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AI does not select weapon appropriate for a threat
Closed, ResolvedPublic

Description

When attacking a vehicle, AT soldiers do not switch to their RPGs, and instead attempt to ineffectually engage using their rifles.

Details

Legacy ID
3347620277
Severity
Major
Resolution
Fixed
Reproducibility
Always
Category
AI Issues
Steps To Reproduce
  1. open editor
  2. place down a BLUFOR Hunter HMG, and give it a "hold fire" waypoint
  3. place down an OPFOR AT soldier with a view on the Hunter
  4. place down a civilian player as an observer, with a view on both previous units
  5. preview the mission
  6. observe as the AT soldier plinks ineffectually at the Hunter's armor using his rifle, and eventually gets cut down by the HMG
Additional Information

AI Difficulty was set to Veteran.

BLUFOR AT soldiers do not seem to share this problem, as they will happily switch to their NLAWs to engage any OPFOR ifrits they see.

Event Timeline

Sniper_Party edited Additional Information. (Show Details)
Sniper_Party set Category to AI Issues.
Sniper_Party set Reproducibility to Always.
Sniper_Party set Severity to Major.
Sniper_Party set Resolution to Fixed.
Sniper_Party set Legacy ID to 3347620277.May 7 2016, 12:29 PM

This seems to be an issue with the OPFOR launcher, as the same units engage the same targets fine if given an NLAW.

Confirmed;

OPFOR AT's kept shooting with Katibas instead of switching to Alamuts.

Can you also confirm my finding that if you remove the Alamut from the same units and give them an NLAW, they flawlessly switch to the launcher?

gonza added a comment.Mar 17 2013, 1:37 PM

I have made a test

if the AT skill is 0,3 the IA don't shot the vehicle.
but if the AT skill is at 0,7 it work.

BLUFOR AT soldiers also have difficulties to engage ennemy cars. They do it if the car is stop, but if the car is driving, the soldier engage it with the rifle.

Ekko added a subscriber: Ekko.May 7 2016, 12:29 PM
Ekko added a comment.Mar 28 2013, 6:30 PM

Noticed this today in the editor.

something has been fixed...I can get him to fire his rocket now. He takes his time, he'll shoulder it, then walk around for a while before firing...but needs more experimentation. BIS must have done something. :)

Updated title and description, since this problem is not limited to OPFOR AI.

For the record, as Blufor, I find the problem has been fixed when I create a scenario in the editor.
Playing Whole Lotta Stratus, (user scenario) My AT team member still doesn't fire a rocket on enemy technical. Strange. It's like it's ALMOST totally fixed....

Is it possible to add up-votes? My issue had more than 20 up-votes, and was closed and set as duplicated of this one... http://feedback.arma3.com/view.php?id=6418

oukej added a comment.May 19 2014, 2:14 PM

I'll merge this one with http://feedback.arma3.com/view.php?id=669 (older, but less votes, comments) . Hopefully I got it right - both are dealing with AI that actually uses an inappropriate weapon on a target. Which usually means an incorrectly defined target.

Could you, please, list vehicles where have you observed such behavior?

Also note that currently the AI will prefer to kill the crew if possible (AI crew turned out...)

oukej added a comment.Jun 3 2014, 6:04 PM

Do you still experience issues when the AT equipped AI would use small arms against a vehicle inappropriately?
Could you eventually please list such cases, types of vehicles, AT weapons used?

oukej added a comment.Sep 8 2015, 5:39 PM

Attacking turned out crew was fixed by https://forums.bistudio.com/topic/150500-development-branch-captains-ai-log/page-4#entry2884002

I'm also no longer able to reproduce the original issue (even with lowest skill AI)

Thank you!