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oukej

Former Developer
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Everything posted by oukej

  1. oukej

    AI Discussion (dev branch)

    Infamous actions. Sry, it's not an easy fix :(, sorting also affects the player's action menu.
  2. Yup, this should go for all artillery with other weapon stations.
  3. oukej

    Development Branch Captain's AI Log

    Previously you were able to casually walk behind an enemy AI that was focused on a different target. You could have shot around it and it wouldn't have cared. Now it will turn around if you endanger it and reveal yourself (unless the AI's current target still poses a more imminent danger) Improved handling of artillery vehicles that have a secondary "self defense" turrets.
  4. oukej

    Suppression (dev branch)

    I do agree. So far the development of suppression in vanilla Arma 3 has brought lowered accuracy, beaten zone avoidance and recently the throwing of smoke grenades.
  5. oukej

    Development Branch Captain's AI Log

    When an unit was under player Zeus' remote control it kept throwing smokes under suppression even without any player's input. You have to keep the AI suppressed at a certain level for certain time to make it throw a smoke. This is the first actual behavior decision implemented. Hopefully more will follow. Please share your feedback in the AI discussion.
  6. oukej

    Development Branch Captain's AI Log

    http://feedback.arma3.com/view.php?id=23319 Setting target type preference in the AIAmmoUsage automatically makes the ammo available for the AI against such target type. (airLock or allowAgainstInfantry not necessary) Rel. to the anim. change above. New iteration of throwing of smoke grenades when suppressed. AI will check if there are some smokes around already before throwing a new smoke.
  7. oukej

    AI Discussion (dev branch)

    Check Arma 3 Tools - samples in \Steam\steamapps\common\Arma 3 Tools\Samples_F\Test_Weapon_01\config.cpp https://community.bistudio.com/wiki/CfgWeapons_Config_Reference - look for minRange, minRangeProbab, midRange, midRangeProbab, maxRange, maxRangeProbab, aiRateOfFire, aiRateOfFireDistance, aiDispersionCoefY, aiDispersionCoefX
  8. oukej

    AI Discussion (dev branch)

    Should be already improved when you're for example preparing an ambush and set the rules of engagement to "Hold fire" - as long as the AI is in hold fire it won't switch targets assigned by you (therefore it also won't switch its weapon) ---------- Post added at 16:44 ---------- Previous post was at 16:37 ---------- @ the range - You can adjust the engagement range and even how imprecise the AI is at the given range by creating different weapon's fire modes - AI with lower aiming skills is more imprecise - the imprecision is given as an angle, so the shots will land further away from the target as the distance increases. AI is also slower to take the aim, stabilize it, worse at leading targets or compensating the bullet drop.
  9. oukej

    Development Branch Captain's AI Log

    Pending data change to utilize the new functionality. This will allow f.e. the infantry units with standard rifles to mainly focus on enemy infantry and not try to target an enemy helicopter (even though the helicopter is a higher value target). They will still try to shoot it down if they have no other, more suitable, targets.
  10. oukej

    Development Branch Captain's AI Log

    Both changes tie to the previous changelog entry. The latter makes the game much more colorful ;) (meaning it's still WIP)
  11. oukej

    AI Discussion (dev branch)

    Will check that. No luck. Where would this usually happen? Or could you please create a repro mission for it? (just the bird and the target) Thanks a lot!
  12. oukej

    AI Discussion (dev branch)

    Our team is not satisfied with it either, that's all I can say. ---------- Post added at 14:05 ---------- Previous post was at 14:04 ---------- Can't promise that :( ---------- Post added at 14:18 ---------- Previous post was at 14:05 ---------- Investigating. ---------- Post added at 14:59 ---------- Previous post was at 14:18 ---------- This may not be the cause. The switching itself based on the target type would be more complicated.
  13. oukej

    AI Discussion (dev branch)

    It's your active interest in the game what fuels us up - thank you and thank you for these words! This mainly relates to objects placed on the roads - they are not correctly detected. We have a fix for it ready, but it's been delayed by adjustments in road data binarization. Some other improvements are still WIP (I know I mentioned them some time ago already) Will check that.
  14. oukej

    Development Branch Captain's AI Log

    Allows the AI to become more aware of the primary purpose of a given ammo. This will come with AI ability to use smoke grenades for smoke cover once suppressed. #suppression #aiModsHadItLike100yAgo
  15. oukej

    AI Discussion (dev branch)

    This should work exactly the way you described. (and would happen automatically in the WHITE combat mode) I've only noticed sometimes the AI can't acquire an aim good enough to say "Ready to fire". Seem like the AI overestimates itself and picks a location from which firing is possible but extremely difficult.
  16. oukej

    AI Discussion (dev branch)

    Strange. I've just tested it and it works on my side. Just few notes - AI tries to keep the altitude in flight and the command doesn't affect the flight AGL in hover & AI will always try to fly safely and avoid obstacles (fly in an altitude safe enough to avoid the tallest object in the surroundings of the flight path) ---------- Post added at 14:23 ---------- Previous post was at 14:16 ---------- Now for something completely different... How often do you use the "Hold Fire, Engage at Will" (WHITE) combat mode? When & why?
  17. oukej

    AI Discussion (dev branch)

    It's one value added to the priorities list :) You can see what the AI understands as a cover position if you - as a squad leader - select a subordinate and look around. You'll see thin lines snapping either to building positions (with number) or cover positions (without a number). The cover positions are determined dynamically (not bugless - can be thin signpost or a fence), building positions need to be manually set in the path lod. Currently the cover selection can't be altered. It's done by a function in the behavior (formation) FSM. These functions that are used by the vanilla soldier FSM are not publicly documented and as I already mentioned there are some problems with them as well. After we fix the main issues we'll try to clear this up a bit also for you :) But you can exchange this whole vanilla behavior (formation) FSM for a scripted one made by yourself. Vanilla FSM for civilians is scripted. Everything is possible :) If I understand it well you'd need something like a trigger-happines variable? The rate of fire is mainly controlled by the weapon's fire modes configuration. If you only want to reduce the rate of fire for some time - what about making the AI randomly cease fire? I'd avoid using other skills to achieve a different rate of fire (all have different purpose). But you can try the aimingSpeed too and see if the AI's rate of fire decreases as they take longer to get the weapon's aim back from the outside of the acceptable error range.
  18. oukej

    AI Discussion (dev branch)

    No, the behavior (formation) FSM which governs the covering routines is used on any AI, regardless the skill. Also currently the AI is not able to use the buildings autonomously. Try decreasing the AimingSpeed skill Danger FSM is put to a very little use in the vanilla game. Basic reactions are in the engine, group behavior (going into covers, bounding overwatch) is in the behavior (formation) FSM.
  19. oukej

    AI Discussion (dev branch)

    Courage sub-skill affects fleeing and morale in combat (incl. resistance to the suppression). AllowFleeing is just about the fleeing.
  20. oukej

    AI Discussion (dev branch)

    We are considering similar approaches (modifiers, modes...). In a way that we preserve an AI that is cautious and values its life but make the AI more soldier-like when following orders at the same time. That being said - executing orders correctly and promptly has a higher priority. On the other hand we face couple of limitations in how far we can go with the changes (e.g. radio protocol). And - nice video! It also shows an issue with the behavior (formation) FSM, which - admittedly - has some of it routines severely bugged (AI falls behind, has problems finding a good cover, gets stuck in a cover). Fixing and improving it is currently a priority job.
  21. oukej

    Development Branch Captain's AI Log

    Long time no update. Most of the team is still plunged deep in refactoring and optimizations. Still there were some nice AImprovements rolled out recently. One of the improvements to help player-leader have better control over the situation, be able to distribute targets to the subordinates and rely on them to deal with such assigned target. Harmless shooting at a tank may still anger its crew ;) Previously the pilot AI didn't pick targets of opportunity and attacked only on direct order. Related to the other targeting improvements No skill no frag. A hacked UAV should now have no problems to use it's weapons properly. Previously an extremely low skill value would make the AI take almost forever between each shot.
  22. oukej

    AI Discussion (dev branch)

    reloadSpeed It is currently bugged - http://feedback.arma3.com/view.php?id=22452
  23. Whoa whoa, keep it cool, pls, guys ;) Ok, I see what you meant. Right.
  24. Wow, thanks a lot! Great feedback. Will try some more things and see if I can address the mentioned issues. Some quick answers for the meantime... Yay, that's a bug, for unknown reason the rudder sometimes ceases to have any effect at all. We haven't investigated it yet, because so far it seems that only this test configuration is affected. Try restarting the game. Compared Wipeout's turning @ 15° in 460km/h+ and the turning rate is quite similar to DCS A-10A with 80% load. But generally it's still not there, you're right. It should have some. The pilot should be at least significantly less able to control the airplane. The STALL indicator threshold is however completely wrong, haven't rly configured that one :/ This sounds weird. I'm unable to reasonably control the airplane once I go below 200km/h. Could you please make a vid of what you're experiencing? Thanks again!
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