User Details
- User Since
- Mar 9 2013, 11:27 AM (612 w, 2 d)
May 10 2016
Related to:
0013494: AI knows about all units of the same side in the direction it is facing (within spotting distance)
http://feedback.arma3.com/view.php?id=13494
0013493: AI is alerted immediately when a unit it knowsabout is killed
http://feedback.arma3.com/view.php?id=13493
The NULL-object issue has also been reported here: http://feedback.arma3.com/view.php?id=13648
Yes, I know suppressors are not silencers. But even if you do make an actual silencer (or a completely silent weapon, eg. knife, bow, magic, whatever), the enemy will still know when his buddies are killed. It's how arma work, currently.
Enemies can only hear suppressed weapons at those distances when the shots actually hits a soldier. If the shots don't connect, the enemy will not hear anything.
Fixed as of 0.77.109860.
This ticket can be closed.
I was not able reproduce this.
Is it possible you have grouped one of the modules instead of syncing it? If not, please add a repro mission.
Make sure the weapon has a proper geo lod.
This seems to have been fixed, cannot reproduce in 1.35.127767.
Yep, this no longer an issue (tested in 1.35.127767). Very nice! :)
Possible side effect?
0021220: AI is not alerted when unit on same side is killed with silent weapon
http://feedback.arma3.com/view.php?id=21220
Added links to CIT in additional info. Thanks!
Mission repro added (rename to mission.sqm). Btw, it's on Stratis.
@Alwarren
"Why is this a bug that needs to be fixed? Because it makes stealth based missions pretty much moot. It is no longer a question of situation whether you can risk taking out a guy or not, you will have to ask yourself, is he grouped or not? Because if he is grouped, it doesn't matter where his buddies are, they will know."
It's actually even worse than this. The AI does not have to be grouped for this to be a problem. The AI only has to have seen one of their guys in order to become completely aware of it (i.e. know exactly when it dies by enemy fire).
So for example. If the enemy has setup a roadblock and one of their patrols walk by, you can't eliminate the guards in the roadblock without alerting the patrol. Even if the patrol is beyond visual/audio range.
@Dr Death
I'm not talking about removing the keyboard binding for flashlight. What I'm suggesting is extending the already existing lightOn/lightOff action so it also can be used to turn on and off flashlight/ir pointer.
Currently, it only works for turning the headlights of vehicles on and off (there is no way to toggle the state of flashlight/ir pointer from a script).
No, it won't show up as an action in the action list. This is only a script enhancement. Sorry, if that wasn't clear.
Had a similar issue with a custom weapon, turns out the geolod was missing a "component" in the named selections. After adding it, the game no longer crashes when being hit while carrying it. Hope this helps.