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Everything posted by oukej
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Except of FSM? Most probably not rly, there won't be an universal (any unit) eventhandler for it.
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That is already possible with lockDriver/Cargo/Turret commands. Unit is not able to switch to a locked positions (no matter if free or occupied). Would there be a case which can't be covered with these commands? Could you please also specify the request for eventhandlers? (Consider a FT ticket?) Thanks a lot!
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Development Branch Captain's AI Log
oukej replied to royaltyinexile's topic in ARMA 3 - DEVELOPMENT BRANCH
Similar to recent work on pathfinding, these commits are part of longer-term AI development. These changes are not yet configured to have any effect. Once we're a bit more confident about the results, we'll provide futher details and specify the kind of feedback we're looking for. An attempt to fix http://feedback.arma3.com/view.php?id=20631 , in the end...not rly fixing it ;) We will give it another try.- 128 replies
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Currently it does. It's still possible, especially when the aircraft is flying towards the unit. Nevertheless a moving target increases the AI's aiming error quite significantly so it shouldn't be a common sight. But in general it's not a good idea to get too close to the enemy with a vulnerable aircraft.
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MGs in the vanilla configuration have significantly larger engagement distance than rifles. In regard to the AI we have been recently re-evaluating the distance at which the firefights take place. (being aware that these properties are often subject to modding). There were some reasons behind the lower ranger (depleting ammo too fast vs. rearming, being too deadly on large dist....) but we can still improve it if we can find an objectively better state than what is currently in the game. Any feedback and opinions about engagement ranges, success rates, differentiation with FoV (optics), etc. are of course welcome!
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Looks strange to me. They way the weapons are configured now the AI shouldn't shoot a rifle with ironsights at a distance larger than about 300m. The skill doesn't really have an impact on the max. firing distance of the weapon. Speed of target acquisition could be a skill-related issue. Do you outsource the AI to the headless client? Are the AI with such behavior local to the server? Could you please PM me the server Arma3Profile you're using? These fixes would affect the experience if you used AI units remote to the server (headless client, AIs under player's command). Maybe also - as you mentioned - some mods, if they were getting the skills by commands skill/skillFinal, could have some adverse behavior. However, the fixed issues have, admittedly, been around since the beginning. That doesn't correspond with the AI behavior getting worse in 1.38 :/ Any chance, please, you could try playing on Dev Branch to see if it the recent fixes make it any better? Thanks!
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Development Branch Captain's AI Log
oukej replied to royaltyinexile's topic in ARMA 3 - DEVELOPMENT BRANCH
Some foundations for further pathfinding improvements.- 128 replies
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Could you please give us more details about "the last update broke everything AI skill related in MP"?
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Server is the one and only king when it comes to the AI Level.
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That issue was valid only for units in MP environment and only those that were remote to the server. (units on server had correct skills - in terms of behavior, only the skill/skillFinal commands were getting wrong values)
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Aren't you just getting better? ;) No, now seriously, this sounds interesting. There hasn't been any "dumbing down" lately. AI doesn't follow you into buildings (and you can exploit it), which is a fact but it's not new. AI firing rockets at you, supposing you were on foot - that would be new and shouldn't be like that. Otherwise - the AI should avoid taking cover which has been fired at or is under the FOV of the enemy - foundation of this has even been improved quite recently - AI should react to fire if the bullet impacts somewhere close (currently the AI doesn't react to passing bullets) or if it sees or hears the weapon fire - Once alerted the AI should either go prone or take cover (or consequently both) and try to find the source of the threat - Unlike some dive-into-the-haystack games the AI should happily plunge at you in numbers ;) Could you please elaborate more on the issues you've been experiencing? Have you tried some showcases recently? Could you guess when it could have changed? Do others have similar feeling about the vanilla AI as well? Thanks a lot!
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It should try to grab anything to get back to it's initial loadout (as defined in config) with respect to the currently held weapons if these are different from the initial loadout. ---------- Post added at 16:07 ---------- Previous post was at 16:04 ---------- Was the AI placed in the building or you've ordered it to go there? Could you please try to reproduce it if it happens again? Or PM me a pic or coords of the exact position/building?
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Ordering the AI to "rearm" already sends it to the nearest known container with suitable ammo and equipment.
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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=22077 ; http://feedback.arma3.com/view.php?id=18365 skills set in the mission.sqm (default or adjusted by the slider) should now be correctly broadcasted skill and skillFinal commands should now get the correct values also remotely client can set skill only to a local AI unit server can set skill to any unit in both cases only the Difficulty/AI Level values set on the server are used to process the skill into skillFinal http://feedback.arma3.com/view.php?id=22046- 128 replies
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Sadly the implementation would be more difficult than it seems :(
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Well, this is embarrassing. The priorities of those actions were adjusted because of that already but it seems it got lost in the translation. Thanks for the notice!
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Updated, sorry for the lack of initial info. In case you'd find the course of the property not giving you satisfying results, let us know.
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Development Branch Captain's AI Log
oukej replied to royaltyinexile's topic in ARMA 3 - DEVELOPMENT BRANCH
:don2: Fix of the way AI got alerted about the shooter by nearby explosions. Previously under specific circumstances the AI could have learned about the whole group of the shooter. Property that affects the randomness of delay between shots. Value sets the maximum of the range in which a random number influencing the delay between shots is generated. 0 means the delay between shots will be the same (with given actual distance). The bigger the value the longer delay can be generated. http://feedback.arma3.com/view.php?id=6293- 128 replies
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Development branch truly isn't in the best shape today. We're sorry about it.
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Development Branch Captain's AI Log
oukej replied to royaltyinexile's topic in ARMA 3 - DEVELOPMENT BRANCH
1.) See notes in https://community.bistudio.com/wiki/setDir // http://feedback.arma3.com/view.php?id=19588 follow-up 2.) http://feedback.arma3.com/view.php?id=21020 Yay for moar combat efficient gunners!- 128 replies
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Calling off what I've claimed here partially. incorrect testing on my side :rolleyes: (fallen into a similar "locality" trap myself). Will provide more info asap.
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There's one already :) http://feedback.arma3.com/view.php?id=18365 However -
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Yup, I've seen it and also taken a closer look. The fact that the AI in vanilla A3 ignores objects placed on the road is however a bug in the first place :)
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Important note - there's been a serious issue with AI skill when reading the mission.sqm by a dedicated server (see http://feedback.arma3.com/view.php?id=22077 , thanks Tomeek a lot for discovering it) In short - if the AI unit has it's skill only set by the slider in the editor (or left unadjusted; when the skill is read from the unit class in mission.sqm) it gets initialized with a 1.0 skill and the AI behaves accordingly (1337 headshots for everyone). Dynamically created units (createUnit, incl. those created by Zeus) or units that have their skill adjusted by a script (setSkill) have a correct skill (as defined) and behavior. We're working on the fix and we're sorry for the inconvenience!
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Development Branch Captain's AI Log
oukej replied to royaltyinexile's topic in ARMA 3 - DEVELOPMENT BRANCH
AI better avoids cover positions that could easily be targeted by the enemy.- 128 replies