(closing) - caused by a different profile cfg used on the server.
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May 10 2016
Can you please confirm that if you detonate the satchel while the AI's knowsAbout is still 4.0, it behaves correctly and the AI doesn't pinpoint your current location?
Thank you very much for the investigation.
Slight stuttering can be seen in vanilla when spawning 64 AI at once (8 groups of 8).
This is probably unavoidable. The best practice is to spawn groups one by one, give the AI some time to initialize its networks
I'm sorry, but we don't have the possibility to debug mods. I'd need the one action causing this isolated - I'd need to know how exactly is the actual spawning mechanic scripted.
We've already tried to ping the ALiVE author about this issue and asked for details.
That probably can't be avoided if the unit's count is high (AI networks get initialized), but few units shouldn't have any significant impact.
I'd still need the exact code used to spawn the units I can simply run in the editor, so we know we're looking at the same thing.
Hey, thanks for the report!
To be able to debug this I'd need some more technical details about what in the mod exactly triggers this issue. (how the units get spawned, in what environment)
An isolated repro only with nothing else but the actual script commands that cause the stuttering would be ideal.
Thanks a lot!
Thank you for the report!
Hey, thanks for the report!
AI generally selects the easiest path. The selection takes into account obstacles, inclination, danger - all of that may often lead to AI selecting a road as the best path.
AI in SAFE behavior (not sure if you didn't mean this) will walk on the side of a road in a column (regardless the formation set by WP or script). This is more about eye-candy and squad movement that looks more believable.
The problem is more in AI driving and mutual reactions. Linking to another similar issue.
I am sorry, but the current direction with the upcoming Fatigue improvements is not to add the option to difficulty settings. (It will still be possible to disable it via scripting).
Thanks for the repro
Hanging on :)
an idea - could you have switched groups of the units between the orders?
Hey and thank you for the report!
Could you please create and attach a repro mission for it?
I wasn't able to reproduce it. Tried sending a group of units from my squad away (by giving that order, the first one in this group automatically becomes a formLeader of the group) and the group was always able to regroup on me (by Return to formation command the formLeader switches back to the squad leader).
Hey and thank you for the report.
This was considered even before the work on the weapon deployment started and was one of the major concern. Sadly this feature would be too complicated and is out of scope. We had to acknowledge that we'll have to go without AI being able to deploy the weapons.
Elementary? You're more than welcome: https://www.bistudio.com/company/careers
Hey and thank you for the report!
The AI can also hear you, currently it can hear you sometimes too well (because of this bug: http://feedback.arma3.com/view.php?id=23345)
If the AI thinks the bullets will penetrate it may decide to shoot even if it only has an estimation of the target's position based on the target's noise. (but it needs to know first that the target is an enemy - which shouldn't happen because of the footsteps only. Audible fire or visual confirmation is required.)
Could this be the cause?
I am sorry, but teamswitch in MP is not supported.
A fact is the player's name stay with the player's unit. All switchable units keep their automated engine names.
This is intended, because you'd want the identities to stay with the actual units (so you play "as someone"), not transfer when player's control is switched.
As for the regrouping after switching leader - when using the scripting command you can use it together with https://community.bistudio.com/wiki/commandFollow so everyone immediately follows the new leader.
Fixed in https://forums.bistudio.com/topic/140837-development-branch-changelog/page-32#entry2921906
Thank you for helping us improve the game!
Hey and thank you for the report.
We have recently discovered this issue as well and are already looking for ways of improving the detection
Will keep you informed.
Can no longer reproduce. Probably fixed some time ago.
Was fixed by https://forums.bistudio.com/topic/150500-development-branch-captains-ai-log/page-4#entry2879750
Thank you!
Thanks for the report.
It seems that the AI got stuck on another target. (could've been a higher priority target)
Anomalies like this can happen, it's hard to tell without actually debugging the exact situation.
If you find more info or are able to reliably reproduce the situation, let us know!
Will be fixed in the upcoming dev branch.
Thank you for helping us improve the game!
Thank you for the report!
Also see http://feedback.arma3.com/view.php?id=6888#c96521 pls.
Thanks for the report!
https://forums.bistudio.com/topic/140837-development-branch-changelog/page-31#entry2913712
Thanks for helping us improve Arma 3!
Thank you for the report and the investigation!
Should be fixed in the next Dev Branch update. Thanks!
Afaict it's in civilian formation FSM. Any idea about a situation when this could happen?
Thanks for the report!
Could you please specify some conditions? (used assets - like the civilians mentioned on forums)
Thanks a lot!
Closing for missing summary and informative description.
Please follow http://feedback.arma3.com/how-to-user.html when creating a ticket.
Thank you!
Was fixed in dev branch. Thanks a lot for helping us smash this bug guys!
@ Cyruz - things can change but so far we haven't deemed it an issues significant enough for hotfixing and also there haven't been many requests for it.
Thank you for the report! We've recently discovered this bug and will be fixing it.
Is now fixed in dev branch. Thank you for helping us improve the game.
Thanks for the report guys!
Hey and thank you for the report!
I would consider this as an edge case. (there's no mechanic in game relying on player getting right next to the AI)
This should now be significantly improved in Dev. branch.
Could you please check it?
Thanks a lot for helping us improve the game!
Could you please point me to the location on the vid? Thanks a lot! :)
Thank you for the report!
This has been improved recently. You can check the behavior in the Dev Branch.
Thank you for your feedback!
This got fixed by https://forums.bistudio.com/topic/150500-development-branch-captains-ai-log/page-4#entry2888103
Thank you for helping us improve the game!
In progress.
Thank you for the report!
Civilians are on the same side as Independent and will only become "renegade" (https://community.bistudio.com/wiki/sideEnemy) by killing friendly units (Independent and those that are assigned as friendly to Independent in the Intel tab)
If civilian unit becomes "renegade" (sideEnemy = true), then any other unit in the game will attack.
Civilian unit can't become renegade by shooting at units that are "enemy" to the independent. To solve this you can set the Independents as friendly to Everybody in the editor in the Intel tab.
Closing this issue (http://feedback.arma3.com/view.php?id=22973 better describes the core of the problem)
Thanks a lot for cooperation on investigation of the issue!
You don't have to :) The issue in the end is that in MP environment the "setSkill array" command (using any sub-skill) overwrites all the subskills of the unit.
Could you please try commenting out the "_unit setskill [ "general",1 ];" ? (You don't need that, it's basically the same as simple "setSkill". "General" contains the skill value that gets redistributed into subskills.)
Hey, thanks for the feedback.
There were two issues in skill and skillFinal (1.38 and before the command didn't work in MP environment) propagation that have been fixed quite recently.
You can already check the fixes in Dev or RC branch (https://twitter.com/Arma3official/status/572365195617697792). Please take a look at them if the info provided is of any help to you.
I run the same mission set up on Arma Stable version with no problem.
Version 1.38? This surprises me, because the propagation of skill didn't work
correctly.
Edit: I see you've already posted in the issues.
Could you please provide more detail what scripts are you running?
Thank you for the report and repro steps!
It's also needed to have the AI in some "terrain", I wasn't able to reproduce it in VR.
We'll take a look
+1 Ai and all soldiers (including player) are making too lot of some useless animations while various weapon use...
Please avoid adding and mixing issues in one report.
Thank you for the report!
Hey, thank you for the report.
I'm sorry for I don't completely understand the issue description. Could you please add repro steps what you do and what exactly happens?
You can find more info in the guide http://feedback.arma3.com/how-to-user.html
Please do :) If you can, please try to describe the course of actions that led to the situations or even better the actual repro steps - if you are able to reproduce the situation in isolated case in the editor. Thank you very much!
Thank you for the report. Should be fixed in the next dev branch update
Thank you very much for the report!
Hey, thank you for the report!
Should be now fixed in the dev branch. Thanks for your help!
Thank you for the report!
You're right, the rotors don't visually return into a working state after the heli has been repaird. We're sorry that this slipped thru.
https://forums.bistudio.com/topic/140837-development-branch-changelog/page-34#entry2947648
Thank you for helping us improve the game!
Thank you for the report! We're sorry for this issue slipped thru to the Dev branch.
The game shouldn't crash after opening a commanding menu anymore.
Thank you for your help!
Thank you for the report.
However - I'm sorry for we can't take responsibility for any mods :(
Please inform the author of the mod about the issue.
Hey and thank you for the feedback!
need to create many additional positions(for every window/door)
I am sorry but there's no additional work on the current Altis structures planned.
need to teach the AI to use these positions(under certain conditions)
There are already several tickets on the FT regarding autonomous AI use of buildings.
Closing this one.
Thank you for reporting this issue!
Hey & thanks for the report.
AI leaves a vehicle if that has been rendered immobile (canMove = false). As for now the AI won't re-embark the vehicle once it canMove = true again.
You can override the behavior using the https://community.bistudio.com/wiki/allowCrewInImmobile command.
Yes, it should :) Smoke obscures the AIs view. I've described the behavior in the first post.
Thank you for the report! Could you please provide repro mission?
If I throw a smoke grenade between me and the AI and let the smoke build up
- the AI isn't be able to see me
- if the AI already knows about me it will estimate my position based on the previous movement. Smoke isn't a hard cover, so the AI will try to shoot for some time at this estimate location.
This should be fixed in the next dev. branch update.
- skills set in the mission.sqm (default or adjusted by the slider) should now be correctly broadcasted
- skill getters should now get the correct values also remotely
- client can set skill only to a local AI unit
- server can set skill to any unit
- in both cases only the Difficulty/AI Level values set on the server are used to process the skill into skillFinal
If you have any further questions please direct them into http://forums.bistudio.com/showthread.php?159710-AI-Discussion-(dev-branch)
Thank you for improving the game with us!
I am sorry for the massive confusion :)
It actually is part of an issue with skill / skillFinal getters (used on client to watch serverside AI) we've known about and which was previously reported (linked).
Will add more info soon-ish.
Thanks a lot for finding this issue!
Hey and thanks a lot for the report!
Actually was caused by the fact, that AI ignored obstacles once they were close to the shoreline. Got fixed and should not occur anymore :) (in the next dev. branch update)
Thanks a lot for helping us improve the game!
There have been several improvements in the last 6 months - ranging from aiming error adjustments, suppression to visibility tweaks (vegetation, grass, smokes).
I believe this issue has been fixed by these. Could you please check?
Hey & thanks for the report.
Even on recruit difficulty the AI skill can be high. Such behavior depends on too many factors.
Without an exact situation, precise repro steps or a simple repro mission I can't do much, sorry.
Regarding the foliage/smoke, please ref. to http://www.reddit.com/r/arma/comments/2one47/ai_shooting_throigh_grass_tress_bushes/cmotcbg
Doesn't seem to be happening anymore. Marking as resolved.
Could you please verify? Thank you!
Doesn't seem to be happening anymore. Marking as resolved.
Could you please verify? Thank you!
Feel free to suggest a better solution
You're right - the input of multiple axes mapped to one action are averaged.
I'd recommend sticking to mapping only one axis to an action.
I'm sorry to disappoint you.
This is how it is intended to work. It suits the dual throttle controllers. It also can provide more precise control in specific setups.
Mapping two different axes to one action isn't supported as a standard. Here it is but it comes with limitations.
In the repro mission
- following the repro steps if I just "fire" the Rahim noone detects me
- If I fire the Rahim at the units down range (miss or hit them), I only alert them, they get some estimate about an enemy (me) but soon they return to AWARE state.
- If I keep firing at them then they are soon or later able to pinpoint my location. Usually they must be looking in my direction when I fire.
There are 3 units down there that have optics and have much easier time spotting me - Squad Leader, Team leader and Marksman. (you can check it by removing those from the squad).
But it isn't that much about the audibility of suppressed fire. Your note about bad weather/fog also suggests that it's more about too good/fast visual detection.
(You can also try using https://community.bistudio.com/wiki/switchCamera command to switch into the AI's point of view and see what it sees. It helps objectively judging if it's wrong or not.)
I'm not saying there's nothing wrong. But we need to narrow it down to one situation - one AI, one type of optics, one attacker/target positioning. Expressing personal notions, speculating and prematurely elaborating on ideas how it should work draws us away from getting to the core of the issue.
it's possible that this issue related to the new AI fix?
Probably not. The bush on the video worked correctly even before and there's not much more I can tell from it (where was the other AI that killed the player? what was the positioning?)
This is not a discussion. Use forums instead.
But I'll go through the points you said the devs "must do"
*1 - max detection 85-100m - as it is now, e.g. firing the suppressed Rahim you use in your repro mission alerts the AI only as close as about 50m away. However keep in mind the note in http://feedback.arma3.com/view.php?id=21860#c86344 and also take into account that there are only few subsonic ammunitions in the vanilla game and the sonic cracks are damn loud and they should alert the enemy easily.
*2 - variables of detection - all what you mentioned is taken into account for AI's visual detection. Suppressors also reduce the visual signature of firing.
*3 - amount of bullets or weapon type - already taken into account.
*4,5,6 & 7 - this is not how it works. If the AI hears the bullet impact or bullet passing by it doesn't get much information about where it came from. If the AI hears also the weapon fire it will get an estimate about general direction of a threat. The AI then turns into that direction and scan for threats. If it encounters an unknown unit it may recognize it as an enemy faster than if it wasn't alerted by an audible fire, bullet impacts or fly-by's previously.
In other words, the audible events don't tell the AI much - they can alert the AI (making it more focused and better at detecting enemies) and give it some basic direction estimate. The rest of it however depends on visual detection.
You can see it in your repro mission as well. Firing the suppressed Rahim in the air alerts the AI only if you're very close to it. Hitting the ground near the enemy AI or letting the bullet pass close to it alerts the AI but doesn't reveal you or your exact position.
To verify that I recommend using one of these scripting commands:
https://community.bistudio.com/wiki/targetKnowledge
https://community.bistudio.com/wiki/getHideFrom
Please, preferably keep the discussions off the bug reports - it clutters the information about the bug.
If there's no update on the issue it doesn't mean it's been ignored - it's simply means a developer hasn't had a time to (re)check the issue.
Emotions, imperatives, shouting (http://www.albion.com/netiquette/ (!)), excessive information and speculations don't make dealing with the issue any faster - on the contrary - an issue with too much clutter is less likely to be dealt with. Keep it short, objective and to the point. Thank you guys!
AI skill does influence the detection. The range of the AI skill is designed to provide enough maneuvering space to the content creators - it spans from completely dumb to super-human behavior.
Sound pressure of a suppressed shot can be about 110-130dB, which is still quite a loud sound. On the contrary - the game is more forgiving in this regard. AI skilled 0.5 (skill value reflecting an average soldier) won't hear you as far as it would IRL.
However we deliberately decided not to follow the Hollywood style stealthy depiction of the suppressors.
Please try the behavior with the default AI skill and let us know if you think the behavior is still way off.
Thank you
Thank you for the report!
Could you please try reducing the AI skill and see if that helps? AI skill affects detection capabilities of the AI units. I'd recommend using 0.5 as the default value and I'd avoid using extreme values (0 or 1 or close to it).
Please try and let us know what you think!
IRL you should be able to recognize a suppressed shot, even with a very strong noise reduction, about as far as 500m in an environment with about 42dB ambient noise.
Actually re-asking Windows for the controllers every time you open the controls settings is "why" the controllers get lost. (No controllers are returned by Windows)
Will close this one as a duplicate of the "controller lost" issue.
Hey, thanks for the report! Should be fixed in the next dev. update.
Yup :)
Thanks for this and for a nice repro!
Btw, the change was a major one. If you encounter any new issues in music, mission, control or display EH please report back.
Thanks a lot!
I am sorry but we won't be adding "Friendly Fire off" option to Arma.
This should be fixed in the next dev. branch update.
Thank you for helping us improve the game!
This should be fixed in the next dev. branch update! (a different issue with similar symptoms is still present on positions where you can "turn" - e.g. gunners)
Thank you for helping us make the game better!
Thank you for the report!
Because the Camera shake now affects the difficulty (cam. shake when getting hit or suppressed makes aiming more difficult, it can make flying a damaged helicopter more challenging...) and it's an important part of the feedback we're leaning towards removing the option altogether.
Having a premise that no camera shake in vanilla game should be too strong to induce sickness - if you feel in some situations the cam. shake is too strong, please, let us know.
There's also a possibility to disable the camera shake via script command enableCamShake.
Hey & thanks for the report! We'll look into it.
This doesn't seem to be happening anymore.
Could you please verify?
Thank you for your report!
Overhaul of the animation system isn't feasible in Arma 3 scope.
Thanks for the feedback and notes. Yes, it's the same issue - caused by switching from SFM (AI) to AFM while starting the engine.
I'm sorry but it's not feasible at this point.
- checking collisions down to such precision would be very performance hungry
- the cover positions are created dynamically, the bugs in the dynamic creation are already covered in ticket no. 0016449. Changing the approach is not possible, it would mean adjusting all assets, not mentioning the buildings on community islands that would suddenly lack cover positions. If such change was desired it would still take a lot of time and manpower (design, implementation, testing, bugfixing).
Hey and thank you for the feedback.
no proper contact with the corner of the building.
I'm sorry for this can't be done due to technical reasons.
makes a lot of unnecessary movements
It would be nice to have this improved, but I'm afraid it's out of scope now.
Will leave this issue open jic.
This has been fixed by the new stamina system.
This should now be fixed in the dev branch. Thank you for helping us improve the game!
Fixed in https://forums.bistudio.com/topic/140837-development-branch-changelog/page-33#entry2930347
Thank you for helping us improve the game!
Hey, I am sorry for not replying sooner - it has been quite a bug-busy time lately.
Thank you for the fix confirmation and the report in the first place.