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Thread: Ai thread

  1. #801
    @Foffy.
    Its probably a matter of perspective. Remember that Insurgent you shot at that last night mission on Chernarus? The guy who was standing up between two bushes-- he was looking at you too! Mighty good shot there. No?

    His mate was probably shaking his head too.

    As a leader of AI you must realize that your AI teammates take following your position quite seriously. If you are constantly on the move, your AI will attempt to keep up with you. They'll do so to the extent that they may not spot the enemy. Sometimes the best thing to do is just to go prone and let the situation develop.

    -k
    ARMA 2 Mission packs:LITE Coop mission package + LIMA coop mission package (ACE + ACRE) + More ACE + ACRE missions. + Aliabad coop Mission Package+ Fireforce Takistan NEW
    ARMA 3 Mission packs:Fourplay Coop Mission Pack NEW
    Kill things, break stuff. Repeat as necessary.

  2. #802
    Hmm. I do that, but sometimes the AI seems either dumb or have the ability to be sharpshooters with crazy accuracy. What exactly do the sliders do in the ArmA games? I thought they tweaked the max values for lots of stats under the hood. But what are the key differences between 0.0, 0.5, and 1.0? From casual play, it seems to be the reaction time and visual distance the AI has before they start attacking. 0.0 seems too easy, and 1.0 makes it seem like they're too hard. I'm not looking for a super realistic mode where every enemy is the Predator here, but I'd like to hit a spot where the difficulty seems normal as a game, not a simulation.

  3. #803
    Quote Originally Posted by CoolCarlos2002 View Post
    I hate the way AI Choppers crash into each other, makes some mission impossible,

    better driving, i hate the way the spin on a road when a groupe of trucks drive
    agree so annoying

  4. #804
    Quote Originally Posted by JgBtl292 View Post
    the problem is bis make in patch over batch the ai more stupid

    install arma 2 vanilla and you will see agood ai !
    the make smokewalls, the go in half groups under mg suppresion fire forward.
    they used bushes and trees for hide.

    and then install the patches and look what the ai make.
    it makes less and less with all new patches.

    the child is shouting to the performance - this is the biggest problem.

    i have a good pc - and for the guys with a good pc - maby bis make a
    ai intelligence slider
    seems, AI presently most CPU-hungry party of Arma2
    and most interesting/attractive in terms of game-play/replayablity.
    not Arma2 graphic, physics , sound, netflow and etc.[in both meanings]
    and most unscalable part of it. all AI's rolling on same core. kinda frustrating looking at only 4 cores saturated on 8/12-cores/stream processors :[
    my best guess is aside using ICC[heavily tuned GCC by iNtel, used by BIS], main problem lies in approach/mentality. C language, heap, mutexes, semaphores, schedulers and other UNIX-alike crap, along with shared memory nonsense portions , from 1970's, presently dominates software engineers and software developers minds, both for operating system level, appz level and firmware. switching toward message-passing paradigm and languages[Erlang] goes slow and emerging really fast only on HPC market/dataflow.

  5. #805
    The big gripe with the AI i have right now is the engagement distances and spot distances. before in 1.6 and earlier patches, typical range for a firefight was about 250m and beyond with everyone engaging. Doing simple platoon vs platoon fights were very intense and immersive. Now it seems that AI has really difficult time spotting enemies 150m away, sometimes failing to spot units that are in their direct view. Now when I do platoon vs platoon, what ends up happening is units moving really close to each other like in cqb, with short bursts of fire and then silence. Seems to be about the same even with ASR_AI although the behaviour is much better.

    I will test with ACE again, I remember the config tweaks for ai was good.

  6. #806
    if you look at units config, you get, why they behave this way.
    basically you can alter this.
    and/or make seriously more bulky/smart combat AI, not especially slower, just less aware about way more thing[which (suddenly!)help AI's make better decisions ;].

  7. #807

    AI weeled Vehicules

    Observed: AI Wheeled vehicles sometimes crashes into others or world and stop.

    AI wheeled vehicles could have:
    - An automatic reverter.
    - An automatic respawn (on the nearest road ID) if blocked too much second.
    - Be in a kind of "NO-CLIP" mode (or just reducing the vehicles "solid box") during travel, except in Behaviours "COMBAT" and "STEALTH".

    It would make the game smoother and help the logistic power.


    ---------- Post added at 00:08 ---------- Previous post was at 23:20 ----------

    Observed: payload or freight don't affect performance of vehicles.

    Expected: payload and freight will affect performance and fuel consumption of vehicles.
    Last edited by tamp; Nov 27 2012 at 00:39.

  8. #808
    Magical ghost trucks isn't a naturally 'expected' aspect of a game.
    My Chernarussian Civil War SP missions:
    Enfilade Ambush
    Autumn Siege

  9. #809

    AI air attack vehicles

    Observed: AI air vehicles are too easy to destroy.

    Expected: AI air vehicles should have

    - A powerful Dogfight mod (Split S, rolling, looping, preventive countermeasures, Lag Pursuit, the Immelman, ...).
    - Increased distance of ground attack (proportionally to threats).
    - Avoiding AA radius of action.
    - "Fire and Forget" style.
    - Shooting over buildings where enemy is hiding.
    - Use CCIP and CCRP.
    Last edited by tamp; Nov 26 2012 at 23:51.

  10. #810

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