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AI Observations #3
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Your setSkill calls are placed after allowFleeing, right? |
no, before. I'll test putting them after it now |
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. |
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 |
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. |
Great, thanks for your time |
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) |
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. 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) |
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 |
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) |
Great, at first glance it looks awesome and hopefully will suit my level of understanding better :D . Thanks for the tip! |
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. From: contactgus notifications@github.com 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've been trying to change the AI subskills on Altis to make them more skilled but less accurate. I used the Zeus mod and copied the max settings from here: http://forums.bistudio.com/showthread.php?164740-Zeu_CFGAIskill&p=2558891&viewfull=1#post2558891 into the setMissionSkill.sqf file using the format "_unit setskill ["aimingAccuracy",0.4];" etc for each subskill
I found that that each subskill was defaulting to values of 0.5 no matter what change I made. I added skill debug logs using this as a reference: http://forums.bistudio.com/showthread.php?154124-AI-Skill-Problems&p=2384645&viewfull=1#post2384645
Only when I removed the "_unit allowFleeing 0;" line from the setMissionSkill.sqf did I manage to get customised subskills.
I'm new to this and not a programmer so I could be missing something.
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