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Topic: One tweak that will change alot, AI pinpoints you within 10 cm by ears< Next Oldest | Next Newest >

Second Offline

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Posted: July 02 2007,20:08

Quote (STRYKER555 @ July 02 2007,15:54)
And another thing If anything friendly AI accuracy needs to be beefed up! In OFP friendly AI were good at surviving and shoot straight most of the time, I could count on them more or less, cant say the same for the US AI in Arma though they make good corpses they die waaay too easily in my opinion.

Look at your skill settings in difficulty menu. There's answer If you can't cope with thing that enemy is as good as you or your friendles just set enemy AI's skill to 0 and friendly AI's skill to 1.

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Comradesniper Offline

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Posted: July 02 2007,20:34

Quote (Armalite666 @ July 02 2007,15:59)
The AI in Arma is a damn site less accurate and a lot slower than the guys I play COD UO with.

I'm crap and I can still run fire and head shot a moving target with a bolt action rifle.

Uh, thats not very realistic at all.
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=JoKeR= Offline

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Posted: July 03 2007,01:33

Ok,some time ago I have do those tests with OFP

I have modified some addons with those settings

For soldiers

audible=0;
camouflage=0;
visiblesize=0;
sensitivity/various=0;

For rifles

visibleFire=0;
audibleFire=0;
visibleFireTime=0;

For handguns I have keep the standard values then I have started the test.

Walked through a full squad of commies killing,and spraying rounds around like Rambo->no one of them killed me

Even if I was stepping in front of them

Then I switched with the hand gun shot a single round in the air->got nuked instantly even if they were not able to see me.

Same thing is happening with ArmA,nothing new.


Edited by =JoKeR= on July 03 2007,01:34
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ofpforum Offline

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Posted: July 03 2007,01:56

Quote (=JoKeR= @ July 03 2007,01:33)
Ok,some time ago I have do those tests with OFP

I have modified some addons with those settings

For soldiers

audible=0;
camouflage=0;
visiblesize=0;
sensitivity/various=0;

For rifles

visibleFire=0;
audibleFire=0;
visibleFireTime=0;

For handguns I have keep the standard values then I have started the test.

Walked through a full squad of commies killing,and spraying rounds around like Rambo->no one of them killed me

Even if I was stepping in front of them

Then I switched with the hand gun shot a single round in the air->got nuked instantly even if they were not able to see me.

Same thing is happening with ArmA,nothing new.

I guess (cant do anything more) that the knowsabout value is something like (very roughly):
knowledgetroughearing*knowledgetroughseeing*timesincelastinformation*whatever.

In your case it would be something like 0*(max value)*(max value)*(whatever), when the hearing suddenly becomes >0 the knowsabout would instantly rise up from 0 to a level thats high enough for the AI to attack you.
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STRYKER555 Offline

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Posted: July 03 2007,20:02

Quote (Second @ July 03 2007,01:08)
Quote (STRYKER555 @ July 02 2007,15:54)
And another thing If anything friendly AI accuracy needs to be beefed up! In OFP friendly AI were good at surviving and shoot straight most of the time, I could count on them more or less, cant say the same for the US AI in Arma though they make good corpses they die waaay too easily in my opinion.

Look at your skill settings in difficulty menu. There's answer If you can't cope with thing that enemy is as good as you or your friendles just set enemy AI's skill to 0 and friendly AI's skill to 1.

Yeah did that as soon as I bought the game just like in the demo.... doesent work as it should. :|
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Ezekiel Offline

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Posted: July 04 2007,17:08

Hehe, quote from the official S.T.A.L.K.E.R. website:

Quote
One of the advantages of the AI in S.T.A.L.K.E.R. is that the NPCs and enemies will try to guess where the enemy is rather than know it. It would be too simple to let the AI know where the enemy is, so developers opted for a more interesting way of putting other characters in the same shoes as the player. They are limited by what they see and hear, their sight is impaired in darkness and behind the bush. They hear what the player can hear.


Of course, anyone who's played the game will know it doesn't exactly work out like this - while the enemy behaviour can be very cool and realistic sometimes, other times they'll just get confused and start walking endlessly into a bit of scenery... Still, they have the right idea.

It's a shame that the AI is intrinsic to the engine, I'd love to see a bunch of devs all get together to make an ultra-realistic AI system from the ground up...
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misfitko Offline

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Posted: July 04 2007,17:54

A very sofisticated Ai would be really nice, but the downpart is (imho) it will put alot of pressure on the CPU.

But with the upcoming of the multi-core cpu's this might be less of an issue in the future.

/Vulcan


Edited by misfitko on July 04 2007,17:54
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Second Offline

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Posted: July 04 2007,18:04

And ArmA works like same... Only that their hearing gives them rather good hint about location of threat. ArmA does the same quessing, looking at engage square shows that it isn't always there where opponent is. Movement has big impact on this.

1. I see your moving there
2. Now i can't see you so (you went out of my sight)... So i think about your moving speed and direction and calculate your path.
3. I'm going to check it
or
3. Damn calculation were wrong! (i can't see anything in the spot that square is pointing) So i need do quess some spot in between. NOTE: About this routine: i'm not sure how is it determed, but this is my quess
4. You weren't there... So i quess i need to go back to my  position in formation

This is how AI works when opponent is moving and AI sees that, but them they can't see opponent.Only issue is that hearing is too good, well not too good, but they can pinpoint of locations with hearing very well... Which then again can cover some of their flaws (like they have no actual logic that where enemy would be hiding, under that bush or in that house)


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"on se saatanaa, että kansa on pieni"

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Delta 5-1 Offline

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Posted: July 04 2007,19:47

I agree with Misfitko and Second, I feel that BIS made this tradeoff to less intensify the already horrid load on our PCs that we are enduring...I definitely would like to see this hearing toned down just a slight bit, considering I do have a Core 2 Duo CPU and a lot of ppl don't yet (or AMD equivalent), I have an easy bias to say that I would like to see a beefed up AI that can utilize more CPU calculation...all in all, BIS plz slightly tone down the hearing of the AI as well as tone down their impossible accuracy, I don't like the idea of killing one of their squad members with them automatically knowing where I am after that only to get hit even when I'm supposedly hidden..I'm sure many won't argue with that, the AI is dangerous enough as it is..

Edited by Delta 5-1 on July 04 2007,22:33

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Delta 5-1 Offline

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Posted: July 04 2007,23:36

For now I would say we should check out these lines of code for the time being...for those who play single player, just go into your my documents/arma other profiles/user name/armaprofile file and edit these lines so you don't get hit by super accurate AI under "class Difficulties" for whatever difficulty you prefer...

Code Sample

skillFriendly=1.000000;
skillEnemy=0.750000;
precisionFriendly=0.700000;
precisionEnemy=0.350000;
};


I hope that more servers can start using this edit as well, it would SURELY help those who play Evolution, these are just the numbers I use since my friendly AI get killed so much, edit the precision values to whatever seems the most realistic accuracy to you of course.  For servers this config can be found in server.cfg, these same values should be in there as well...at least we can do something in the meanwhile to tone down this AI madness...for single player users, plz note that you must play a couple campaign missions for this value to finally appear in your profile if you cannot find it initially..

Edit:  I have realized through more internet research that SimHQ is already using this idea in their server, makes me want to signup with them and see how their server works..for a more detailed post about this situation plz visit 1-8th General Discussion Forums, at least this code can be deemed as a temporary fix until BIS catches up and makes them a permanent value with a patch for the accuracy matter.


Edited by Delta 5-1 on July 05 2007,00:33

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twisted Offline

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Posted: July 05 2007,00:48

i think a solution maybe coming.

http://community.bistudio.com/wiki/setSkill_array

maybe guys who know scripting better could say if it looks like it or not? :)


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Second Offline

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Posted: July 05 2007,09:46

Right now i'm more intrested about that 'movetarget' scripting command... Altough it can more be related to FSM and combatroutines, and not affect to position of target or engage square.

Those setskill-things only affect to AI's skill in certain aspect, altought who knows what everything they have impact on, once BIS gets them working. Maybe it affects also to pinpointing.


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"on se saatanaa, että kansa on pieni"

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Malick Offline

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Posted: July 05 2007,11:31

Quote (twisted @ July 05 2007,00:48)
i think a solution maybe coming.

http://community.bistudio.com/wiki/setSkill_array

maybe guys who know scripting better could say if it looks like it or not? :)

Too bad this is not implemented yet... This will be very interesting to toy with, searching the best balance.

No more need for HD mags, like in JAM, as you can set the "shaking" value of the enemy higher, for example.

I hope they get it working very quickly !

Malick


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andersson Offline

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Posted: July 05 2007,12:30

Quote (Malick @ July 05 2007,11:31)
Quote (twisted @ July 05 2007,00:48)
i think a solution maybe coming.

http://community.bistudio.com/wiki/setSkill_array

maybe guys who know scripting better could say if it looks like it or not? :)

Too bad this is not implemented yet... This will be very interesting to toy with, searching the best balance.

No more need for HD mags, like in JAM, as you can set the "shaking" value of the enemy higher, for example.

I hope they get it working very quickly !

Malick

You dont need hd-mags in arma. Lower the AI precision and have the skill high. Then they are aggressive and lay down more bullets on you, but alot of bullets miss you.

Code Sample
skillFriendly=1.000000;
skillEnemy=0.750000;
precisionFriendly=0.700000;
precisionEnemy=0.350000;


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Malick Offline

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Posted: July 05 2007,12:35

I think both parameters have influence on the same thing.

This "precisionEnemy" would be replaced by two separate values : "aimingAccuracy" and "aimingShaking". I guess the first one deals with the general direction of the target and the second deals with a random shaking around the general direction.

The more control you got, the better :p

Malick


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126 replies since June 21 2007,08:50 < Next Oldest | Next Newest >

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