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Arma 3 AI unit hand held weapon automatic fire bugs.
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Description

Several related bugs and problems concerning AI units firing hand held weapons with automatic fire:

When the distance between the shooter and the player is less than 100 meters, then the ai is unable to compensate for recoil, and all but the first one or two shots in a burst always misses the target. One of the consequences of this is that AI machine gunners in the player's squad are almost never accurate.

However, when the distance between the shooter and the player is greater than 100 meters, then the ai is able to compensate for recoil, and most shots in the whole burst are fairly accurate.

Additionally, if the shooter is more than 100 meters from the player, or the shooter is more than 237 meters from its target, then the shooter's rate of fire drops dramatically.

Additionally, the cadence of shots is faulty. The spacing between the first two shots, is usually much smaller than between subsequent ones. Somtimes the spacing between the first two shots is zero.

Video Demonstrating the problems:
https://youtu.be/g8V4T9oxMMQ
[There is occasional stuttering in the video, please ignore that].

Mission demonstrating the problems is attached below:
[updated repo mission so the cadence readout still works after switching SHOOTER's weapons]

Details

Severity
Major
Resolution
Open
Reproducibility
Always
Operating System
Windows 10 x64
Operating System Version
Version 10.0.19044 Build 19044
Category
AI Aiming / Shooting
Steps To Reproduce

Load mission file attached to this report. It contains a bluefor AI unit (named SHOOTER) with an automatic rifle. He is set to target a opfor ai unit (named TARGET). The player is a bluefor unit. SHOOTER is placed some distance away from TARGET. Soon SHOOTER will begin to fire upon TARGET.

To see the problem where SHOOTER is unable to compensate for recoil, stand within 100 meters of SHOOTER. Within that range, only the first or second shot in each burst is ever accurate. If you then move farther away than 100 meters from SHOOTER, you will see that SHOOTER is then able to correctly compensate for recoil. Beyond 100 meters, any shot within the burst may be accurate. You will also notice that SHOOTER's rate of fire dramatically reduces. ( believe the drop in rate of fire is an intentional feature, but I must point out that it sounds very bad, especially in conjunction with the following issue).

To see the problem where the shot (time) cadence, listen to the timing of SHOOTER's shots. Or alternatively, see the cadence printout I included, which is visible at the bottom of the text seen when looking toward TARGET. The cadence print out shows the time between each shot and the previous shot within a single burst. The problem is apparent in the spacing (in time) between the first two shots in a burst. That spacing is usually MUCH shorter than the spacing (in time) between subsequent shots in a burst.

SHOOTER's aimingaccuracy is 1. If you change the his aimingaccuracy to a value less than 1, you will see that the problem still remains, although because the burst as a whole is aimed less accurately, it means that, by chance alignment of the whole burst, a unit with a lower aimingaccuracy might accidentally land more shots on target than a unit with higher aimingaccuracy.

Additional Information

I classified the severtity as MAJOR within the context of ai aiming/shooting.

IMPORTANT UPDATE: It seems that the problem related to the AI unable to compensate for recoil when near the player occurs when a non-zero recoil is defined for a firemode that the ai is using. In other words, there seems to be a conflict between the recoil defined in the weapon, and the recoil defined in its fire modes.

ANOTHER UPDATE: I believe the original format recoils in the form like this,

		recoil_auto_machinegun_3outof10[] = {0, 0, 0, 0.06, 0.0110829, 0.0060864, 0.06, 0.0102066, 0.0058896, 0.06, 0.0080529, 0.0051864, 0.06, 0.005886, 0.0044832, 0.06, 0.0043548, 0.004056, 0.06, 0.0031722, 0.0037584, 0.06, 0.0027, 0.0036624, 0.06, 0, 0};

are not configured correctly.

I think the time component of each impulse is meant to be measured from the start of the recoil, and not from the previous impulse. See that 0.06 time parameter repeating over and over, I think that is wrong.

Event Timeline

FlyingSaucer updated the task description. (Show Details)
FlyingSaucer edited Steps To Reproduce. (Show Details)
FlyingSaucer updated the task description. (Show Details)May 6 2023, 2:19 AM
FlyingSaucer updated the task description. (Show Details)May 7 2023, 12:12 AM
SaMatra added a subscriber: SaMatra.May 7 2023, 3:53 AM
honger added a subscriber: honger.May 7 2023, 1:43 PM
FlyingSaucer edited Additional Information. (Show Details)May 13 2023, 9:56 PM

Discovered there seems to be some kind of conflict between a weapon's recoil and the recoil of its fire modes. See additional details.

FlyingSaucer edited Additional Information. (Show Details)May 13 2023, 10:50 PM