Its still not fully fixed - ai have big problems with driving reverse. Sometimes they starting to make circles, sometimes they reverese.
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May 10 2016
I think devs are just checking what is done and what isn't, if they see a bug named "AI drive reverse" and marked as "solved" they are ignoring it and going to next bug, they dont look at old trackers. And we must wait for Arma 4 to Ai be fixed. Not cool.
Its should be highest priority for you now. PhysX and vehicles, rocket tanks, accelerating in 0.5 seconds to 70 km/h and driving circles, crashing on obstacles etc. Its main part of game, this is like driving car on 3 wheels!
Look at this forums:
http://forums.bistudio.com/showthread.php?179322-Tanks-are-you-kidding-me/page3
It's "acknowledged".
I created new ticket, beacuse this one is just like ignored.
Please don't do that. It creates an unnecessary additional workload and doesn't help solving the issue in any way.
Yeah, i created new ticked, and its closed automaticly. Great. Looks like BI are ignoring this. All we have left is waiting for Arma 4
I created new ticket, beacuse this one is just like ignored. Do you know about the issue?
Yeah, i created new ticked, and its closed automaticly
It's never closed automatically, it's done either by a dev or a moderator. Please read: http://feedback.arma3.com/how-to-user.html
"Before you report feedback, please use search function in the Feedback Tracker (FT). Should you not find a similar report in the FT database, please report it. If you do find it in database, you can use voting to support it."
Thank you for your understanding.
I can assure you that driving AI issue is like a thorn in the backside of Bohemia, so rest assured it is still being looked at.
Yes it's still broken but if you read the earlier post by oukej he has promised to keep us informed and it's only been six months since then.
I think that, when driving backwards, the AI should you just what you order. First of all, the driver can't see what's behind, and in a combat situation, if my commander orders "go backwards!" I will go back, and I won't care if there is a tree, a house or lamp post -.- I will just ram it.
It's very game breaking for armored combat ATM, specially in urban environments. Greetings!
I think this bug should have the highest priority
Still doesnt fixed. This should be your highest priority beacuse its most important part of game. i fell like i am playing some beta. Game should'nt be released with this bug. Its like you cant shoot in shoter game
Today i loaded some tracked vehicles in the editor with myself as commander. When i ordered ai to move backwards they actually did so but the tank jiggled as if the drive was pressing S - A - S - D - S - A - D ... not simply S like I would as a driver
Yes, there is same when driving in ANY direction - Ai is trying to pass next to objects instead of obey order. Same on open area (without ANY object) i order to drive straight forward and ai is little turning in left or right, then i order to correct curse (left or right), automaticly after correction my character order "forward" and ai is doing same maneuver like before - turning a bit to right or left - He cant drive straight, allways on some parabola
Makes commanding tanks impossible! FIX IT!
What is so hard about letting the AI perform exactly what you tell them?
move forward = move in a damn straight line forward! Not: turn left right left right left right and then go forward!
Just damn let them do what you tell them!
This bug is there since OPF times
Thank you for update!
Watch AI doing exactly opposite of what it is told!
http://www.youtube.com/watch?v=pIummRh4mdo
Can we please have this fixed once and for all? Essentially, as in case with the tank, player has control over tank movement as well as turret, so why not to cut middleman (AI) and give player direct control over vehicle movement if this appears to be such a huge problem to fix?
player moveInVirtualDriver vehicle or something
8 months anniversary of the bug to the day!
Hey, I'm sorry for I've forgotten to acknowledge this bug.
Sadly we are aware of this issue ever since we've introduced the tracked vehicles.
It came with a different simulation of vehicles that was introduced in Arma 3.
I have to admit that we still struggle to draw this close to an adequate satisfaction and we apologize for the inconvenience :/
Will keep you informed
Sometimes you want the AI to turn, so I think the best option would be to add two backward commands, just like the normal "forward" and "fast":
if you want the vehicle to just go backward a bit, with the front still facing forward you use "backward", if you want the vehicle to turn arround you use "fast backward".
I had this issue on the side of the hill yesterday.
Related to #0018087
7 months and it's still broken
Here is another problem with AI control: http://www.youtube.com/watch?v=utCjJM7q2BA
Reversing down hill AI will not stop the tank and move forward when ordered so.
A well configured joystick is a good solution. Could be closed.
Will they ever fix this ? I mean, it's such a great and simple thing to add immersion and doesn't seem that difficult to resolve...why BI doesn't explain how to do it ?
If I'm not mistaken, I'm no longer purple within version 1.38. :-(
But at least I don't look like the other ugly guys... within the game anyways. ;-)
In my opinion, there are more important features to worry about than people intentionally feeling purple.
This appears to be fixed in version 1.38. Can anyone else confirm?
Still present in version 1.32.
How about a new ticket suggesting the default be set to something reasonable like 100kb for faces? I'm less familiar with the custom sounds interface.
still present...grumble...
Looks fine to me! ;-)
Rogerx, on my server, it took me a while to find the server configuration parameter that allows custom face files. The default allowed size is 0kb. I suspect most people don't know how to change the default value.
I don't mind this purple effect, as it sort of protests the zealous game servers not allowing the (simple) low resource and small file sizes of the custom "face.jpg" and "Sounds/" folder feature of ARMA 3! ;-)
What harm is there in having a game server to allow such custom files, aside from a few weirdly designed GL people and some making farting noises?
Matter of fact, I think 1 in 100 (or even 1 in 1,000) people/players only know how to provide a custom "./face.jpg"; or 5 in 100 (or 5 in 1,000) for the "./Sounds/" folder!
As such, I say leave the purple effect in! (I changed my vote, and think you will too! ;-)
I think players should be allowed to customize their profiles a little more then just their nicknames alone, no matter how much of an idiot it makes them look. ;-)
OH. Then it's my incorrect assumption! (I love it when I'm proven wrong. ;-)
Maybe this bug needs to also consider changing the default face.jpg and Sounds/ file/folder sizes?
The "READY TO USE TEMPLATES" mentioned above are for ArmA2 only & wont work in ArmA3
SOME ADDITIONAL LINKS
"Arma 3 Modding Characters"
http://community.bistudio.com/wiki/Arma_3_Modding_Characters
Instructions on 3D modeling, more likely compared to my own chicken scratch notes here at home, likely requiring clarifying instructions for new 3D modelers. Instructions also instruct using only BIS's tools, omitting any tool explanations for The Gimp or The Blender.
"ARMA FAQ: 6.1 Custom Faces"
https://community.bistudio.com/wiki/ArmA:_FAQ#Custom_Faces
Very basic information on the face.jpg/face.paa file.
Armaholic FAQ: How do I use/make custom faces?
http://www.armaholic.com/plug.php?e=faq&q=23
Contains much better instructions.
MY ADDITIONAL CLARIFICATION
Basically, you're creating a face.jpg or face.paa file within:
"My\ Documents/USERNAME/ARMA\ 3/face.jpg". For ARMA 3, the face is located at specific coordinates designated as "XXX" below.
XXXXXXXXXXX
X_________X
X___XXX___X
X___XXX___X
X_________X
X_________X
XXXXXXXXXXX
Basically, the approximate face texture coordinates is 1/2 the size of an original appropriately sized image (ie. 512x512) and resized to about 1/2 the size of the original image and then moved-up to about 1/3 from the top of the image, centered by width size as denoted above. Eyes, legs, arms, etc all have other coordinate texture locations within the 512x512 (or other appropriate sized) image. Seems the Wipman Reference Templates utilized many layers.
THE GIMP INSTRUCTIONS
- Grab an image and rescale to 512x512 (or other appropriate size) by doing "Image > Scale".
- "Transform > Tools > Scale" or "Shift T" to scale the specific image 50% smaller within the original image to 256x256. (I know, confusing but this is a different type of rescaling.) You'll still have a 512x512 main image size denoted by the main image checkered background, but your specific image will be in-laid.
- Move the image using "Transform > Tools > Move" or "M" so that the smaller image is centered horizontally and about 1/3 from the top of the main image, as denoted above.
- File > Export to JPEG, or TGA (with possibly RLE Compression deactivated for BIS tools ImageToPAA compatibility)
- Place the face.jpg into the proper folder and use it by going into the Configure > Profile menu.
- For using the TGA file and converting to BIS PAA image file format, use ARMA 3 Tools ImageToPAA, a command line utility. (ie. Executing via console, "ImageToPAA.exe face.tga" will provide a file named "face.paa")
- Finally, click File > "Save As" to save all your undo levels using Gimp's specific XCF file format.
READY TO USE TEMPLATES
Wipman's Reference (face.jpg) Templates using Adobe Photoshop files, compatible with The Gimp:
http://www.ofpec.com/editors-depot/index.php?action=details&id=519
MY FINAL NOTES
I personally think in an effort to simplify these face.jpg files, each image file should contain only one body part, within a subfolder, or for example "My\ Documents/USERNAME/ARMA\ 3/Profile/leg.jpg". (ie. face.jpg, arms.jpg, legs.jpg, eye.jpg, ...) Cramming everything into one file, without explaining the coordinates of each body part within a face.jpg, is overly complicated.
As previously mentioned, the previously mentioned instructions are unique and only pertain to BIS tools, and nothing about using The Gimp and Blender, etc.
Another bug; in order for the ARMA 3 Game to recognize a new or changed (face.jpg) image file (ie. "My\ Documents/USERNAME/ARMA\ 3/face.jpg", the user needs to exit and restart the game for the game to recognize the newly changed face.jpg. You also need to manually designate your profile to use this custom file.jpg by going into the "Configure > Profile > Edit > Face > Custom Face". (A new face.jpg file will be recognized without restart, but a modified face.jpg will not be updated until the game is restarted.)
Still present in version 1.14
Still present in version 1.10.
There is another post re this problem. The use of default arms & leg textures would be a simple solution.
Empty weapon holders are deleted automatically. If you want your holder stay, add something to it in the same frame you created it.
Pretty wired, If A3 will automatically delete empty GroundWeaponHolder within a millisecond, so WeaponHolderSimulated won't, unfortunately still no reference.
Other types of vehicles work except 5 weaponholders.
Got it. Closed.
No reaction for some time. Resolved as no bug.
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.
The issue is the use of:
Position ([0,0,0] NearestObject 457070)
remove that line from the radio trigger and a vast majority of the freeze is gone.
the way nearestObject is setup, when you use ^ that ^ format, the search range becomes unlimited, and its starting that huge search from the middle of the ocean
only the stutter left is from loading in a new object that wasn't originally included in the mission on load (any large or complex object does this, not just AI units)
See cancerouspete's post. I observe 2-3% fps drop, which is normal and we are not able to fix it. Are you able to reproduce this issue without that nearestObject line? Thanks
I would recommend to use some other way. Using of unlimited (457km) radius in nearestObject command is not very good for smooth fps.
Let me know if this is sufficient or you have any further questions. (about the mission AI management techniques please consult the forums, I won't be able to provide more detailed info about mission design here)
Otherwise, if it's sufficient, I'll close this issue. Thanks for the feedback & inquiry!
In the Alpha these babies had an ID system so when you looked at friendlies it showed green and when you looked at enemies it showed red. :P it was taken out for some reason
Hi,
repro mission of this size is almost impossible to debug,
I have FPS < 1 and there is lots of scripts and units (very hard to find the one I need)
Could you please remove everything non-essential so there is more straightforward repro.
Thank you.
Couple of important (some obvious, but jic) notes regarding spawning of the AI:
AI receives a part of each frame's time - less FPS less time for any AI action.
AI takes some time to initialize and create all its "webs" - spawning AI rapidly should be avoided. Quick consequent spawning adds up to the initialization queue. (In the repro mission it can take several minutes before all the units create full awareness)
There is no fixed maximum of the AI units (and yes, excessive amounts cause serious issues) nor officially recommended (everyone has a different PC, some use the dedicated AI client and also PCs get better over time).
- Mission designer should utilize any means possible to maintain reasonable frame-rate (several parts of the engine do not work ideally under low FPS conditions)
- By e.g. removing dead or unused units (and respawning them later), disabling various unnecessary AI properties, using only what matters, etc...
We could say to stick max. to around 100 active AI units (others disabled,...), but that is a very rough estimate and shouldn't be regarded as anything near any official recommendation ;)
Out of curiosity, what was the AI amount on the map in the test mission causing the issue? Is the amount of AI arma can handle not dependend on the pc performance it runs on?
This is fairly easy to reproduce with large unit counts and low FPS. On my system this bug occurs at an FPS of about 15, which is reached with about 600 units in an area.
I have added a simple repro mission, which dynamically adds enemy units with "Search and destroy" waypoint in an urban environment until the FPS drops to 15 (target FPS can be modified in "script.sqf"). There are also some friendlies units in the area as cannon fodder to encourage the enemy groups to switch to the more CPU expensive danger mode.
Repro steps:
- Unzip and load attached mission "16709_AI_dont_fight.Stratis.zip" in mission editor. The mission will add enemy units around Agia Marina (shown on map with red circle marker).
- Preview mission.
- Player starts looking at a wall. Do not move or look around, just wait while the script automatically adds more and more enemy units unit the FPS drops below 15 (the logic for staring at the wall is a simple scene to render which means the FPS drop is solely due to AI related CPU load). Observe the hints and systemChat reports.
- When script stops adding enemy groups, teleport to Agia Marina and see how enemy units react to your presence.
- If AI react as expected, lower the _minFPS in script.sqf and repeat.
Thanks, it's really intriguing, I can repro most of the time I start the mission.
If I had to take an educated guess, it looks to me like there are too many AI, which overloads the AI thread in a way, which prevents them to acquire you as enemy.
It would be interesting to know, how many groups of AI are the critical mass.
Hi,
do you have this issue in actual version?
Thank you for more info.
Well That was an original inquiry for me as well. How many are too many? To reiterate, I have placed so many on prior missions where the "Preview" button became unavailable until I deleted some units and it came back and I was able to preview. We really need some kind of way to compare the limit to the actual units placed to see if we are under the amount and our mission will in fact work.
I have had this issue as well, while playing the DUWS mod in single player. I also believe the issue is directly linked with the number of ai spawned, once there were too many units in one area everyone stopped shooting. After this had happened even killing off units would not fix the problem.
O.K. I attached the file. When you start the mission tell the AI to hold fire. Then go out into the town and walk around. The AI do not fire at you.
Please attack a repro mission, zip up your folder and upload the ZIP here to the ticket.
Adding to your comment Patton18th. It happened to me to once after re spawning. AI were firing. we were in battle and were both killed. We re-spawned back at base and upon returning to the Area of engagement, the AI stopped firing.
I am having this same issue mostly after re spawning
Did you try setting up a new mission to see if the issue is still there?
Good Question. Yes I have. and other missions are still working, But,,, I have had other missions do the same thing. Also, I discovered in Arma 2 that if you placed something in the editor and then deleted it, it would still be documented in the mission file even though it was not on the map. I know this because I added a mod that a coop friend did not have so rather than him go get it, I deleted it from the map and he still could not play until I copied and pasted everything (less the unit I had deleted)into a new map and saved it and he could play. I mention this because I believe that your mission file retains units in it even though you have deleted them although I could be wrong. That being said, in a prior mission where the AI did not fire I had to delete and delete and then copy the remaining units into a new mission and save it to get the enemy AI to fire again. I would like to know if too many units is casing this. If you put too many Opfor, the preview button greys out and you cannot preview but if you place too many of a variety of units you can still preview but enemy AI stop firing. This understanding has come with a lot of testing and if correct, how many is too many and where can I get a running count? I have another mission where only about 1/2 the AI fire back and the others just walk around but never fire. It is frustrating to spend all that time building a mission that does not work.
confirmed, same results using onMouseButtonDown. /up
Are you sure that is the correct coordinates?
Arma actually negates latitude, so east is negative.
- Altis was supposed to be that location, didn't they switch it to the general mediterranean area after the incident? . The coordinates in the map config are incorrect, they currently point here:
i believe all thats needed is to change -35 to +35, drops Altis dead center of the mediterranean sea
- first mention was saying that the mapArea and latitude and longitude in the configs are incorrect. the second mention was a reminder that the function bis_fnc_posUTMtoDeg returns an inverse set of coordinates than standard (lat/lon): [longitude,latitude]
i'd also like to add that if mapArea is in utm, not lat/lon, it seems to still be incorrect for the mapZone. I'm no cartographer, anyone have experience?
No, i'm not sure, i just know its whats in the configs, and it doesnt match where its suggested it should be.
the -35 is claimed to be the latitude, so north/south
can you point to where it says that? its confusing as to why they would invert longitude
The Altis map should be set to the location of Lemnos. And could you also explain what you mean by the longitude and latitude parts of the ticket?