I voted. I feel this issue MUST be addressed, if not during Alpha certainly before the full release!
Grass was mostly fixed in ArmA2 though in one of the patches.
However the fix wasn't ideal.
For example if you were laying in the grass standing AI wouldn't see you
But if you were to lay on the asphalt with grass in between you and standing AI - it would spot you.
It seemed to take into account only objects obscuring its view and objects obscuring you (or any other enemy for that matter) but not grass in between.
The knowledge of this nuance saved my skin many times vs AI
As you can see in this video neither the laying shooter nor standing team can spot each other.
They will however spot the laying dude from 5m in such tall grass... which is actually realistic.
I also like how AI tries to predict enemy position even though it doesn't see them (and without any success too).
Last edited by metalcraze; May 11 2013 at 16:00.
Fix AI in ArmA3
AI knows enemy position at all times, no matter what (incl. video) || AI reflexes are extremely bad in CQB (incl. video) || AI can't see enemies being lit by light at night
Fix realism issues with ArmA3
Sprinting is too fast and instantaneous || It takes 0.1 sec to pull a pin and throw a grenade || The sun is not dangerous (this is NOT for A2 HDR, it's for A1/A2 sun visual) || floating camera when rolling and aiming
Unfortunately I'm reminded of (who was it, Dan Musil?) a BI dev outright saying "no progress" when asked last year about AI seeing through grass...
I had a mission that I ran in the editor with me and a copilot spawning in an MH9 on the Stratis airfield. I had placed some opfor on the other side of the island for target practice.
The moment we spawned on the ground, my copilot immediately called out threats/targets, that were the distant-behind-hills opfor. Must be related to this bug. Definitely voted up!
-OP
Probably completely unrelated but I had issues in A2/OA using guard waypoints, not sure if it was just me or a bug but AI with guard waypoints instantly knew about enemy regardless of where they were in relation to each other on map unless you synced to a trigger using 'detected by xxxfor'