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Required new command/waypoint type "BREAKTHROUGH", for AI movement.
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Description

In the Arma3 there are several types of movement in the set point.
For example it waypoints: DESTROY, SEEK AND DESTROY, GUARD, JOIN, MOVE, FOLLOW and etc. I've tried them all.
If the AI-squad uses these waypoint and during this moment this AI-squad switched to danger mode (note! even if the enemy isn't around), then this AI-squad always stops movement.
He stops and falls to the ground and does not move in the set point, up until the commander or other soldier will not say "Clear".(i.e. exit from danger mode).
Only after this point, this AI-squad, will be able to continue the movement to the destination point. This feature of Arma3 AI really slows down the movement of any infantry and also it is very tiresome for the player. Sometimes, period of inability of the AI to move, takes much time even if squad no has a real threat. More than 5-10 minutes, the AI-squad not able continue its movement.

In real combat, sometimes soldiers should only run and don't get stuck down in the combat!
This can be a breakthrough towards to the priority target or running to the helicopter to leave the dangerous region or salvation from a mortar attack as we can see in the singleplayer mission, when Kerry should be to run through mortar fire.
NOTE! Unfortunately today (v1.38) in ArmA3 does not exist type of movement, in which the AI will not be stuck up in the battle and will not stop before the specified target point!
The game lacks a special type of movement in which all bots will move to the specified point with the highest priority!

I propose to add a new type waypoint, which will be called "BREAKTHROUGH".
In this case, the AI will have to trying to reach the set point as quickly as possible, of course risking more.

Also this will allow BIS to add this command in the actions menu to the player-commander could command to do it.
For example:
"MOVE TO HERE" - will standard movement as we see today.
"BREAKTHROUGH TO HERE" - will movement with highest priority.

This command will greatly expand the tactical choices of the player and improve the AI in the game.

Details

Legacy ID
2773346188
Severity
None
Resolution
Duplicate
Reproducibility
Always
Category
Feature Request
Additional Information

related to folowing issues:
http://feedback.arma3.com/view.php?id=21222
http://feedback.arma3.com/view.php?id=3920
http://feedback.arma3.com/view.php?id=22100

Today, the player-commander IN THE ARMA3 DOES NOT EXIST ANY METHOD do the following:

  1. TO EVACUATE HIS SQUAD UNDER FIRE, BY MEANS OF ANY VEHICLE FROM DANGEROUS SECTOR.
  2. TO BREAKTHROUGH OR ESCAPE HIS SQUAD FROM THE MORTAR ATTACK.
  3. TO BREAKTHROUGH HIS SQUAD VIA ENEMY FIRE TO ALLY SUPPORT.
  4. TO RUN AWAY HIS SQUAD UNDER FIRE FROM SUPERIOR ENEMY FORCES.
  5. TO SAVE HIS SQUAD FROM THE ENEMY SURROUNDS.
  6. TO SAVE HIS SQUAD, IF THE SQUAD WAS AMBUSHED.

Always and always the AI will crawl like a turtle, behind the player-commander and die under enemy fire, because not able to move fast!

Event Timeline

mickeymen edited Additional Information. (Show Details)
mickeymen set Category to Feature Request.
mickeymen set Reproducibility to Always.
mickeymen set Severity to None.
mickeymen set Resolution to Duplicate.
mickeymen set Legacy ID to 2773346188.May 7 2016, 8:15 PM

Did you try forcing the groups AI behaviour mode to AWARE?
Also, you forgot to vote.

"Did you try forcing the groups AI behaviour mode to AWARE?"
Of course I tried it. It not work... A new type of movement should not depend on the mode of behaviour.

"Also, you forgot to vote".
you probably too... click of course "down"/

Upvote, very much needed. I like behaviour name 'BREAKTHROUGH'. Other suggestions: 'COMBATMOVE', 'MANOEUVRE', 'HASTE' or just 'MOVE' perhaps.

Today(v1.40) the player cannot force the AI squad to follow in the designated direction quickly and effectively, because if the AI sees an enemy, he will stop movement, immediately or a little later.

This should not be, because unfortunately today these actions for the AI are impossible:

  1. The AI is not able try to quickly leave the dangerous region and about to embark on a rescue vehicle if the rescue team has arrived! Because if the AI sees an enemy, he will always stop movement, will falls to the ground. Note, this endangers the entire rescue team.
  1. The AI is not able to quickly get into a vehicle(if player used for this AI a "GET IN" waypoint in the editor), that is located nearby on the base and attack the enemy, if this base is under attack!

If the AI sees the enemy, then he will fall to the ground and stop moving.
Before the AI get in the vehicle, take a long time!

  1. Any allied infantry AI-squad is not able to quickly come to the rescue, if the team the player is under attack and if the player asking help or assistance from neighbouring units(if player used for this AI a "SUPPORT" waypoint in the editor)

Etc, etc/

In the game there must be a way, when the AI will attempt to charge to the target point, even under enemy fire.
BIS please add new waypoint and make the behavior of the AI according to this waypoint. Really needed to game!

Lots of interesting mission scenario's suffer from this:

  • Fast extraction (like mickeymen describes)
  • Suppress and flank: the flanking forces refuse to move fast, even when only encountering very light resistance (like one or two enemy soldiers). Result: everyone dies because the manoeuvre depends on speed.
  • Advance after key target is destroyed: waiting for an enemy tank to be destroyed before moving on. Your squad sits around as you wait for the AI anti-tank team to very, very slowly move to the position where they'll take out the tank (because they came briefly under fire).

There is potential for amazing dynamics in (infantry) combat in Arma 3 like suppressive fire, taking cover, flanking, detecting enemies etc. The possibility to move at speed (under fire) is very important in these dynamics and is currently lacking.

@joostSidy excellent description!

BIS, please do not ignore this issue.

it will be mutch better we can set the behaviour to each unit and not only to the whole group. So if you need a unit to move in firefight set the behaviour from this unit to CARELESS.

Maybe we can change the doMove command so the unit always moving in CARELESS mode ?

"So if you need a unit to move in firefight set the behaviour from this unit to CARELESS"

That's nonsense. In this position, the soldiers will be walking under the bullets, as if they were in another dimension! It would look silly and not realistic!

With the new waypoint-type need to make a realistic movement of infantry that are under fire! I think, this should be the maximum movement speed in combat mode and only in the erect/kneel positions.
If a soldier is completely tired, he can use a prone position only to gather full strength and then continue the movement at maximum speed.
Such movement will be realistic.

BIS make a such waypoint! It's not a difficult task.
Today, the player cannot do the following:

  1. the AI is not able to move under enemy fire moving to the allied helicopter or any vehicle (if the player wants to make the mission with evacuation of soldiers from the battlefield, under fire)
  2. the AI is not able to escape under enemy fire (if the player wants to make a mission with evasive and fearful soldiers)
  3. the AI is not able to create quick support infantry (if the player wants to make a mission with quick reinforcements, under enemy fire)

This is really a rather major issue/limitation - is there any way we can expedite this issue thread so Bohemia Interactive can address it sooner? I appreciate they're busy, but it seems very simple to fix with an addition of another transition/link in the current FSM system to loop back and ignore hostile units or fire.

The AI in the A3, needs to use different behavior and different tactics.
Today, the AI, ONLY uses careful tactics!
BIS, give the player the opportunity to influence tactics, using additional command and waypoint, with special behaviour.

Today (v1.50) for the player-commander IN THE ARMA3 DOES NOT EXIST ANY METHOD do the following:

  1. TO EVACUATE HIS SQUAD UNDER FIRE, BY MEANS OF ANY VEHICLE FROM DANGEROUS SECTOR.
  2. TO BREAKTHROUGH OR ESCAPE HIS SQUAD FROM THE MORTAR ATTACK.(if for squad necessary rescue)
  3. TO BREAKTHROUGH HIS SQUAD VIA ENEMY FIRE TO ALLY SUPPORT.
  4. TO RUN AWAY HIS SQUAD UNDER FIRE FROM SUPERIOR ENEMY FORCES.
  5. TO SAVE HIS SQUAD FROM THE ENEMY SURROUNDS.
  6. TO SAVE HIS SQUAD, IF THE SQUAD WAS AMBUSHED.

Always and always the AI will crawl like a turtle, behind the player-commander and die under enemy fire, because not able to move fast!

And this issue ignored long time! Today (v1.50) the AI in the game is impotent, unable to do such necessary tasks.

In one of my missions, my ai squad and I approach a hill from 1.5km with enemies behind it. If one of the ai enemies is on top of the hill by chance and can be seen by us, we're screwed. Nobody is firing, not us, not the enemy, because the distance is too great, but the squad goes very slow because of the detected enemy and it takes a very long time to cross the distance.

It's not fun at all like this, especially because it seems so unnecessary. I really hope this gets fixed someday.

@joostSidy your example clearly demonstrates the problem

F2kSel added a subscriber: F2kSel.May 7 2016, 8:15 PM

I was just looking at this again today and nothing has changed.
Even if you do put them in careless mode using waypoint they then can't run, if you force them to move using domove and careless they just stop when they see an enemy.

Also if you split your group and they are separated by several thousands of meters as soon as one unit sees the enemy all the units in the group respond and start to go slow and crawl.

@F2k Sel the solution to this problem is elementary! Only add one command and one waypoint, but BIS, almost 8 months ignores this ticket. Why they don't want to make the game better and more realistic? I can't understand:/

zeven added a comment.Oct 2 2015, 2:54 AM

I agree such a waypoint would be really nice, but as a sort of half measure I offer this.

_grp setBehaviour "CARELESS";
_grp allowFleeing 0;

_wp setWaypointType "SAD";
_wp setWaypointSpeed "FULL";
_wp setWaypointBehaviour "COMBAT";

_unit setUnitPos "UP";

Where _grp is the group, _wp is the waypoint and _unit setUnitPos "UP"; is done for every unit in the group.

I know it would help greatly, to set something that our teammates would ignore enemy and just escape after the commander. There would be great, but i would add other behavior type named "Escape" or something..... Only then they could ignore all and follow commander.

Or maybe just force 'AWARE' mode. You can order this, but they refuse because of simulated 'human feelings' which doesn't work in the game.

If we could just force them in 'AWARE' mode, even erase their 'knowsabout' information, you could get your squad running again. It's even realistic, it's like the commander saying 'Forget about the enemy, just keep moving!'

TutSi added a comment.Nov 27 2015, 3:03 PM

Yes, but as i writed, it happen on all behaviors. Its sad, they dont look at this ticket.

zeven added a comment.Nov 27 2015, 3:27 PM

_unit disableAI "FSM";
_unit disableAI "AUTOTARGET";

Will make the unit follow the waypoint even when taking fire. He wont stop but he might use some smoke in an attempt to stay alive.

TutSi added a comment.Nov 27 2015, 3:43 PM

Now tell me genius how i can enter this on campaign mission? Why i must enter some script commands like that, when this is clearly bug? How i can enter this?! THIS NEED FIX!!!!!

"There would be great, but i would add other behavior type named "Escape" or something"

Hi @TutSi ;) I think it's not the best idea, because the commander can't give orders to their subordinates. "Escape" - cannot be as order. This is a consequence of the cowardice of the soldier, who tries saves his life, not more.
Still I think the best option for AI will command and waypoint with the name -"BREAKTHROUGH". Such an order to subordinates will is more adequate.