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oukej

Former Developer
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Everything posted by oukej

  1. oukej

    AI much tougher since update

    The problem here is we still don't know what changes :) In general from the Alpha stage the changes have aimed at decreasing the AI deadliness wherever it made sense. We need more info how and when the AI has become more deadly. Comparable situations that would have had a clearly different results prior to patch 1.4x (which one, can you tell?)
  2. oukej

    AI can see through tree tops?

    @ knowsAbout - I'd like to redirect you here (AI Discussion) where a similar discussion took place quite recently.
  3. oukej

    AI can see through tree tops?

    Teleportation is not a supported mean of transportation in Arma ;)
  4. oukej

    Vehicle handling (dev branch)

    Only ground, wheeled (cars, quadbikes, karts, trucks, wheeled APCs). Only affects digital input (keyboard).
  5. oukej

    Development Branch Captain's AI Log

    Relates to previous engine improvement and it should fully fix the issue with AIs sometimes "seeing through the tree trunks" as depicted by . (kudos to Luetin09)
  6. oukej

    Vehicle handling (dev branch)

    I will hijack this thread for gathering feedback about small tweak to vehicle handling - Try out some vehicles and let us know what you think about it.
  7. oukej

    Development Branch Captain's AI Log

    Fix of a short lived bug introduced by fixing another animation bug. http://feedback.arma3.com/view.php?id=24874
  8. oukej

    AI much tougher since update

    There shouldn't be any significant change in the AIs abilities to spot you. Could you please give me an example situation where the AI before the update behaved differently than now after the update so we can check it out? Thanks a lot!
  9. Hello, I wasn't able to reproduce the issue. Could you please provide more info in the linked feedback tracker issue? The other mentioned issue was caused by: but I'd need to reproduce the campaign bugs to be sure. It's improbable that the suppression work and recent detection improvements have any impact on this. (bullet hit, flyby and impact detection distances are still kept in "meters". The detection of bigger explosions was even lowered (so the AI doesn't detect stuff that's happening on the other side of the island))
  10. oukej

    AI Discussion (dev branch)

    The AIs in "combat" aren't slow by design really (they are cautious, but they also shouldn't fall behind), it's mainly because there's a nasty bug in the behavior FSM.
  11. oukej

    Development Branch Captain's AI Log

    Even in case the AI decides to use the fire mode configured mainly for the player the fire rate won't be *pew*...1...2...3...*pew* anymore Related to previous one New property: transparency (related to viewDensity) -1 -> default shape values will be used (default value) 0 -> opaque 1 -> transparent (DO NOT add this to an opaque object) This will bring improvements in detection and fix cases when AI was able to detect another unit through opaque objects (related to the - thank you for the investigation a depicting the repro). Pending data changes.
  12. oukej

    Development Branch Captain's AI Log

    Prev. tank fixes follow-up (also http://feedback.arma3.com/view.php?id=24639)
  13. oukej

    AI Discussion (dev branch)

    Yup, it's one in many things that go into the AI decision making about whether it actually knows about something and how much. It shouldn't really be used in mission making and even for testing it can be hugely misleading. Perhaps it would be better to forget about the command completely ;) Saying that I'm also aware that there are only limited options how to get any info about AI's knowledge and detection by scripts.
  14. oukej

    Development Branch Captain's AI Log

    http://forums.bistudio.com/showthread.php?192878-Is-there-any-fix-(be-it-command-combo-or-addon)-to-fix-squad-AT-AI
  15. oukej

    AI Discussion (dev branch)

    Yup, can confirm that. R3vo reported it already here. (Also the tracks can be damaged by the grenades. It takes 2-3 good hits to disable the track.)
  16. oukej

    AI Discussion (dev branch)

    I'd expect this to be the cause, the "Formation" native FSM wasn't tailored for unarmed civilians (you have bounding overwatch there, when to reload, etc.).
  17. oukej

    AI Discussion (dev branch)

    Do you happen to have details about when this happens? After some command, in some behavior or ROE, in group? You said it's not on an object, so I guess we can rule out stuck in the cover, right? ---------- Post added at 20:33 ---------- Previous post was at 20:23 ---------- Was this happening even prior to the fix? But otherwise yes, there are still some problems and it can be quite jerky at times. (especially when commanding in a rapid consecution) :/
  18. oukej

    AI Discussion (dev branch)

    Is it? I have no idea ;)
  19. oukej

    Development Branch Captain's AI Log

    AI gunner previously used only the firemodes selected by the player commander (usually "manual", which resulted in firing single shots with a large delay). Now the AI gunner will use the best firemode for a given distance at its own discretion. (Spam moar bullets) http://feedback.arma3.com/view.php?id=16717 (Disclaimer - may not be perfectly fluid at all times) AI firing the countermeasures to defeat a radar lock should now be more consistent and bit improved for the gameplay - if you manage to fire soon enough after acquiring the lock the AI may not get a chance to react to the lock itself. No more smoke nade right into ur face.
  20. oukej

    AI Discussion (dev branch)

    I'm sorry I missed your question. The AI's spotting at night in NVGs gets worse if there's low ambient light (no moon, overcast weather). But you're right, that rain drops themselves don't change it. But also it's been only quite recently this has become fair for players. ---------- Post added at 22:55 ---------- Previous post was at 22:34 ----------
  21. Can you tell if the crew of tank was turned out as the tank was approaching you? (AI probably thought "imma steal their ride", but then...killing 3 crewmen before they turn in - good luck with that. Seems like we gotta fix the AI's excessive self-confidence ;))
  22. oukej

    AI Discussion (dev branch)

    That could be partially caused by disabled dangerFSM. Try removing only the behavior FSM. That's probably similar to or the same as http://feedback.arma3.com/view.php?id=23847 - there are two my previous comments related to this topic.
  23. oukej

    Development Branch Captain's AI Log

    http://feedback.arma3.com/view.php?id=24419 Increased the time AI needs to be under fire before it throws a smoke.
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