super AI has been removed from the game....
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May 10 2016
Do you have super AI on? in the difficulty that option makes all AI always on 1.0 (the most cheater setting).
Ok Fireball do you want me to make video of it or just make the mission again and set everything like I had it and have everything on vanilla?
I was rather going on about the weapon mod, not the sound mod, which could cause this.
At any rate, before continuing on this report I want it reproduced with vanilla A3 and exact repro steps and even better a small repro mission in the editor.
First of all, you should report issues always on vanilla A3. No mods, nothing.
Then, complete user missions are difficult to debug. Try to make some small setup in the editor, which only shows the issue, maybe even make the player invulnerable. E.g. one AI, one player, night time, 300m, like in your repro steps. Zip up the folder and attach it to the report.
Improve repro steps, where needed.
like someone said above, it's a suppressor, not a silencer. A suppressed gun is still quite loud. A .308 suppressed rifle *using subsonic ammo* will still produce sounds as loud as 130dB.
AD2001 explained it, the mod is the cause; if the suppressor in the mod is not configured correctly, they can hear you very well.
I wonder if you can replicate the issue with vanilla weapons.
EDIT: You cannot use those enemy/friendly config file entries anymore; they have been replaced by a holistic approach:
aiLevelPreset=3; //means custom skill skillAI=0.5; precisionAI=0.2;
While the enemy/friendly entries persist, you can as well delete them now from the config file.
Speed of sound is known to be changing more then just sounds, depsite being labelled as a sound mod (yet it is a weapon mod). I bet that's your issue.
How is sound of speed a weapon mod? Also I have used jsrs 2.1 and that mod was heavy on fps i caused lose in fps and the creature of that even says it does that.
Now I haven't tested in a while since this was really discouraging for me and I have seen nothing but bad things the ai is doing.
Out of curiosity, which of the sound mods are you using. I was looking into using one of the available but I would prefer to avoid these problems.
Uninstall any mods you have.
Mods I have are mk18 weapon,sound of speed ...thats it not sure the accuracy have to check later after work.
What's the best Ai accuracy to get better results thank?
BI can't fix community made mods.
Here is my my Ai Values
skillFriendly=0.98500001;
skillEnemy=0.64999998; precisionFriendly=0.5; precisionEnemy=0.2; aiLevelPreset=3; skillAI=0.050000001; precisionAI=0.1;
What is the purpose of that then I lose good sound mod seeing that bis sound is horrible.
It is a surpressor, not a silencer. From that distance they still could have heard the direction of the shot. Ideally they should do supressive fire in your general direction instead of accurate shots.
I made a stealth mission some months ago (Silent Justice) and I do not get over accurate AI, infact they tend to flee, because they can not pinpoint where the fire is comming from (I always engage from 300+ meters)
What accuracy setting did you had the AI here?
Do you have any mods installed?
Thank you very much!
Ok, now its going weird, we tested in with 10 people.
6 were affected with this issue, the other 4 people were fine.
Tested with build:
Client: 1.19.123771
Server: 1.19.123771
Its very simple:
press the addAction "addWeaponGlobal".
Press the "firemode changing key", for me its "f", to grap the weapon from the back.
Now shot the magazine empty.
Try to reload trought the "reload key" "r" -> NOPE won't reload.
Now look in the Inventory "i", and you will see there is always a empty magazine.
BTW the second video on the top in the description show which problem i mean.
Hello,
thank you for the repro mission. I was not able to reproduce the problem on dedicated server, though. Are you sure that this problem is actual using your repro-mission?
If yes, could you please add exact repro steps to simulate the problem.
Thank you for the repro steps. I cannot reproduce it. For me, the reloading works fine.
Tested on both Steam Stable and Steam Dev.
Please note that the video shows the problem clearly but we cannot do anything with it unless we are able to reproduce it.
Thank you for understanding.
We will try it later with the latest Steam DEV and give you feedback.
But on a dedicated server, here an example mission:
https://github.com/Fankserver/ArmA3BugSamples/tree/master/18454
Not reproduceable on singlemission file
Here a sample:
https://github.com/Fankserver/ArmA3BugSamples/tree/master/18453
Spawn vehicle, get in as driver, manual fire, and shot
i mean the countermeasures not the missles
You don't have smoke at the start-up of the missile or you don't have smoke for all the trajectory ?
Sample for this issue:
https://github.com/Fankserver/ArmA3BugSamples/tree/master/18452
Everytime try the example i linked.
Mass closing tickets marked as resolved more than 1 month ago.
If the issue is in fact not resolved, please create a new ticket referencing this one and ask for it to be re-opened.
@Zed could you please create a new ticket for the crashes?
Hello,
thank you for the feedback. I am resolving the issue as fixed. Comments are not closed so if it reappears or there is another need of typing a note, please feel free.
Thank you very much.
YOU GUYS ROCK!!
13-05-2014
EXE rev. 124294
Size: ~83 MB
http://goo.gl/4KAfxB
...
"Minor PhysX optimization"
...
FPS before spawning "C_Offroad_01_F": 59
FPS after spawning "C_Offroad_01_F": 59
I then went though and SPAMMED the script and spawned a few thousand vehicles in (random class names):
59 FPS
Shameless plug of AI "caching" which is somewhat related to this issue but may be a different beast entirely: http://feedback.arma3.com/view.php?id=18734
As for THIS specific issue, it seems resolved with only a few FPS drop which is understandable and a MASSIVE improvement. It's a shame that how this issue was fixed cannot be disclosed (for curiosity sake) but it is resolved nonetheless.
Duping to #18566, as RCA is in there.
Was interested on how it would perform on my system so I ran franks repo.
B_MBT_01_arty_F
1.18.124200: 50 FPS -> 18 FPS
1.19.124318: 52 FPS -> 15 FPS
And it crashed with C_Offroad_01_F every time I tried on dev and stable
Full rpt files and dxdiag: http://goo.gl/A3rjeu
Glad to see it works!
Update/patch 1.18
Issue seems to be resolved. FPS only drops a few which is understandable.
Was confused with enablesimulationgloabl vs enablesimulation. enablesimulationglobal only works from SERVER (dedicated) machine, not from editor.
Anyway, enablesimulation before patch 1.18 was dropping FPS and as of now FPS only drops a few frames which is a massive improvement.
Bravo BIS for fixing this issue so quickly! Please keep ticket open while Fank and others can duplicate results to make sure issue resolved.
BTW zorrobyte we reproduced it with https://github.com/Fankserver/ArmA3BugSamples/tree/master/18451
Very cool, good work everyone!
This also seems to happen with Units as well!
http://forums.bistudio.com/showthread.php?176389-enablesimulation-false-and-hideobject-true-what-else-is-simulating&p=2670115&viewfull=1#post2670115
For example change in spawnpos.sqf:
_civcarpool = [
"C_SUV_01_F"
];
_indcarpool = [
"C_SUV_01_F"
];
_milcarpool = [
"C_SUV_01_F"
One could modify the calls to be all _civcarpool instead:
[_civcarpool,_industrial,true,"ColorYellow"] call _car_spawn;
[_civcarpool,_military,true,"ColorRed"] call _car_spawn;
[_civcarpool,_civ,true,"ColorGreen"] call _car_spawn;
And then just plop classname in:
_civcarpool = [
"C_SUV_01_F"
];
Not a very specific repro script I admit however it works to duplicate the issue.
Machine info:
2500K @ 4.8GHZ
8GB RAM
Nvidia GTX 670 (OC)
2x Samsung 840 EVO 250GB in RAID0
I've done some experimenting with this addon: http://www.armaholic.com/page.php?id=24517 (for easy modification of config.bin)
FPS no vehicles: 53
FPS spawned vehicles (stock config.bin): 27
FPS stripped config sounds: 34
7 FPS gain by stripping class sounds from the config.bin which would mean that sounds for vehicles are not disabled when enablesimulation false. Don't know if sounds are handled by an eventhandlers system or otherwise. Will be a good place to start.
Will update as I experiment more.
Nice, very much appreciated Frank!
Offtopic answer: related to text in first comment on this ticket
http://feedback.arma3.com/view.php?id=18451#c69103
only DEV branch of Arma 3 and PROF branches (used as counterpart to PERF branch) contain the debug layer for those diag_ commands
Ok guys,
I was finally able to reproduce it with a big help of Fank (thank you thank you thank you). It wasn't working for me before.
Assigning to responsible department, thank you all very much!
HW Information:
CPU: AMD Phenom(tm) II X6 1090T
MB: Gigabyte 990FXA-UD7
RAM: 16GB
HDD: -
GPU: 2x NVIDIA GTX760 (SLI) on 3x 1080p (Triple head)
All HDD's are connected via ISCSI on a 10GBit, no problem in other games.
Base FPS: 32-33
Starting spawning C_Offroad_01_F: 10 FPS (during spawn) 14-15 FPS (after spawning)
Same with hideobject false & enablesimulationglobal false:
8 FPS (during spawn) 12-13 FPS (after spawning)
Starting spawning B_MBT_01_arty_F: 3-5 FPS (during spawn) 14-15 FPS (after spawning)
Same with hideobject false & enablesimulationglobal false:
2-4 FPS (during spawn) 13-14 FPS (after spawning)
Thank you a lot for the investigation, zorrobyte. I tried all the vehicles in your note, but the FPS stayed the same for me.
Could you please provide me with repro steps as exact as possible? It may be that I use different init for vehicles or other aspects I cannot think of now.
Thank you very much.
interesting findings zorrobyte
Hmm.. Starting at 56FPS
C_Boat_Civil_01_police_F only drops FPS to 53
Box_NATO_Wps_F doesn't drop FPS = 56
B_MBT_01_arty_F drops FPS to 27!
B_Boat_Transport_01_F doesn't drop FPS = 56
C_Offroad_01_F drops FPS to 28!
B_Heli_Light_01_F drps fps to 53
This is using the same repo mission, spawn script.
I don't think this is Physx, maybe so but could it be the event handlers for vehicle sound? Maybe it has to do with Physx complexity?
Why not disable Physx and sound eventhandlers (or whatever is used) when enablesimulation false?
Additionally Manalog doesn't work with A3 (https://dev.withsix.com/issues/27636)
I assume that A3 also doesn't have diag_captureSlowFrame, diag_captureFrame,diag_logSlowFrame? RPT reports (missing ;) tried on stable and dev, command(s) listed in A3 wiki page https://community.bistudio.com/wiki/Category:Scripting_Commands_Arma_3
Would be nice if the community could submit helpful dumps/info, but such may be easier for internal BIS teams to do (to control environment).
A workaround would be to spawn/delete vehicles during mission runtime (based if player near) but would instead impact MP and netcode from packets spammed during vehicle create/delete..
Yet another Attchto bug seems to be fixed in 1.19.123962.
The delay no longer prevents the two objects from attaching.
Possibly related : http://feedback.arma3.com/view.php?id=17807
Confirmed. Very weird behaviour. I'd guess this is because of the object entering resting state? This gets really annoying. The most popular attachto command deserves a Guiness book record of its own on how many time it has been broken since A3.
to add if you are a driver, hidden object seems to exist for the vehicle yet you cannot see it. If you are on foot you can walk through. This has been happening with invisible objects since day one regardless of attachment.
Mass closing tickets marked as resolved more than 1 month ago.
If the issue is in fact not resolved, please create a new ticket referencing this one and ask for it to be re-opened.
It does appear to be fixed 1.19.123962 in SP, I don't have access to MP so can't check.
Hello,
it has been fixed locally. Can you please confirm on Steam Dev 1.19.123952 and higher?
Thank you very much.
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.
thanks so much they are in nice style now!
ok i am now on dev but they are not changed yet.
We adjusted the text, could you please check in a day or two on Steam Dev?
Thank you.
It is what we need, thank you very ymuch!
ok I'll switch to beta and test it.
I just typed them is that usful?
IMG_0975.JPG:
اسلحه
سلاح
IMG_0979.JPG:
سلاح دوش پرتاب
IMG_0980.JPG:
مواد منفجره
IMG_0981.JPG:
سلاح های ویژه
IMG_0982.JPG:
تجهیزات
Thank you guys,
the screenshot were processed to our dev team.
Have a nice day.
Hey,
we decided to adjust the text on ammo boxes. The problem is that we need text versions of the texts. Would it be possible to upload a text file with them?
IMG_0975.JPG -----> Basic Weapons [CSAT]
IMG_0979.JPG -----> Launchers [CSAT]
IMG_0980.jpg -----> Explosive [CSAT]
IMG_0981.jpg -----> Special Weapons [CSAT]
IMG_0982.jpg -----> Support [CSAT]
there are also some wrong dialogs in radio massages if you want I can inform you about them.
Upvoted.
Well done, Amooei - upvoted. (Also, drop me a line at [email protected] if you fancy doing some voice acting in Persian!)
Hello guys,
thank you for your feedback. Would it be possible to make a list of objects where the the farsi texts are wrong? (Maybe add a proposed solution). It would help us a lot to solve this as we are not fluent in the language. :)
Thank you very much!
Mass closing tickets marked as resolved more than 1 month ago.
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