If an AI unit knowsabout another AI unit (of the same side), it will know immediately when that unit is killed by an enemy even if it can't see or hear the unit or the enemy that killed it.
Video highlighting the issue:
If an AI unit knowsabout another AI unit (of the same side), it will know immediately when that unit is killed by an enemy even if it can't see or hear the unit or the enemy that killed it.
Video highlighting the issue:
Expected: Neither A nor C should detect that B has been killed as there is no line of sight and they are beyond audible range for a supressed weapon.
Observed: C immediately detects that B has been killed. A remains oblivious.
Related Arma 2 issues from CIT:
AI aware of location of bomber after satchel charge detonated
https://dev-heaven.net/issues/72277
AI knows about having done a kill instantly
https://dev-heaven.net/issues/23524
Maybe people will post missions when the bugtracker allows attaching raw PBOs and SQMs. Making us compress 50kb into 35kb files is just silly.
Anyways, plenty of tickets have been accepted with just videos.
/rantdone
I suggest amending this ticket to "AI is alerted immediately when a friendly unit it knowsabout is killed."
Also, the expected behavior should be that the AI is alerted after a suitable delay.
I was just about to post the same, when doing a stealth mission it's really frustrating that the AI can detect a dead body they can't see.
I think you could have simply zipped up and attached the mission folder, makes it easier for everyone, no renaming, no map guessing. Just food for thought for next time.
I can confirm the issue; you can even accelerate the repro by teleporting the guard away, such as issuing:
guard setPosATL [2222.5,5601.81,0]
This issue seems related to this Arma 2 CO issue: https://dev-heaven.net/issues/72277
Please bear in mind a suppressed gun is not completelly silent.
But this is true, in case a squad wants to leave 70 meters between players in a low-visibility low-sound place to search for something and you take one of them down, the others have no way to see what happened, same if an unit over 400 meters away from their squad with no radio is engaged in a firefight
↑ and should now be fixed and significantly improved. :)
The units' checks are performed with a periodicity because of performance - please bear that in mind. (scenarios with 1 meter / 1 second detail in stealth riddles won't work - you still need to maintain some scale to suit the lod of the detection)
Please keep us informed if you encounter any emergent side-effects.
Possible side effect?
0021220: AI is not alerted when unit on same side is killed with silent weapon
http://feedback.arma3.com/view.php?id=21220
Mass-closing all resolved issues not updated in the last month.
Please PM me in BI Forums (http://forums.bistudio.com/member.php?55374-Fireball) if you feel your bug was closed in error.