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May 10 2016

oukej added a comment to T82963: AI Skills on dedicated server differ significantly from AI Skills on hosted game.

(closing) - caused by a different profile cfg used on the server.

May 10 2016, 11:21 AM · Arma 3
oukej added a comment to T82957: Enemy AI knows your exact position when you detonate explosives or satchel charges.

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?

May 10 2016, 11:21 AM · Arma 3
oukej added a comment to T82933: When SPAWN AI , CLIENT Lag also with 45 fps ....

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

May 10 2016, 11:20 AM · Arma 3
oukej added a comment to T82933: When SPAWN AI , CLIENT Lag also with 45 fps ....

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.

May 10 2016, 11:20 AM · Arma 3
oukej added a comment to T82933: When SPAWN AI , CLIENT Lag also with 45 fps ....

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.

May 10 2016, 11:20 AM · Arma 3
oukej added a comment to T82933: When SPAWN AI , CLIENT Lag also with 45 fps ....

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!

May 10 2016, 11:20 AM · Arma 3
oukej added a comment to T82919: The AI action menu useful commands appear last, accessible only after browsing multiple pages of "take" commands.

Thank you for the report!

May 10 2016, 11:20 AM · Arma 3
oukej added a comment to T82832: Infantrymen seem to prefer to travel by roads while being on foot and aware.

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.

May 10 2016, 11:17 AM · Arma 3
oukej added a comment to T82239: [FEATURE REQUEST] Difficulty setting for fatigue.

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).

May 10 2016, 10:56 AM · Arma 3
oukej added a comment to T82214: AI stuck after disableAI "FSM" and enableAI "FSM".

Thanks for the repro

May 10 2016, 10:55 AM · Arma 3
oukej added a comment to T82214: AI stuck after disableAI "FSM" and enableAI "FSM".

Hanging on :)

an idea - could you have switched groups of the units between the orders?

May 10 2016, 10:55 AM · Arma 3
oukej added a comment to T82214: AI stuck after disableAI "FSM" and enableAI "FSM".

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).

May 10 2016, 10:55 AM · Arma 3
oukej added a comment to T82209: The AI not uses the any deployment of weapons..

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.

May 10 2016, 10:55 AM · Arma 3
oukej added a comment to T82209: The AI not uses the any deployment of weapons..

Elementary? You're more than welcome: https://www.bistudio.com/company/careers

May 10 2016, 10:55 AM · Arma 3
oukej added a comment to T82207: In 2-story barracks(?) enemies can see/shoot through floor..

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?

May 10 2016, 10:55 AM · Arma 3
oukej added a comment to T82154: AI regroups on 2 after teamswitch.

I am sorry, but teamswitch in MP is not supported.

May 10 2016, 10:53 AM · Arma 3
oukej added a comment to T82154: AI regroups on 2 after teamswitch.

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.

May 10 2016, 10:53 AM · Arma 3
oukej added a comment to T81712: Turning your character alerts nearby enemies..

Fixed in https://forums.bistudio.com/topic/140837-development-branch-changelog/page-32#entry2921906

Thank you for helping us improve the game!

May 10 2016, 10:39 AM · Arma 3
oukej added a comment to T81712: Turning your character alerts nearby enemies..

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.

May 10 2016, 10:39 AM · Arma 3
oukej added a comment to T81519: Headtracking disabled while deployed..

Can no longer reproduce. Probably fixed some time ago.

May 10 2016, 10:33 AM · Arma 3
oukej added a comment to T81481: AI not reacting to fire.

Was fixed by https://forums.bistudio.com/topic/150500-development-branch-captains-ai-log/page-4#entry2879750

Thank you!

May 10 2016, 10:32 AM · Arma 3
oukej added a comment to T81481: AI not reacting to fire.

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!

May 10 2016, 10:32 AM · Arma 3
oukej added a comment to T81457: AI Goes Into Combat Mode On Mission Start.

Will be fixed in the upcoming dev branch.

Thank you for helping us improve the game!

May 10 2016, 10:31 AM · Arma 3
oukej added a comment to T81457: AI Goes Into Combat Mode On Mission Start.

Thank you for the report!

May 10 2016, 10:31 AM · Arma 3
oukej added a comment to T81427: AFM collective settings differ from Standard.

Also see http://feedback.arma3.com/view.php?id=6888#c96521 pls.

Thanks for the report!

May 10 2016, 10:30 AM · Arma 3
oukej added a comment to T81405: AI Units will not target nor fire on an enemy when in "MIDDLE" stance during certain conditions..

https://forums.bistudio.com/topic/140837-development-branch-changelog/page-31#entry2913712

Thanks for helping us improve Arma 3!

May 10 2016, 10:29 AM · Arma 3
oukej added a comment to T81405: AI Units will not target nor fire on an enemy when in "MIDDLE" stance during certain conditions..

Thank you for the report and the investigation!

May 10 2016, 10:29 AM · Arma 3
oukej added a comment to T81346: Error Undefined variable in expression: _priornew.

Should be fixed in the next Dev Branch update. Thanks!

May 10 2016, 10:28 AM · Arma 3
oukej added a comment to T81346: Error Undefined variable in expression: _priornew.

Afaict it's in civilian formation FSM. Any idea about a situation when this could happen?

May 10 2016, 10:28 AM · Arma 3
oukej added a comment to T81346: Error Undefined variable in expression: _priornew.

Thanks for the report!

Could you please specify some conditions? (used assets - like the civilians mentioned on forums)

Thanks a lot!

May 10 2016, 10:28 AM · Arma 3
oukej added a comment to T81344: Summary.

Closing for missing summary and informative description.

Please follow http://feedback.arma3.com/how-to-user.html when creating a ticket.

Thank you!

May 10 2016, 10:27 AM · Arma 3
oukej added a comment to T81340: SetSkill (array) sets all other skills as wells in a MP-environment.

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.

May 10 2016, 10:27 AM · Arma 3
oukej added a comment to T81340: SetSkill (array) sets all other skills as wells in a MP-environment.

Thank you for the report! We've recently discovered this bug and will be fixing it.

May 10 2016, 10:27 AM · Arma 3
oukej added a comment to T81337: precisionAI is ignored by skillFinal calculation in MP.

Is now fixed in dev branch. Thank you for helping us improve the game.

May 10 2016, 10:27 AM · Arma 3
oukej added a comment to T81337: precisionAI is ignored by skillFinal calculation in MP.

Thanks for the report guys!

May 10 2016, 10:27 AM · Arma 3
oukej added a comment to T81336: AI can't turn to player/enemy if you're behind him at close range..

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)

May 10 2016, 10:27 AM · Arma 3
oukej added a comment to T81220: AI teamates having big trouble to get in vehicles (1.40RC).

This should now be significantly improved in Dev. branch.
Could you please check it?

Thanks a lot for helping us improve the game!

May 10 2016, 10:23 AM · Arma 3
oukej added a comment to T81220: AI teamates having big trouble to get in vehicles (1.40RC).

Could you please point me to the location on the vid? Thanks a lot! :)

May 10 2016, 10:23 AM · Arma 3
oukej added a comment to T81213: AI Scorcher/Sochor can fire main gun 2 seconds faster than player.

Thank you for the report!

May 10 2016, 10:23 AM · Arma 3
oukej added a comment to T81161: Vehicles losing tyres too easily.

This has been improved recently. You can check the behavior in the Dev Branch.

Thank you for your feedback!

May 10 2016, 10:22 AM · Arma 3
oukej added a comment to T81152: AI fires smoke from UGL when it runs out of HE rounds.

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!

May 10 2016, 10:21 AM · Arma 3
oukej added a comment to T81152: AI fires smoke from UGL when it runs out of HE rounds.

In progress.

May 10 2016, 10:21 AM · Arma 3
oukej added a comment to T80999: AI of NATO, FIA, CSAT not react on dangerous civilians with weapon! (1-video).

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.

May 10 2016, 10:17 AM · Arma 3
oukej added a comment to T80929: AI seems to be converted to Super AI.

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!

May 10 2016, 10:15 AM · Arma 3
oukej added a comment to T80929: AI seems to be converted to Super AI.

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.

May 10 2016, 10:15 AM · Arma 3
oukej added a comment to T80929: AI seems to be converted to Super AI.

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.)

May 10 2016, 10:15 AM · Arma 3
oukej added a comment to T80929: AI seems to be converted to Super AI.

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?

May 10 2016, 10:15 AM · Arma 3
oukej added a comment to T80915: AI will randomly go prone while sprinting with pistols.

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.

May 10 2016, 10:14 AM · Arma 3
oukej added a comment to T80889: AI vehicle crew gunners are too quick/too good at aiming.

Thank you for the report!

May 10 2016, 10:13 AM · Arma 3
oukej added a comment to T80873: In "tanks" presentation ai disembarking vehicles in random moments.

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

May 10 2016, 10:13 AM · Arma 3
oukej added a comment to T80832: AI not reacting to fire.

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!

May 10 2016, 10:11 AM · Arma 3
oukej added a comment to T80832: AI not reacting to fire.

Thank you for the report. Should be fixed in the next dev branch update

May 10 2016, 10:11 AM · Arma 3
oukej added a comment to T80810: AI commander rearm order bug.

Thank you very much for the report!

May 10 2016, 10:10 AM · Arma 3
oukej added a comment to T80759: AI leader forces player (and himself) to eject from a damaged vehicle at high speeds, instantly killing everyone.

Hey, thank you for the report!

May 10 2016, 10:09 AM · Arma 3
oukej added a comment to T80755: 1.38 Huron Rotors Show Full Damage (new bug).

Should be now fixed in the dev branch. Thanks for your help!

May 10 2016, 10:08 AM · Arma 3
oukej added a comment to T80755: 1.38 Huron Rotors Show Full Damage (new bug).

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.

May 10 2016, 10:08 AM · Arma 3
oukej added a comment to T80752: UAV camera shake at specified altitude.

https://forums.bistudio.com/topic/140837-development-branch-changelog/page-34#entry2947648

Thank you for helping us improve the game!

May 10 2016, 10:08 AM · Arma 3
oukej added a comment to T80713: [DEV] F or unit selecting keys can crash the game.

Thank you for the report! We're sorry for this issue slipped thru to the Dev branch.

May 10 2016, 10:07 AM · Arma 3
oukej added a comment to T80713: [DEV] F or unit selecting keys can crash the game.

The game shouldn't crash after opening a commanding menu anymore.

Thank you for your help!

May 10 2016, 10:07 AM · Arma 3
oukej added a comment to T80691: Ai commander and group following.

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.

May 10 2016, 10:01 AM · Arma 3
oukej added a comment to T80618: Teach the AI to shoot from buildings (Windows, doors, second floor) in the DLC marksman..

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.

May 10 2016, 9:59 AM · Arma 3
oukej added a comment to T80540: AI rotates static weapons very slowly / in segments.

Thank you for reporting this issue!

May 10 2016, 9:56 AM · Arma 3
oukej added a comment to T80486: Ai command "get out", "disembark".

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.

May 10 2016, 9:54 AM · Arma 3
oukej added a comment to T80457: AI can see through smoke barrier. This should not be!.

Yes, it should :) Smoke obscures the AIs view. I've described the behavior in the first post.

May 10 2016, 9:54 AM · Arma 3
oukej added a comment to T80457: AI can see through smoke barrier. This should not be!.

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.
May 10 2016, 9:53 AM · Arma 3
oukej added a comment to T80435: Skill assigned with slider doesn't work in MP.

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!

May 10 2016, 9:53 AM · Arma 3
oukej added a comment to T80435: Skill assigned with slider doesn't work in MP.

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.

May 10 2016, 9:53 AM · Arma 3
oukej added a comment to T80435: Skill assigned with slider doesn't work in MP.

Thanks a lot for finding this issue!

May 10 2016, 9:53 AM · Arma 3
oukej added a comment to T80404: AI walking through walls!!.

Hey and thanks a lot for the report!

May 10 2016, 9:52 AM · Arma 3
oukej added a comment to T80404: AI walking through walls!!.

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!

May 10 2016, 9:52 AM · Arma 3
oukej added a comment to T80403: Sniper AI.

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?

May 10 2016, 9:52 AM · Arma 3
oukej added a comment to T80403: Sniper AI.

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

May 10 2016, 9:52 AM · Arma 3
oukej added a comment to T80357: Quadrotor UAV suddenly starts circling for no reason after latest 1.36 patch.

Doesn't seem to be happening anymore. Marking as resolved.
Could you please verify? Thank you!

May 10 2016, 9:50 AM · Arma 3
oukej added a comment to T80356: Quadrotor UAV stops following orders when switching to another UAV after latest 1.36 patch.

Doesn't seem to be happening anymore. Marking as resolved.
Could you please verify? Thank you!

May 10 2016, 9:50 AM · Arma 3
oukej added a comment to T80284: Control Inputs from controller not consistent with keyboard (again).

Feel free to suggest a better solution

May 10 2016, 9:48 AM · Arma 3
oukej added a comment to T80284: Control Inputs from controller not consistent with keyboard (again).

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.

May 10 2016, 9:48 AM · Arma 3
oukej added a comment to T80284: Control Inputs from controller not consistent with keyboard (again).

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.

May 10 2016, 9:48 AM · Arma 3
oukej added a comment to T80218: AI too fast at detecting distant, barely visible/audible targets.

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.

May 10 2016, 9:46 AM · Arma 3
oukej added a comment to T80218: AI too fast at detecting distant, barely visible/audible targets.
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?)

May 10 2016, 9:46 AM · Arma 3
oukej added a comment to T80218: AI too fast at detecting distant, barely visible/audible targets.

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

May 10 2016, 9:46 AM · Arma 3
oukej added a comment to T80218: AI too fast at detecting distant, barely visible/audible targets.

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!

May 10 2016, 9:46 AM · Arma 3
oukej added a comment to T80218: AI too fast at detecting distant, barely visible/audible targets.

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

May 10 2016, 9:46 AM · Arma 3
oukej added a comment to T80218: AI too fast at detecting distant, barely visible/audible targets.

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.

May 10 2016, 9:46 AM · Arma 3
oukej added a comment to T80214: Add an option to re scan available joysticks in case game lost the joystick (or auto re scan when going to key binding options)!.

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.

May 10 2016, 9:46 AM · Arma 3
oukej added a comment to T80177: Player can pilot a plane while outside of cockpit [VIDEO].

Hey, thanks for the report! Should be fixed in the next dev. update.

May 10 2016, 9:45 AM · Arma 3
oukej added a comment to T80095: "removeMissionEventHandler" resizes array of handles resulting in non removal and rpt errors.

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!

May 10 2016, 9:42 AM · Arma 3
oukej added a comment to T80093: Ability to turn off AI friendly fire in Difficulty settings.

I am sorry but we won't be adding "Friendly Fire off" option to Arma.

May 10 2016, 9:42 AM · Arma 3
oukej added a comment to T80060: Commands do not work on AI units in vehicle (such as enableSimulation/hideObject/disableAI).

This should be fixed in the next dev. branch update.

Thank you for helping us improve the game!

May 10 2016, 9:41 AM · Arma 3
oukej added a comment to T80010: When looking backwards in a helictoper, Track IR is reversed.

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!

May 10 2016, 9:39 AM · Arma 3
oukej added a comment to T79967: Add "Camera shake" option to gameplay settings and remove it from difficulty settings..

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.

May 10 2016, 9:38 AM · Arma 3
oukej added a comment to T79846: Helicopter with sling loaded vehicle immediately explodes after unit-switching to its pilot.

Hey & thanks for the report! We'll look into it.

May 10 2016, 9:35 AM · Arma 3
oukej added a comment to T79719: AI detect mines too easily.

This doesn't seem to be happening anymore.
Could you please verify?

May 10 2016, 9:31 AM · Arma 3
oukej added a comment to T79679: Vertical rotation of soldiers is not realistic. (1 video).

Thank you for your report!

Overhaul of the animation system isn't feasible in Arma 3 scope.

May 10 2016, 9:29 AM · Arma 3
oukej added a comment to T79677: Performance issue with copilot and Rotorlib.

Thanks for the feedback and notes. Yes, it's the same issue - caused by switching from SFM (AI) to AFM while starting the engine.

May 10 2016, 9:29 AM · Arma 3
oukej added a comment to T79674: AI makes unnecessary adjustments while in cover.

I'm sorry but it's not feasible at this point.

  1. checking collisions down to such precision would be very performance hungry
  2. 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).
May 10 2016, 9:29 AM · Arma 3
oukej added a comment to T79674: AI makes unnecessary adjustments while in cover.

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.

May 10 2016, 9:29 AM · Arma 3
oukej added a comment to T79580: AI team mates fall behind in running because of raised weapons.

This has been fixed by the new stamina system.

May 10 2016, 9:26 AM · Arma 3
oukej added a comment to T79578: AI is not alerted when unit on same side is killed with silent weapon.

This should now be fixed in the dev branch. Thank you for helping us improve the game!

May 10 2016, 9:26 AM · Arma 3
oukej added a comment to T79462: No way to turn off squad leader diamond in certain vehicles via difficulty settings.

Fixed in https://forums.bistudio.com/topic/140837-development-branch-changelog/page-33#entry2930347

Thank you for helping us improve the game!

May 10 2016, 9:22 AM · Arma 3
oukej added a comment to T79403: [DEV] helicopters immediately drop off AI groups in cargo.

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.

May 10 2016, 9:20 AM · Arma 3