of a (roof) ladder.

    If you add any obstacle in a room (like chair or table), at AI predetermined path, you can ruin a move, even if the room is huge and AI could easily bypass the obstacle.


    AIs falling through floors seems to me related to mods like CUP and middle East map, probably ported from Arma 1. I noticed that using the outstanding map of Takistan, never on Arma Vanilla.


    I'm not a modder, so it could be interesting if someone, here, could add precisions about how LODs (geometry i guess) make possible glitches for AIs (and players?)


    I remarked that the AIs are unable to pass through multiple ruins of nets/fences (designed as is), as players can do that easily. https://www.youtube.com/watch?v=w1NlQC3y-TI

    On the other hand, the AIs can pass through damaged walls/fences/nets if they are destroyed (not designed as ruins, but destroyed with a change for the building model).

    Difficult to set a rule, just some observations on my side.




    We won't be able to solve AI's dynamic or predefined pathfinding issues without access to the Arma 3 source code, I bet. This probably can't be solved via configs.


    It's been over 10 years since the Arma 3 Alpha's release and semi-fixing the AI seems like a lost cause. Time to move on.


    Where? Well, Reforger, Arma 4 even? Time flies.

  12. 14 hours ago, froggyluv said:


     Thats why the AI team need to work closely with the model (buildings/landscape) designers - AI no mater how well coded need to work within the framework of the models and vice versa. Thats why when they outsourced the development of Tanoa -I could tell they had virtually no coordination with any understanding of AI. Hence those stilted hut buildings etc in which AI's s feet would be between the floor and the earth below and there are literally areas of some large towns that the AI simply cant traverse much like Sahrani in Arma 1. Hopefully theyve bettered the coordination between teams for reforger


    Well, BIS could've fixed all of the Tanoa building model + config issues in the post-release period, right? They didn't do that, right? I'm not very up-to-date in terms of this as I haven't been playing Arma 3 at the time Tanoa expansion was released. Could you enlighten us on the situation (if you recall)?

  13. 28 minutes ago, lexx said:

    Not the issue here. The RoadWay is above, I just checked the model. Issues like this can have plenty reasons. As far as I am aware, it can be from the terrain (small grid, too big grid), or the house is positioned too high or too low, or the collision detection of the ai failed, and once they walked through the geo, there is no way back for them, etc. etc... Look at the issues that are getting fixed for A3 - most of them are not super complex, which is why they are still getting fixed now. Everything related to AI is just a can of worms that will likely only cause more problems somewhere else.. and that's why it isn't touched anymore.


    Thanks for the explanation, provides me some insight into the situation at hand as I'm not knowledgeable that much with Arma modding.


    I assume we can stop hoping some AI improvement to see the day as BIS now focuses on Enfusion's AI modules and other core modules for Arma 4 releases. Also, for upgrading Arma Reforger as a solid testbed for future development.


    From a business perspective, naturally, this decision to scrap Real Virtuality 3 (RV3) engine and focus on Enfusion totally makes sense and I think it's probably for the best.


    P.S. But I'd still like BIS to step in and publish an explanation on Arma 3's AI state, AI development halt reasons and the outlook going forward as A3 still serves as a solid platform for all the Creator DLCs coming in the nearby future.

  14. Hello! @KingN I just wanted to thank you for creating this awesome huuuge dynamic mission. I've spent approx. 200 hours playing this and enjoyed [almost] every minute of it!


    TFF2 stands out not only because it's dynamic, but because it also keeps the realism in check while providing you with very dynamic scenarios and situations! That's an amazing combo to have and a very hard one to crack!


    So, congrats on cracking the ultimate combo of a dynamic mission! @KingN Looking forward to more updates or a new release in the series (if you have plans; no pressure, though).

    • Like 1
    • Thanks 1

  15. @mickeymen Isn't the issue in this video you've posted related to the wrong configuration of the building assets (looks like CUP mod with assets from A2OA?), so AI's detected "walk geometry" is lower than the visual part of the building model? Thus, that makes the AI clip through the floor?


    As for AI clipping of walls and floors on other buildings - maybe that's also a problem of asset misconfiguration, so the engine interprets things incorrectly and AI acts accordingly?


    Although, yes, I'd love to see AI improvements roadmap for Arma 3 at this time. However, the AI behavior C++ codebase modules for Arma 3 are probably so complex, messed up or highly undocumented, that @killzone_kid and @Dedmen cannot reach any kind of necessary productivity while working on them?


    Maybe there's too much refactoring needed for A3's AI modules? Too many edge cases left uncovered, so if someone chooses to improve something, a big codebase rewrite is necessary?


    We're missing too much context here to make a sound argument on why this is no longer a focus of improvement for Arma 3's development. Perhaps @killzone_kid @Dedmen @DnA or anybody else from the amazing BIS dev team could enlighten us?


    That'd be very much appreciated, absolutely!