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Everything posted by oukej
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Development Branch Captain's AI Log
oukej replied to royaltyinexile's topic in ARMA 3 - DEVELOPMENT BRANCH
Saving FPSeses- 128 replies
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Some mass replying :) Depends. What combat mode did you use? This happens almost exclusively on shore when transitioning from water. We has it on our list! :) On it. Glad to hear! Have you been testing the new ghillies?
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Development Branch Captain's AI Log
oukej replied to royaltyinexile's topic in ARMA 3 - DEVELOPMENT BRANCH
When checking for skillFinal remotely the results of "aimingAccuracy" and "aimingShake" were previously incorrect. (http://feedback.arma3.com/view.php?id=22970) Improves situations where the AI aiming gets distracted (e.g. loosing line of sight to the target).- 128 replies
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Looks like an error in formationCDanger.fsm. Could you provide more info how it happened? Did it happen in the vanilla game?
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Development Branch Captain's AI Log
oukej replied to royaltyinexile's topic in ARMA 3 - DEVELOPMENT BRANCH
An work-in-progress improvement of AI pathfinding to vehicle entry points if the vehicle moves or makes small adjustments. ( http://feedback.arma3.com/view.php?id=22853 ) A nasty bug (http://feedback.arma3.com/view.php?id=22973) that has slipped thru with the recent fixes of AI skill MP propagation.- 128 replies
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Development Branch Captain's AI Log
oukej replied to royaltyinexile's topic in ARMA 3 - DEVELOPMENT BRANCH
This should improve situations when AI e.g. changes stance and because of that looses the line of sight to the target. In such case - even if the AI still has good information about the target from other group members - the AI should no longer be able to put an aimed shot.- 128 replies
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Strange, can't reproduce that with simple soldiers placed in the editor. Do you have any more details, pls?
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Development Branch Captain's AI Log
oukej replied to royaltyinexile's topic in ARMA 3 - DEVELOPMENT BRANCH
No more cheating and doing shortcuts in buildings, not even when the player is not looking. Doesn't wait for the elevator anymore. No more trolling with the lazor designator in the faction showcases, no more suicide bombers. If you stick your head out of the armored coffin it's your problem. Unless you're someone like .- 128 replies
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Note the difference between a report (which happens within the group of the victim and allows for sharing of info about the threat) and a simple shout when an unit is hit (which doesn't do anything else than alert the AI units in a given range; without any info about the threat).
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Not the first time I hear such report. But I wasn't able to reproduce the issue. Do you happen to have a mission or do you know about a place & conditions where this happens somewhat regularly? Could you please also try it with the new update if it's still behaving the same? Actually it can alert units even farther away. What distance you think would be reasonable? (the units around are only alerted, don't receive any details about the threat)
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Unless the sounds come from a distance then no and it's probably a bug. Can you post a video and some more details about the issue, please? (since when are you experiencing it, whether all sounds are muffled, or just some (which ones?),....)
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Development Branch Captain's AI Log
oukej replied to royaltyinexile's topic in ARMA 3 - DEVELOPMENT BRANCH
The AI should now eject if the helicopter is on the ground, hovering just above the ground or if the AI has parachutes it should only eject from a safe altitude. #moarFPS #splendidOptimisations #boostYourGame ... also if you can't see the AI due to your video setting it shouldn't see you either.- 128 replies
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In order to fix http://feedback.arma3.com/view.php?id=11899 we wanted to make some changes to how switching seats is currently handled and how it is restricted in MP. Because this is a change to a behavior which has been around for some while we'd like to ask you first for your opinion and also ideas about possible risks of such change. E.g. we are aware of several game modes which are using vehicle buying mechanics which could be affected in some way. Our initial intention was to allow for switching to any seat for any player as long as that seat is free or occupied by the AI. But... let me ask you a question first. What behavior would you expect? To be able to switch only to empty seats? Or also to those occupied by an AI? What if this AI i subordinate of someone else and he or she doesn't want you to steal his/her subordinate's position? Or should players always take priority? Would that break or be risky to any of the currently used mechanics? Would you expect yourself to be able to switch to any seat you can get in from the outside? Or not being able to switch seats at all unless you're also the effective commander of the vehicle? Thank you for your feedback!
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As a pilot, using this action you'll enter a full screen feed of the vehicle's sensor (configured as class pilotCamera). You can find this feature in some of our helicopters as a down-looking camera for slingloading.
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Thanks for the feedback guys! Exactly what we're looking for. So far the changes have only been in the detection distances, so feedback on the actual distances - whether the AI detects something too close or too far - is most welcome. There's also been the recent fix which turns the AI back into deadly machines (actually looking for the target) once they hear some footsteps, shots or are hit. Exactly ;) Also as you've mentioned that the AI takes some time to look in the targets direction, but once it does it's a if-you-see-the-flash situation. Behavior is the big thing. We'll try as much as we can to improve it.
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Happens when the group is in combat. Unassigning the vehicle after the action command also makes the AI get out, but you're right that previously it worked (both ways). Could you please try to create a striped-down repro for this one? I believe I've seen it somewhere already, but can't reproduce it :/ (It can happen when the helicopter is landing and someone gets underneath it - then it aborts the landing, even if some other unit was already in the boarding process. But that's probably not this case) ---------- Post added at 00:36 ---------- Previous post was at 00:16 ---------- I believe you missed the target (right by its neck) with the first burst. You only hit him later as you move the aim to the right. I've tried some targets behind glass with an HMG and was always able to score a 1 shot kill. But if you find a situation, place, etc. where it seems off, please give us more details - coordinates of the building, which window, what weapon/ammo and what distance. The deflection of glass should be minimal (after this change). But it shouldn't be completely non-existent (empirical evidence ;)).
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It's an improvement of the technology, but the whole package is WIP and requires also re-adjusted samples. To be deployed soonâ„¢ ;)
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Development Branch Captain's AI Log
oukej replied to royaltyinexile's topic in ARMA 3 - DEVELOPMENT BRANCH
Quite descriptive. The last one being a fix of a bug when the AI wouldn't acquire the target correctly even though it already had enough info about it. (E.g. units under fire looking somewhere else and not turning to the source of the fire)- 128 replies
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@ SaOK Thx for the details! We'll be rolling out a fix (probably today into dev) of a bug when the AI didn't react properly to finding out about a threat - afaict it's this case as well.
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It's configured like that currently, but so far we haven't had much subsonic ammo in the game. The subsonic ammo needs to fly much closer to the unit to make it notice it. (you can try it with dual-purpose SDAR ammo) Let me take it another way - for what goal would you like to use the speed and direction of the projectile? Regarding the question about danger causes - will need to check first. @cthulhu - thanks a lot for notes!
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Development Branch Captain's AI Log
oukej replied to royaltyinexile's topic in ARMA 3 - DEVELOPMENT BRANCH
Basic setup of new properties in cfgAmmo in relation to the prev. entry. Please try in game how far the AI reacts to bullets flying by, to various bullets hitting the ground and explosions. And share your feedback or thoughts about expected detection/suppression distances in the AI thread. Also that would be the place to look for more info.- 128 replies
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Can you tell roughly since when you are experiencing this behavior? Stable or Dev? (in the AI thread pls) Thanks a lot!
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Not sure if I'm getting this right. I'd say there shouldn't be a way to deny switching to a position which can be entered from the outside except of the already available compartment definition in the config (to reflect situations when it's physically impossible to switch). Imo that could create confusion among the players. Could you please give me an example?
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Negligible even on a larger scale (that's why the limitations). 1) Configurable per Ammo* 2) Only enemy (Dr.Hladik's post) 3) Yes, as long as the bullet is alive. 4) Bullet fly-by detection only applies to bullets (not shells, not grenades). *ad 1 - Change in configs to reflect that should be available in the dev. branch tomorrow, together with more info. Your feedback will be more than welcome.
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Development Branch Captain's AI Log
oukej replied to royaltyinexile's topic in ARMA 3 - DEVELOPMENT BRANCH
And a fix of http://feedback.arma3.com/view.php?id=21220- 128 replies