Comments (12)
Your setSkill calls are placed after allowFleeing, right?
from release_files.
no, before. I'll test putting them after it now
from release_files.
Yeah that works fine, Thanks!
I've also noticed that the AI will not fire on an ifrit or strider but will attack civilian vehicles. This means that I can drive into a group in an ifrit and not get shot at. I can hear the leader give the "engage that mrap" order but no one fires at me. The leader appears to be the one with the AT launcher. I would expect that at the very least that the AT soldier would fire at me but would I prefer if the other soldiers would shoot at the strider or MRAP to try and take out it's wheels.
from release_files.
The AI do fire an underslung grenade every now and again but I guess with the accuracy changes that I made that they are not capable of hitting me. Surely the AT guy should fire though
from release_files.
The AT guy cannot fire, because he has no actual rockets. It did work before, but Bohemia have recently changed missile ammo so that it cannot be added into vests, so a backpack must be added for him to receive the rockets. It will be fixed in the next update.
I'm still looking into why they are not attacking military vehicles.
from release_files.
Great, thanks for your time
from release_files.
Just to let you know, I added a backpack to the AT AI and gave all the small and midgroup AI Grenade launchers so they would fire on Military vehicles. I used an eventhandler to keep re-arming them with grenades (additemtovest)
My Zeu_cfgaiskills config:
aimingAccuracy[] = {0,0,1,0.4};
aimingShake[] = {0,0,1,0.6};
aimingSpeed[] = {0,0.2,1,0.6};
endurance[] = {0,0,1,1};
spotDistance[] = {0,0.2,1,0.7};
spotTime[] = {0,0,1,0.7};
courage[] = {0,0,1,1};
reloadSpeed[] = {0,0,1,1};
commanding[] = {0,0,1,1};
general[] = {0,0,1,1};
I then set each subskill in setmissionskill to 1 so that it uses the max values above and if I need to tweak the settings between restarts I only have to edit the zeu userconfig file. I also used a default arm3profile with Regular settings (affects AI too). I found that this works quite well but it looks to me like the exposed area that they spawn in and the defendarea script is limiting the AI (they sometimes spring up and down between crouch and stand). These settings were tested on stratis and resulted in smarter bots with less accuracy who sometimes do some random stuff, even flanking at times
from release_files.
Have you given any thought to also providing a couple of flares to each with a condition to use if they become in contact during night hours? It becomes unnerving when I'm not in contact and someone starts popping flares in the near distance at night.
Force a random use of grenade launched smoke. Off my head maybe a random forcing use of smoke to blind or mark players location during a battle. Creates mostly an atmosphere but may blind players where expert AI probably wouldn't be affected that much.
you working ai teams? i have some good fairy ideas. mawendt
From: contactgus [email protected]
To: A3Wasteland/Release_Files [email protected]
Sent: Friday, January 17, 2014 7:36 PM
Subject: Re: [Release_Files] AI Observations (#3)
Just to let you know, I added a backpack to the AT AI and gave all the small and midgroup AI Grenade launchers so they would fire on Military vehicles. I used an eventhandler to keep re-arming them with grenades (additemtovest)
My Zeu_cfgaiskills config:
aimingAccuracy[] = {0,0,1,0.4};
aimingShake[] = {0,0,1,0.6};
aimingSpeed[] = {0,0.2,1,0.6};
endurance[] = {0,0,1,1};
spotDistance[] = {0,0.2,1,0.7};
spotTime[] = {0,0,1,0.7};
courage[] = {0,0,1,1};
reloadSpeed[] = {0,0,1,1};
commanding[] = {0,0,1,1};
general[] = {0,0,1,1};
I then set each subskill in setmissionskill to 1 so that it uses the max values above and if I need to tweak the settings between restarts I only have to edit the zeu userconfig file. I also used a default arm3profile with Regular settings (affects AI too). I found that this works quite well but it looks to me like the exposed area that they spawn in and the defendarea script is limiting the AI (they sometimes spring up and down between crouch and stand). These settings were tested on stratis and resulted in smarter bots with less accuracy who sometimes do some random stuff, even flanking at times
—
Reply to this email directly or view it on GitHub.
from release_files.
I too would like smoke grenades to be used by the AI as they don't have much cover where they defend but I couldnt get them to automatically use it. I even added "Throw" as a weapon but I didnt try to use a GL launched smoke grenade. I might try the zeu_cfgaiskills example mission and see if there is a way to get them to automatically do it. As for flares, our server only runs daytime from 7am to 7pm and then reboots so we don't need flares but you might be interested in this arma2 script: http://forums.bistudio.com/showthread.php?111037-Ai-Shoots-Flares-script-version-1-3
I'm not really the best person to discuss these things as I'm very new to all this
from release_files.
Honestly i would just go add bCombat AI to your server, its very + lots of configurable options u can enable / disable.
Plus has a nicer user base to help debug and if u look over code, author has already been benchmarking various functions runtimes etc (nice to see, especially at such an early stage)
from release_files.
Great, at first glance it looks awesome and hopefully will suit my level of understanding better :D . Thanks for the tip!
from release_files.
OK, I understand - however, even if we can't get the AI to automatically use a weapon/frag/smoke/gl smoke whatever we can simulate it by randomized decision forceing.
You can create an interrupt somewhere within an AI script that has a threshold like "if the random number is greater than 90 and AI is within 300 meters of an enemy and, ai has grenade launcher and, gl flare and, time is night, then use gl flare" or "if the random number is greater than 90 and, AI is within 300 meters of an enemy and, AI has smoke grenade, then throw smoke grenade direction enemy". Although the scheme is in a word problem, it can be coded out.
The idea of forcing an action under a random threshold number doesn't depend on the ai automatically doing something, but simulating a random decision (after all, who knows why/when/what an ai is thinking?) and forces an action to simulate an ai decsion.
Could use the same logic train to force the ai to do anything - like attempt to satchel a damaged vehicle or construction wall, lay a mine on a road junction, an ai patrol taking a 15 min pause in a town to set up an ambush then move to another random location, have ai spread out to 200m from the spawned mission point, whatever.
Thought I might pass it along to you for any future updates. I would think to force the AT use against an enemy vehicle of any type ("if enemy is within 300m and enemy is in any kind of vehicle and ai has an AT weapon then use At weapon and target enemy") - the same script could be leveraged under any weapon with varying targets.
Cheers. mawendt
From: contactgus [email protected]
To: A3Wasteland/Release_Files [email protected]
Cc: mawendt [email protected]
Sent: Wednesday, January 22, 2014 9:57 AM
Subject: Re: [Release_Files] AI Observations (#3)
I too would like smoke grenades to be used by the AI as they don't have much cover where they defend but I couldnt get them to automatically use it. I even added "Throw" as a weapon but I didnt try to use a GL launched smoke grenade. I might try the zeu_cfgaiskills example mission and see if there is a way to get them to automatically do it. As for flares, our server only runs daytime from 7am to 7pm and then reboots so we don't need flares but you might be interested in this arma2 script: http://forums.bistudio.com/showthread.php?111037-Ai-Shoots-Flares-script-version-1-3
I'm not really the best person to discuss these things as I'm very new to all this
—
Reply to this email directly or view it on GitHub.
from release_files.
Related Issues (20)
- Mission: Coast Patrol - unexpected gunstore
- A3W_extDB_pack.zip contains outdated A3Wasteland_settings folder HOT 2
- scripts.txt needs an update (I think) HOT 14
- Filepatching since the new update 1.52.132676 HOT 5
- Missions are not finishing HOT 1
- script restriction after update HOT 3
- How to remove enemies' points on the map HOT 3
- How to set up a takeover target
- ban and the Kiku HOT 2
- empty mysql a3wasteland database
- Cant move Flag, Base Locker and something HOT 1
- createVehicle.txt HOT 3
- W8 on update HOT 5
- 0.9g: loaded Quad bugged
- Syntax Errors on Launch
- AGM Integration? HOT 1
- [Bug] Underwater Revive HOT 3
- [BUG]Anti-hack HOT 2
- When opening a new game
Recommend Projects
-
React
A declarative, efficient, and flexible JavaScript library for building user interfaces.
-
Vue.js
🖖 Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.
-
Typescript
TypeScript is a superset of JavaScript that compiles to clean JavaScript output.
-
TensorFlow
An Open Source Machine Learning Framework for Everyone
-
Django
The Web framework for perfectionists with deadlines.
-
Laravel
A PHP framework for web artisans
-
D3
Bring data to life with SVG, Canvas and HTML. 📊📈🎉
-
Recommend Topics
-
javascript
JavaScript (JS) is a lightweight interpreted programming language with first-class functions.
-
web
Some thing interesting about web. New door for the world.
-
server
A server is a program made to process requests and deliver data to clients.
-
Machine learning
Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.
-
Visualization
Some thing interesting about visualization, use data art
-
Game
Some thing interesting about game, make everyone happy.
Recommend Org
-
Facebook
We are working to build community through open source technology. NB: members must have two-factor auth.
-
Microsoft
Open source projects and samples from Microsoft.
-
Google
Google ❤️ Open Source for everyone.
-
Alibaba
Alibaba Open Source for everyone
-
D3
Data-Driven Documents codes.
-
Tencent
China tencent open source team.
from release_files.