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Thread: AI Improvement

  1. #811
    Quote Originally Posted by JW Custom View Post
    Indeed this is a BIG problem.

    Wasn't this the same in A2, i remember a lot of complaining about not being able to "re-hide" after once being spotted and experienced the same myself.

    This was the situation in A2:
    (For those who cant be bothered to watch, worked fine for objects, was broken for grass)



    When i get back home ill make an A3 version of this video and see how it plays out.

  2. #812
    I voted. I feel this issue MUST be addressed, if not during Alpha certainly before the full release!

  3. #813
    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).

  4. #814

  5. #815
    Gunnery Sergeant
    Join Date
    Sep 3 2009
    Location
    Copenhagen,Denmark
    Posts
    518
    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

  6. #816
    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'

  7. #817
    Quote Originally Posted by metalcraze View Post
    Grass was mostly fixed in ArmA2 though in one of the patches.
    Cool, havent studied the newer versions of A2, had given up hope that they would ever fix it.

    Quote Originally Posted by Katipo66 View Post
    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'
    Groups with guard (and sentry?) waypoints share knowledge about enemies between each other, it is a feature.

  8. #818
    Quote Originally Posted by NeMeSiS View Post

    Groups with guard (and sentry?) waypoints share knowledge about enemies between each other, it is a feature.
    No I mean they knew of enemy on mission start, place a helo with a guard wp at one end of Chernarus and an enemy rifleman at the other end, the helo instantly knows about rifleman, at least it was for me unless I synced wp with spotted by trigger.

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