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[Feature Request] Alt syntax for doTarget/commandTarget
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Description

Alt syntax for these so you could determine an offset at where on the target model to aim at.
Offset would be either model position or selection.

This would be quite useful for adjusting AI targeting at vehicles, like tanks, so you could have AI actually target weak positions on the given target etc.

_aignr commandTarget [getAttackTarget _aignr, "some_custom_model_selection"]; //target given model selection on target object

_ai doTarget [player, [0.00885012,0.0601135,1.77102]]; //target given model position on given target object

_sniper doTarget [_enemy, "Head"]; //AI sniper aiming at headshot

Details

Severity
None
Resolution
Open
Reproducibility
N/A
Operating System
Windows 7
Category
Engine

Event Timeline

h- created this task.Aug 26 2020, 6:23 AM
kju-PvPscene added a subscriber: kju-PvPscene.EditedAug 26 2020, 7:06 AM

The XXXTarget commands only reveal an unit and make the unit(s) watch/glance at it.

Also the targeting mechanics is completely independent to this and works very differently.

What would be needed is to adjust the memoryPointAim (config parameter) on the fly by some means.
Or maybe something along the lines of aimAboveTarget for a custom offset used by airburst ammo.

Overall the logic should be very complex to achieve this as with AI its first about aiming and then deciding if/when to fire.

A way to manipulate the projectile after firing might be an easier approach overall.

Another possible angle: With doWatch you can make AI target also a position from what i recall - aka you could make it adjust its gun angle and then do a scripted firing (plus handle the projectile/impact via scripting).

Overall to manipulate AI targeting and firing easily and reliably would be great, yet the underlying complexity should make this difficult.

h- added a comment.Aug 26 2020, 8:22 AM

Undoubtedly this would be complex issue, and most likely undoable but just throwing it out there.
I didn't do much of actual testing how the command itself works, mainly went by the wiki description and some experiences from the olden times.

Wasn't aware it's a config param as don't remember seeing such on any vanilla config, thought it was hardcoded to zamerny 🤔
If the engine could accept an array of these 'aim at' points so that you could actually mark on the model the points to attack in order of best to least favored ([zamerny (best), zamerny_1, zamerny2, ...zamerny_N]), that would be neat.

Or a scripting command to set the aim at point for given object, so basically the underlying mechanics wouldn't need much changing, just to check for the most recent "Hot spot" before targeting 🤔

Leopard20 added a subscriber: Leopard20.EditedAug 26 2020, 3:24 PM

If the engine could accept an array of these 'aim at' points so that you could actually mark on the model the points to attack in order of best to least favored ([zamerny (best), zamerny_1, zamerny2, ...zamerny_N]), that would be neat.

When targeting infantry, the AI can aim at the aimPos and the eyePos (up to 200 m). Beyond that it's just aimPos. Unfortunately, for vehicles it's just aimPos.

The reason it is done this way is to improve the performance. In fact, one of the slowest features of the AI is the visibility check. Obviously an 'array' is just out of question.

But I do agree that there should be at least 2 aiming position for vehicles as well (for example, if you put an Ifrit behind a wall with only the back side visible, the AI won't fire at it, because the aimPos is at the front)

As you mentioned, this is unlikely to happen in Arma 3 (these positions must be defined in the config, so this won't be backward compatible with old mods).

Or a scripting command to set the aim at point for given object, so basically the underlying mechanics wouldn't need much changing, just to check for the most recent "Hot spot" before targeting 🤔

This one would be nice.