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Everything posted by oukej
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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?)
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@ knowsAbout - I'd like to redirect you here (AI Discussion) where a similar discussion took place quite recently.
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Teleportation is not a supported mean of transportation in Arma ;)
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Only ground, wheeled (cars, quadbikes, karts, trucks, wheeled APCs). Only affects digital input (keyboard).
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Development Branch Captain's AI Log
oukej replied to royaltyinexile's topic in ARMA 3 - DEVELOPMENT BRANCH
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)- 128 replies
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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.
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Development Branch Captain's AI Log
oukej replied to royaltyinexile's topic in ARMA 3 - DEVELOPMENT BRANCH
Fix of a short lived bug introduced by fixing another animation bug. http://feedback.arma3.com/view.php?id=24874- 128 replies
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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!
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SP campaign screwed up by the new AI suppression/awareness system
oukej replied to max1944's topic in ARMA 3 - GENERAL
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)) -
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.
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Development Branch Captain's AI Log
oukej replied to royaltyinexile's topic in ARMA 3 - DEVELOPMENT BRANCH
.- 128 replies
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AI drivers keep bumping into the same tree over and over, bad terrain navigation?
oukej replied to CyberpunkDev's topic in ARMA 3 - GENERAL
Could you please be more specific? -
Development Branch Captain's AI Log
oukej replied to royaltyinexile's topic in ARMA 3 - DEVELOPMENT BRANCH
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.- 128 replies
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Development Branch Captain's AI Log
oukej replied to royaltyinexile's topic in ARMA 3 - DEVELOPMENT BRANCH
Prev. tank fixes follow-up (also http://feedback.arma3.com/view.php?id=24639)- 128 replies
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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.
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Development Branch Captain's AI Log
oukej replied to royaltyinexile's topic in ARMA 3 - DEVELOPMENT BRANCH
http://forums.bistudio.com/showthread.php?192878-Is-there-any-fix-(be-it-command-combo-or-addon)-to-fix-squad-AT-AI- 128 replies
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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.)
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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.).
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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) :/
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Is it? I have no idea ;)
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Development Branch Captain's AI Log
oukej replied to royaltyinexile's topic in ARMA 3 - DEVELOPMENT BRANCH
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.- 128 replies
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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 ----------
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Is there any fix (be it command combo or addon) to fix squad AT AI ?
oukej replied to almaniak's topic in ARMA 3 - GENERAL
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 ;)) -
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.
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Development Branch Captain's AI Log
oukej replied to royaltyinexile's topic in ARMA 3 - DEVELOPMENT BRANCH
http://feedback.arma3.com/view.php?id=24419 Increased the time AI needs to be under fire before it throws a smoke.- 128 replies