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Thread: AI vision ignoring grass in their LoS

  1. #11
    I agree with the threadstarter.
    BIS has worked on the grass in the beta patchs, but the AI still has the detection advantage (whether the player has already been discovered or not).


    If you put the player on the southern side of a grassy hill, put an AI on the northern side of the hill, then walk up the hill slooowly,
    the AI soldier will see your head through the grass (and headshot you ) before you can see anything on the other side. (terrain was set to normal for the test)
    It seems that the view blocks are not the same size as the grass.

    I play with GDT Mod Grass so that the fight is more fair...
    FFF mantra : First to see, First to shoot, First to kill
    Take ArmA II to the next level, thanks ArmaHolic team for the great website !

  2. #12
    Quote Originally Posted by No Use For A Name View Post
    It's probably the same as when you play on the easiest difficulty, and your squad leader tells you to attack a target. You'll get an icon that shows the targets last known position, and if they're moving the icon will move in the same direction/speed until the target is visually updated again.
    That's probably true, but the enemy doesn't keep leading you after you run behind a bush and lie down. I doubt they stopped guessing (mathematically determining exactly) your position based on movement speed because they were expecting you to pop out and you did not. That would be overly complex.

  3. #13
    Quote Originally Posted by maturin View Post
    That's probably true, but the enemy doesn't keep leading you after you run behind a bush and lie down. I doubt they stopped guessing (mathematically determining exactly) your position based on movement speed because they were expecting you to pop out and you did not. That would be overly complex.
    Check out how it was in ArmA1.

  4. #14
    Quote Originally Posted by maturin View Post
    That's probably true, but the enemy doesn't keep leading you after you run behind a bush and lie down. I doubt they stopped guessing (mathematically determining exactly) your position based on movement speed because they were expecting you to pop out and you did not. That would be overly complex.
    You should not doubt. If AI has plain sight of the calculated future presence point of the tracked unit, and the unit is not there, AI will revert to a previous calculated position without LoS, most of the time
    Whisper / Kalbuth / MrK
    ex-OFrP member.
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  5. #15
    Quote Originally Posted by NeMeSiS View Post
    Check out how it was in ArmA1.
    Wow thats nice, would like it to be similar in ArmA 2
    Casual ArmA Players it's all about teamwork and fun, join now!

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  6. #16
    Quote Originally Posted by JW Custom View Post
    Wow thats nice, would like it to be similar in ArmA 2
    I never tested it, but i assume that it is, or maybe its better.

  7. #17
    This bug is something I really really hate in A2 and frantically hope that it will be fixed.

  8. #18
    Yes, please do not mix two (or even three) different issues.

    1. what I mean is the grass layer and only that one not hindering AI view
    2. what has been discussed here too, is a good AI feature (anticipation where the enemy could go)
    3. what has been confused with 2. is suppression precision, which is too high; the AI just has a better idea where it lost line of sight to you, than a human normally would have

  9. #19
    Quote Originally Posted by Fireball View Post
    Yes, please do not mix two (or even three) different issues.
    3. what has been confused with 2. is suppression precision, which is too high; the AI just has a better idea where it lost line of sight to you, than a human normally would have
    And if you are wondering about his one, you'd better start here:
    http://dev-heaven.net/issues/show/1751

  10. #20
    Part of the problem is that once they have "made you", they "will" see you. I have no problem "hiding" while I'm not known, but once I'm known, they tend to see me regardless. To test, be in hiding and throw some smoke. Peak from hiding so that the AI could see you if you had no smoke screen. You're still invisible to him. Good. Now, make yourself known by shooting. He now knows where you are, which is also correct. Get back into solid cover and he may stop shooting. Peak out, and he now knows where you are, despite the smoke screen. Set yourself to "this allowDamage FALSE" to see how he continues to deliver accurate fire through the smoke. NOT good.

    I agree, suppression precision is way too good. However, I would want a suppressing sniper to be that good, so... However, what is waaaay too low is the distance from you to where the bullet lands needs to be before the suppression "effects" kick in. If a bullet landed 5m from me, I would still be scared shitless, boost my adrenaline level and be less effective in aiming.

    So, suppression accuracy needs to be lowered, but it really mustn't be done without also increasing the distance at which suppression effects kicks in. Personally I think even close noises (except your own gun) should trigger some suppression effects. Battlefield accuracy (AI *and* player) is far too high on a busy battle. I don't want range shooting accuracy.
    Regards
    Carl Gustaffa - left this game due becoming Steam Exclusive

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