I've been trying to make "Metal Gear Solid" missions in Arma for a few years, so maybe I can share some details. It's true that "magical hit spotting" works across groups, it's worked like this for a long time, but last time I checked, line of sight blocked it (I was complaining on BI forums to AI developers, with a video showing a magical 80m distance). This doesn't seem to be the case anymore and the shooter is revealed regardless of LoS. I've tried hacking this (forgetTarget on the same frame), but there's no easy way. A quick comparison on v2.02 I recorded just now: kzitem.info/news/bejne/pIiX0W2Oop5nbII From it, you can also see that "headshots" are very situational, the magical spotting doesn't apply, but audibleFire of the CfgAmmo (reduced by the CfgWeapons suppressor) does, which is what I tweak in my arma-additions ( github.com/freghar/arma-additions/blob/master/addons/misc_tiny_configs/suppressors/config.cpp - used to be much neater when BI had reasonable class inheritance), so that at least headshots are reliably silent, especially indoors on multi-story buildings. Couple that with low "camouflage" / "audible" of a CfgVehicles soldier (or setUnitTrait these days) and you can have a pretty feasible Splinter Cell style mission - kzitem.info/news/bejne/2I2B2o5-r3qUrI4 (the player soldier also has reduced footstep/gear sounds). One curious thought is that the magical hit spotting does differ between CfgAmmo used, so maybe there is some tunable to be tuned. "dangerRadiusHit = 12;" is pretty obviously not it (unless it gets multiplied), so maybe it is calculated from "hit", which would suck. Regarding ACE Medical: yes, I've reported this years ago, github.com/acemod/ACE3/issues/4215 , and it has been finally fixed quite recently, though I like to remove the HandleDamage EH from AI on my stealth missions anyway: github.com/freghar/arma-additions/blob/master/addons/editor_extensions/remove_ace_eh/fn_setupClassEH.sqf Anyway, good luck!
@freghar
3 жыл бұрын
So I did a quick test and the "magical hit spotting" is indeed unfortunately based on the "hit" value of CfgAmmo, however there does seem to a magical value there - default for 6.5mm is 10, and down to 6.3 it does alert everyone in 80m, but hit=6.2 does not alert anyone, even as close as 2m (after setting dangerRadius* and audibleFire to very low values). Weird. ... edit: It's based on target receiving damage, github.com/freghar/arma-additions/issues/27 .
@HairyBogTrotter
3 жыл бұрын
LAMBS is a fantastic piece of work. So glad someone is diving deep into the AI like you are. Keep up the fine work!
@copter2000
3 жыл бұрын
Glad to see you again.
@KenMikkelsen
3 жыл бұрын
8:51 Notice that knowsAbout doesn't immediately drop. So conceivably, the entire EAST side 'knows' that something fishy is going on at this location concerning myself. That is an example of the AI information sharing outside modded control. Also worth noticing that the AI does not 'hear' doors opening.
@desraek6653
3 жыл бұрын
LAMBS AI makes me say yes
@marc13bautista
3 жыл бұрын
Awesome! Thanks for testing this out since I always wondered about detection with lambs. Would it be much more different with CF_BAI (and Re:CamoSys) added to the mix since they respectively make nearby foliage and uniforms effective? Despite CF_BAI extending AI to human view range, of course. I can vouch that non-headshots on enemies can allow them to info-share around them. Though if I were to disable Lamb's info-sharing in CBA would it give a scenario similar to the second half of the video even if those enemies were in the same group?
@jonnoMoto
3 жыл бұрын
ha that typical arma moment @1:34 casual to instant supression of your area after 1 round
@KenMikkelsen
3 жыл бұрын
That's why you drop in LAMBS_Suppression module as well. Which wasn't featured in this test. ;)
@misterspiff7288
5 күн бұрын
can you share your knowsabout / location popup script?
@bradleythompson6254
3 жыл бұрын
How does implementing lambs effect these testing? If there is say a 3 man patrol all taken out with headshots would they communicate that information to another group “X” distance away?
@KenMikkelsen
3 жыл бұрын
That's a good question. The LAMBS Communication feature is timed and subject to suppression. In other words: you wouldn't even need to instantly kill them, just adequately suppress them until you dispatch the enemy.
@HAL90000
3 жыл бұрын
Very interesting. By the way, how do you show the debug information of the top right corner?
@KenMikkelsen
3 жыл бұрын
Just a simple script written for this testing scenario.
@HAL90000
3 жыл бұрын
@@KenMikkelsen Excuse my ignorance, but whats the script in question?
@KenMikkelsen
3 жыл бұрын
@@HAL90000 Keep in mind that this is written for a specific scenario with a named 'group1'. YT comment field may also distort code: [] spawn { while {true} do { sleep 0.1; hintSilent format ["knowsAbout: %1 Distance: %2m", east knowsAbout player, ((leader group1) getHideFrom Player) distance player]; }; }; end
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