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Everything posted by oukej
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More info about the AI Level is in the AI page on community wiki . Also in AI configuration discussion here. That would also be the place to discuss this topic. In Game Options > Difficulty settings is the AI Level, which serves as global (whole game) coefficient of AI Skills (these are set per scenario per individual AI) AimingAccuracy value of the unit gets augmented by the AI Level - Precision value. Let's say you have an AI with AimingAccuracy = 0.6. This number is not used for the AI calculations yet. Then we take what AI Level you have - on Recruit it is 0.2, Regular 0.5, Veteran 0.7. Note we're looking at precision component in this case, because that is what affects AimingAccuracy subskill. Now we get what we call "skillFinal". This number then goes into the actual calculations. For our AI the final AimingAccuracy will be on Recruit 0.425, Regular 0.55 and Veteran 0.65. It may seem as some magic and... it is ;) If you have any further questions or notes - please put them in here. Thanks a lot!
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Everything most likely ;) We're now bugfixing and polishing configuration of the improvements If you encounter an issue or there's something you really hate, report it now! Thanks a lot!
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Thank you for the reports! Our audio heroes already have a fix for it (aka soon in Dev), exposing more potential for the "looped" sounds. True. It should work when you command other vehicles, but there's an issue when you command your own gunner.
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You can still hold the button down and it will keep raining down all the fire you desire. Just the amount of bullets will always be in multiples of the burst length. In this case five rounds. That is also the minimum that can be fired by a single trigger pull.
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I don't think the bursts necessarily take away the skill :) You only are no longer able to snipe targets with just one round. The change has three aspects - realism, feeling (insert random youtube Apache gun fire footage) and also a technical aspect, where bursts will allow us to utilize a different sound solution that makes the high RoF weapons sound better.
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Development Branch Captain's AI Log
oukej replied to royaltyinexile's topic in ARMA 3 - DEVELOPMENT BRANCH
Relates to the previous post.- 128 replies
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Development Branch Captain's AI Log
oukej replied to royaltyinexile's topic in ARMA 3 - DEVELOPMENT BRANCH
Hearing abilities were reduced. Spotting abilities were slightly toned down as well. The range to which both are affected by AI skill and difficulty options AI level has been extended. A high skilled AI, Tier 1 opo, may detect you noticeably farther away than a low skilled AI, militia guy, would. For example a running target on a flat surface can be detected by an top-skilled AI (aware, not focused, not looking through the sights, using basic FOV, looking in the target's direction) at about 400m or just above 200m if the AI has a low skill. Keep in mind that this is further augmented by the AI Level you have set in the difficulty options and many other variables that come into play ranging from light conditions, terrain, clutter to type of target, it's movement and actions. This is just to give an example. A new property for cfgSurfaces. Allows restricting the AI from entering prone with two levels of emphasis. = 0 - no change = 1 - avoid prone (unless stealth or suppressed) = 2 - never prone Note that in all variants the AI may still enter prone if commanded, injured, animated, forced,.... This bug was only present in Dev-branch. There are few more detection tweaks in progress. Once again many thanks for your feedback, repros, test cases and valuable in-depth notes in the AI Discussion and across other channels (social or less social :)). We've been utilizing them a lot.- 128 replies
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Development Branch Captain's AI Log
oukej replied to royaltyinexile's topic in ARMA 3 - DEVELOPMENT BRANCH
Putting it more on par with previous state. Other tweaks are in progress. This means for example that they won't be using suppression component, saving some computing time.- 128 replies
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What do you mean by more accurate? That the pip is not showing where the projectile will land? Please continue in https://forums.bistudio.com/topic/189734-targeting-improvements/
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It's not related to targeting. Looks like one of the cursors for indication where to be in formation?
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Both values on the bottom right relate to the target area/point.
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We'd like it too. It would have also been more costly so we primarily went for getting as much info vital to the vehicle crews into the game. The icons are actually "new" - brackets are for marked targets, locking symbol is split until it reaches the locked state, etc. On the other hand it's definitely not a big visual change. They could be smaller but we need to keep users with "very small" UI in mind. A benefit is also that keeping the same style - as player know it - allows us to skip some of the "explain/teach/communicate" part of the design process. Anyway, if you have any suggestions, own concepts or sketches, share them with us.
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You will be able to use these on any weapon :635: See https://community.bistudio.com/wiki/A3_Locking_Review#ballisticsComputer for more info
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It's a part of the Targeting improvements (more info in there). It's not configured yet. Will be retained only in vehicles where a precise information about other crew's aiming direction makes sense (mostly for commander+gunner in tanks).
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Actually it should still be like that. The key you have assigned to "Reveal" action (default "T" instead of RMB now) should do the trick :) Also - even if there's "Attack" written in the quick commanding (contextual) menu, it still means only "Target" (Not "Target" and "Engage" as it may seem. You still have to command your AI to "Engage" or "Engage at will" if you want it to seek a good firing position). If there's a case where this behaves differently please send us steps how to reproduce it. Thanks!
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The pitch ladder can be added instead of the attitude indicator, which is currently there together with airspeed and altitude. We actually had the ladder in an early internal iteration and it didn't work that well - I'd say it cluttered the display a bit more and maybe was worse to relate to when you were looking with the camera elsewhere than in the flight direction.
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Yup, it does. You can imagine some inheritance like man >> soldier >> rifleman >> rifleman_with_nibbled_nails Man would have the lowest accuracy number - so it's easy to recognize him even far. The number should increase down the line. So you recognize man on 1km, soldier maybe 500m, rifleman 100m and the last one never, because he wears gloves and has accuracy = 1000. More about it here: https://community.bistudio.com/wiki/CfgVehicles_Config_Reference#accuracy
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Hey! I'm sorry, it's currently not possible. It's a part of the targeting mechanic. However we're currently changing some aspects of the targeting and we're also thinking about how to change these labels. If you want to join the discussion please visit https://forums.bistudio.com/topic/189734-targeting-improvements/. Thanks!
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We're actually considering to make it so that by cycling targets you mark anything that your sensors can pick up as long as it's not occupied by a friendly unit. (Here comes the magical IFF ;)) What gets marked is already prioritized according to threat, proximity and facing. Maybe the coloring isn't even necessary - for no-shoots we already have the crossed square. And there are new ways how to verify target (pilot camera). The biggest problem is that this would be quite a big change to the mechanic and could lead to lot of confusion and accidents.
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Wouldn't it make it too easy? ;)
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Switching ammo according to the target or situation has been requested (especially in rel. to SDAR dual-purpose vs. STANAG) from the players and discussed in the team several times. Sadly it wouldn't be as easy at it may look. It's not planned. I'm sorry to disappoint you.
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We wanted to avoid it because it could get complicated with MP (and on less organized session could lead to crew role redundancy or even trolling)
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Moved the AI-related posts into the AI Discussion (dev branch) (not saying the AI can't make the game more difficult ;))