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Please do something for findNearestEnemy and knowsAbout commands
Acknowledged, NormalPublic

Description

Hi,
I already wrote something on Bi forum Arma3 troubleshooting, but i think it's time to open this report because BI is about to issue the dynamic simulation and many of the script writers could encounter these following behaviors.

First of all, I may be wrong, It seems to me, BI changed the behavior of the findNearestEnemy command.
I remarked since Apex or 1.58 (not sure), that the nearest enemy is no more the truly nearest one:

If player knows about ground unit and planes, the "nearest enemy" is quickly marked on plane, even if this asset is flying away more than 2Km and ground units are firing at you.

Same for tank, armored vehicle, (with a lower priority than plane(?)).

Same for emptied vehicle. If crew dismount and fly, the "nearest enemy" remains for a while the emptied car, even if dangerous units are closer than it. An empty car should never be a worse enemy than a firing unit on you!

If you are civilian, the "nearest enemy" is an OPFOR, even if it has no intention to open fire at you... Arma's engine does that.

So, please, could you make that findNearestEnemy recovers this former behavior and hits the geographically nearest unit/asset able and motivated to kill the unit which is parameterized?

I don't dislike the idea to have some classification by asset's dangerousness, but this aim fails most of the time with the context (plane flying away, emptied car,..). Just focus on distance and "canfire" could be great.

Furthermore, what could appear as "bug" instead of a dev's choice:

findNearestEnemy command still continues to return an hidden unit by simulation manager module or hideObject command as far as the concerned unit (player or else) already knows about this hidden enemy (it's now a non-decreasing value like it could be for a hidden position)!

Permanent, constant knowledge about hidden (non visible and bulletproof) units is questionable.

I found a good point: "enable simulation false" lets the unit visible but not eligible for the nearest enemy. The knowledge about this kind of unit stays at 1 ( why not 0?), which seems to be sufficient to skip the findNearestEnemy command.

IMO, findNearestEnemy and more than that, knowsAbout commands are not compatible with dynamic simulation or any hidden/visible switches along with distances.

Details

Severity
Minor
Resolution
Open
Reproducibility
Always
Operating System
Windows 10
Category
AI Spotting / Detection

Event Timeline

PiepMGI created this task.Jan 17 2017, 8:34 PM
PiepMGI updated the task description. (Show Details)Jan 17 2017, 8:39 PM
PiepMGI updated the task description. (Show Details)
Alwin claimed this task.Jan 25 2017, 11:24 AM
Alwin changed the task status from New to Reviewed.
Alwin changed the task status from Reviewed to Acknowledged.
ystaub added a subscriber: ystaub.May 13 2017, 3:21 AM
Lex added a subscriber: Lex.May 13 2017, 2:42 PM
pcc added a subscriber: pcc.Mar 6 2022, 10:20 PM
thy_ added a subscriber: thy_.Mar 3 2023, 7:11 PM