Feature #16504

AI's Auto-Danger Setting shouldn't disrupt Orders/Tactics

Added by HateDread over 4 years ago. Updated over 2 years ago.

Status:Closed Start date:01/07/2011
Priority:Normal Due date:
Assignee:- % Done:

0%

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

Description

The current system of AI engagement handling (specifically auto-danger) results in unnecessary AI death, and frustration for the player, as it completely contradicts the player's direct orders. As specified by the collection of military tactics, titled 'Combat!' (Ed. Len Cacutt), Fire and Movement is conducted as follows:

1. The gun group of two or three men advances towards the enemy under covering fire from the six to eight men in the rifle group.
2. The machine-gun group goes to ground and opens fire... The same principle... is used for pairs of rifleman, sections, and whole platoons.
3. The movement is completed by the rifle group going to ground and covering another advance by the gun group.

Under the current system, this is impossible - the AI will actively refuse to advance under fire without enacting their own, impractical fire-and-movement system, often resulting in their deaths and the ineffectiveness of standard modern movement techniques in an infantry combat simulator.

Observed:

When AI is engaged, their automatic 'danger' behaviour is activated. When this occurs, no action by the player can override this decision, no matter the urgency of the situation. (No combination of command-menu behaviours, formations, or fire orders can override this).

This results in a lot of unnecessary death on the part of the AI - when engaged in the open by a sniper, at 500m, for example, the AI resist the player's orders (when the player tries to move them out of the killing zone), and instead fool about with their attempt at 'bounding overwatch', or, if moving alone, they still stop every few metres to observe the enemy, even when set to 'hold fire'.

After the engagement has ended, and after a delay, one of the AI members declares 'Area clear', and the AI all exit their 'auto-danger' mode.

Expected:

The AI will still switch to 'danger' when first engaged, but:

1a. Either the player will have the option to override it via a new command; or
1b. The current system of behaviour commands will take this into account, i.e. 'aware' will override 'danger'.
2. AI will then be able to complete the orders of players, and move to designated position, conforming to modern infantry tactics.
3. Player can then re-enable 'danger' mode.

Alternatively:

1. Danger mode will activate as normal upon contact.
2. Despite behaviour setting, AI will adhere to movement commands without their own bounding overwatch (only when commanded by a player).
3. AI will then be in correct positions as ordered by player, AI will continue standard stationary 'danger' behaviour.

Repro:

1. Set troops to hold fire.
2. Await 'under fire' announcement and auto-danger behaviour, as indicated by red 'target' shape on the icons of your squad members.

3a. Order any of the units, whether solo, or in pairs, etc, to move, under any combination of behaviours and engagement orders. Observe their reluctance to simply move from point A to point B. Or
3b. Allow Unit 2 (machine-gunner) to open fire, in accordance with aforementioned tactic description, and again order others to move. Identical behaviour.

Note:

  • All units are made invulnerable.
  • Distance to enemy and situation itself not necessarily realistic of engagement, but not focus of repro. AI behaviour and reactions to orders are the focus.

HATE_Repro_AI_Auto_Danger.Desert_E.rar (906 Bytes) HateDread, 01/07/2011 08:53


Related issues

related to ARMA2 Community Issue Tracker - Bug #16353: Player led AI units not following anymore while engaged i... Closed 12/31/2010
related to ARMA2 Community Issue Tracker - Feature #12895: Make Danger mode overridable and apply to fireteams only Assigned 08/13/2010
related to ARMA2 Community Issue Tracker - Bug #11470: If there are enemies nearby or you are in Combat mode, AI... Feedback 06/26/2010 12/01/2011

History

Updated by Fireball over 4 years ago

  • Tracker changed from Bug to Feature
  • Subject changed from AI's Auto-Danger Setting Disrupting Orders/Tactics to AI's Auto-Danger Setting shouldn't disrupt Orders/Tactics
  • Status changed from New to Assigned

Updated by fabrizioT over 4 years ago

IMHO somewhat related to these issues:
#16353
#12895

Updated by Suma over 4 years ago

  • Status changed from Assigned to Resolved

1. Danger mode will activate as normal upon contact.
2. Despite behaviour setting, AI will adhere to movement commands without their own bounding overwatch (only when commanded by a player).

Implemented in 77172

Updated by Fireball over 4 years ago

  • Target version set to 1.58 BETA

Updated by kju over 4 years ago

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

Updated by Fireball about 4 years ago

  • Status changed from Resolved to Closed

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