Bug #12178

OA - AI can see further the humans with max fog, bad weather and rain active at the same time.

Added by kju almost 5 years ago. Updated about 4 years ago.

Status:Closed Start date:07/21/2010
Priority:Normal Due date:
Assignee:- % Done:

0%

Category:AI Issues
Target version:1.59.79384
Affected ArmA II version:1.58 BETA First affected build:
Reproduced by another DH user:No First affected ArmA II version:
I am using some Mods:No Single / Multi Player?:
I am using:OA only BIForumURL:
Reproducible for you:Yes NGUrl:
Related to content of DLC: WIKIurl:

Description

Exp:
AI sees units 5-10 meter into the fog (not visible for human players)
with fox, bad weather and rain max (with max AI skill).

It is frustrating to get killed from units still in the fog.

Obs:
AI should see the same distance as the player.

Repro:
  1. Load attached mission in the editor.
  2. Approach the WP slowly.
  3. Notice that AI sees you first even before you can see it and starts shooting.

Note:
It seems there is a second or related problem:

  1. AI sees you.
  2. If you move away again deeper into the fog again.
  3. AI can still pinpoint your position very precisely.

Overall it seems AI sees and hears too good during fog, bad weather and rain.

Notes:
TEXT.

oa_ai_see_further_into_fog.Desert_E.7z (1.3 kB) kju, 07/21/2010 06:24

History

Updated by kju over 4 years ago

  • Due date changed from 10/01/2010 to 05/01/2011
  • Affected ArmA II version changed from 1.53 BETA to 1.58 BETA

Updated by Suma over 4 years ago

  • Status changed from Assigned to Resolved

Great repro. There were multiple issues which all needed to be fixed so that the repro works fine:

Fixed: AI no longer sees through fog better than player. (http://dev-heaven.net/issues/12178)
Improved: Init scripts time limit increased from 3 ms to 100 ms.
Optimized: setViewDistance is no longer slow when used to reduce view distance.


An additional fix for a bit different repro:
Fixed: weather changes done in the vehicle init line considered when checking AI visibility on the mission start.

All of this will be available in 78113

Updated by kju over 4 years ago

  • Target version set to Upcoming version

Happy to help :)

Init scripts time limit

Would you mind to shed more light on this. Does it have practical means to script/mission design?

Updated by Suma over 4 years ago

Does it have practical means to script/mission design?

Part of the problem in this mission was the init.sqf started with:

setViewDistance 1600
0 setFog 1

The 0 setFog 1 did not run on the mission start, as the first line had already exhausted all available time. While such issue will still exist, by extending the limit from 3 ms to 100 ms, some more complex init scrips will be now executed fully (until their first wait).

Updated by kju over 4 years ago

  • Due date deleted (05/01/2011)

Thanks a lot!

(even though I guess there are no practical differences when you have a briefing phase)

Updated by kju over 4 years ago

  • Target version changed from Upcoming version to 1.58 BETA

Updated by kju about 4 years ago

  • Target version changed from 1.58 BETA to 1.59.79384
  • Language set to Please set for missions

Updated by kju about 4 years ago

  • Status changed from Resolved to Closed

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