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- User Since
- Aug 5 2013, 2:07 PM (593 w, 4 d)
Jan 8 2017
Rearm was broken at least as far back as A2. The hassles with rearming your team sre a frequent cause ogf getting killed off. The whole rearm/gear system for one's team is unfit for purpose.
May 10 2016
As far as animals are concerned, there is an existing ticket:
I hve no idea how the forum changed the text to "0000009:0000015,000 doors on Altis." It should just have read
"[approximate symbol - i.e. the squiggle sign] 15,000 doors on Altis."
This cannot be resolved by scripting, it requires a fix by BIS. As pointed out in the BI forum thread
http://forums.bistudio.com/showthread.php?173640-Locking-Doors-Keeping-AI-Out
there are ~15,000 doors on Altis.
Whether or not this is related to the problem of AI walking through locked doors, through walls, through HESCO barriers, etc., I have no way to tell.
Does your game crash with no mods loaded?
+1. Sneaking up to a window to pot-shot an enemy then finding the glass is damn near unbreakable is a real bummer.
Thanks for the tip, pops, I'll keep that in mind :)
Well... I thought it was obvious that I was contrasting with default (no mods) behaviour.
To make the point clear - default AI behaviour (no mods) goes haywire with the addition of a combination of an armour config mod and a bullet config mod. This is a very strange result and might - I emphasise, might - indicate a bug in the engine routine(s) handling the Arma 3 AI. Did you try it with the mods in my first post?
This may be an issue with the AI as well. Something or things seem quite broken in the healing routine(s).
A couple of times in vanilla & several times testing AI mods in the Combined Arms showcase, failed the mission because one or more units moved too slowly due to unhealed injuries. The AI leader never ordered them to heal themselves nor sent the medic if the medic was still alive. Attempts by player to heal them with an FAK fail as the injured unit ignores you and moves away.
Also noticed that sometimes in SP when player or other units report injury - e.g., "need medic" the team leader ignores them.
The above observations all with v1.16 stable.
The suggestion by C4lv1n may or may not work, I haven't tried it. However that has nothing to do with the problem that on stealth missions, with the AI set to stealth, the AI turns on the lights making the team highly unstealthy.
Changing the orders from stealth to combat can do the same depending on circumstances. It's a bug and a bad one. It's as bad as the AI with flashlights and NVGs running around in the open with lights on by default - "Coo-ee, here I am! Shoot me now, please."
There still seems to be a bug from A2/CO in that any AI unit with a flashlight turns it on by default. They should only be used in confined spaces even if the unit has no NVGs; as pointed out above, it's like waving a "shoot me" banner over one's head. Making the flashlights brighter without changing this idiotic default only worsens the problem.
May 9 2016
It also happens sometimes when one opens the inventory (e.g., to pick up some ammo from a crate or corpse). Annoyingly, it also resets the zero of scopes like the DMS to the default.
I regard this a bug even if it was intentional. The combination of dropping from auto/burst to sngle shot with changing the rifle zero can get you killed.