Ive been watching this thread for quite some time, and I cannot wait for the release as this will open new possibilities for mission making. I have a question regarding AI detection of the player swimming close to the surface: is it simillar to player crawling through grass, lower or higher, i.e. is stealth a viable option?
Thank you for your magnificent work and constant updates. Great advertising, btw!![]()
I created a mission where I placed an AI soldier on a dock and tried different ways to swim up to him. I set a trigger that would give me a hint when "detected by" enemy AI. During the day, it was easy to be spotted (or heard). At night, it was more difficult to be spotted. During the day, I swam along the sea floor all the way to the base of the pier, which was kind of deep and I was still spotted. So, I'm not sure what the key off for the AI is. And I'm not sure how much more or less difficult it is to be spotted as I don't know much about how AI detect threats. I know snipers can be harder to spot because they have a detectability level lower than other units. I don't think the water surface acts as a viewblocker. But there is this sort of fog underwater which may act in the same way as fog acts on land. Long story short, I don't know. The AI seem to hold their fire kind of knowing that they won't hit me with a rifle. But I've also had ships open fire on me while I was submerged. But I've also swam up to ships and not been spotted.
Another scenario was when me and an AI buddy were swimming on the surface. He opened fire on a patrol boat and was mowed down by enemy fire. I held my fire and they didn't see me because it was dark. But as soon as I started shooting them, then they engaged me. But this was swimming on the surface. I then engaged them, they swiveled to fire on me, I dove, swam under the boat and emerged on the other side and they were able to track me from one side to the other of the boat. But only sometimes. So half the time I could get the drop on them by going under the boat and surfacing on the other side. The other half of the time they tracked me and killed me.
in model config camoflage=* param (if high value object are more spotable)I know snipers can be harder to spot because they have a detectability level lower than other units.
About AI tracking, its game and AI issue, this happend of AI view-angle, and target movement speed hight etc, just a curve AI
Hey Feint, I followed this mod on Armaholic. Since you were no more updating the thread, I started following this one.
You keep stunning me with your mod. Awesome job!
For being not detected underwater can't you use the "setcaptive" command?
For example: "Player setcaptive true" under a certain depth. Over that depth, you make Player setcaptive false, and then the enemy can attack you again. So that can simulate enemies difficulty to see you underwater.
@Feint: It's entirely possible to set the detectability of a unit in terms of visibility & sound, down to invisible / inaudible (until the unit fires a weapon). Check out Mysteryman5150's cool "Infantry Stealth and Recognition Skills":
http://forums.bistudio.com/showthrea...ion-Skills-Mod
BR
Orcinus
Cool, thanks. I'll check it out.
Here are some screenshots I took tonight just for fun using the SLX Melee weapon, a very slow setAccTime and Meatball's MARSOC Combat Diver. He and I are working together to get the unit and the module sync'd so that when you take off your dive gear underwater, you have to start holding your breath.
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