- User Since
- Mar 8 2013, 5:16 PM (359 w, 1 d)
May 10 2016
As far as I know vehicles only use lights when in "safe" mode. Any other time they assume lights are too dangerous and will turn them off.
I think if they can add that I'd prefer a module where you set 2 factions and the status, not just Independent. :)
Not available in default missions. (needs to be rebuilt?)
Not functional when used anyway. (just makes error noise)
Somehow got it working. Not sure what I changed?
Limitations mentioned on Zeus control include:
Not being able to command squads.
Not being able to enter/leave vehicles.
Chat still appearing as from you not from the controlled unit.
Personally I think that's pretty poor, and hope it's just because it's WiP and not because they can't be bothered to add the functionality (which I expect is pretty complex)
Recent changes to satchels (I think they now have 33% of the range and 150% of the damage) are much more in-line visually judging by a test I just performed. Hopefully they can do something similar for artillery.
Way bigger? No.
Looks lethal at up to 5x the range? Hell no.
Veteran difficulty, AI skill 0.70 (Normal).
Confirming that with your mission I get engaged within a few seconds of my second hit, every time I tried, even with 60 seconds and a short relocate between the shots. :| Will see if I can get a video (upload takes so long)
Super AI is off.
Regarding the range discussion, here's a second video: http://www.youtube.com/watch?v=hrIRI2ipY3A&feature=youtu.be
800m range exactly, one shot, one hit, only a wound not a kill.
Enemy identifies my location and squad leader orders to attack me, without even looking in my direction.
It's almost like you have to be visible to be noticed when the AI look for you, but the logic is set up so that as long as you ARE visible you're automatically noticed with no search, or something.
I'll be showing a similar video later of identifying a mortar from over a hill, and also the one I mentioned above with your exact mission.
Once again, show here is Vet difficulty, AI skill 0.70, unless I changed something by accident.
I think the sniper I used was AAF actually, but cool, I'll take a look at the mission.
The results you're experiencing are far more reasonable. I'm sure you'll agree that the video I posted isn't.
AI often ghost, they can instantly tell who's in a vehicle within large distances, even if the vehicle has no windows, they'll always ignore friendly vehicles, friendly fire, artillery, etc. because they know it's friendly, they can locate enemies from impacts at range with no LOS, they instantly enter combat mode even when the member being attacked is far away and instantly killed, they have no consideration at all for personal safety... I just wish they'd actually sort these things out. :(
@GrumpyOldMan, the linked video is the first shot fired.
Done several tests on the guys on the edge of the group, and the results are more realistic, but that doesn't solve the original problem.
It seems a good hit/kill on the enemy instantly marks you on their map, as it were. I fired a mortar at some troops 1km away with me totally concealed from them, then swapped to Splendid Camera in order to see in impact. It landed near the rifle squad, killed one of them, and instantly the Squad Leader said something along the lines of "2, 3, 4, engage that mortar, 1km, north east" and they all turned towards my position and started moving.
Here's an example at ~400m
"Having them locked in to BluFor (as they are in mission editor) seems also limiting."
I don't think they should be locked to either Independent or BluFor, preferably.
Yes, I understand grouping them with a BluFor moves them to BluFor, but that means they have to be lead by a BluFor unit, which means they'll have a NATO Squad Leader at the from, for example, which will look stupid.
Yes, but then they're not Independent any more, they're stuck on BluFor, and have a BluFor squad leader, and that causes issues if you intend to have Independent swap sides half way through, for example.
Even worse, it's important to note that this in the same with vehicles with no visible crew... Drive a tank towards an enemy AT soldier and they'll engage you the moment you get within 100-200m or so, despite the fact they can't even see any visible crew of the vehicle whatsoever.
Arma 3's AI is a shambles, and should be seriously improved.
Yeah, when they get stuck they don't seem to understand they have to reverse.
I've only managed to flip and stay flipped once, every other time it just magically rolls back the right way round.
May 9 2016
Huh, never seen them do that myself. When I try something like that they all walk straight out into the open and shred me with MGs while stood up.
I spread units over a 100m or so diameter inbetween cover, buildings, and similar, and had them set to a difficulty of 1. I then engaged from about 350m with a loud, fully automatic light MG (the MX LMG version) using tracer rounds. (For maximum detection) Every single soldier instantly turned to face me and opened fire. I was dead in a matter of seconds, and could clearly see a number of men firing full auto while stood up with ridiculous accuracy.
I think a huge issue is AI priority. The first thing they do is work out exactly where you are, and the second thing is return fire, and they do this extremely accurately, whereas in reality the first step would be to work out what direction you were under fire from, and then the get the hell into cover!
Numpad 0 for me makes the whole screen the built in weapon camera. Maybe you've changed your controls?
I can confirm I also experience crashes while "recieving" and during play, on both custom missions and on the 2 officially provided missions.
I also get terrible framerate in multiplayer, which doesn't seem to be a hardware issue because it's fine if the game is singleplayer, or if it's multiplayer and my machine is acting as the host! (Although my current rig is very old)
I'm going to collate some more info then possibly post up any issues I find, right now there's no real point me posting my DXDIag because I know what the "cause" will be... my system is too old. (But I think otherwise...)