Bug #18952

While AI infantry is moving from cover to cover, it hardly uses its weapon / has a very slow rate of fire.

Added by kju almost 4 years ago. Updated over 3 years ago.

Status:Assigned Start date:04/16/2011
Priority:Normal Due date:07/01/2011
Assignee:Dwarden % Done:

0%

Category:AI Issues
Target version:-
Affected ArmA II version:1.60 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: BIForumURL:
Reproducible for you:Yes NGUrl:
Related to content of DLC: WIKIurl:

Description

Obs
While AI infantry is moving from cover to cover, it hardly uses
its weapon / has a very slow rate of fire.

Exp
Like when not moving from cover to cover, AI should use its rifle
based on the distance to the target.
So when rather close at a high rate of fire.

Repro
  1. Launched attached mission
  2. Notice how the AI is aggressively firing its first magazine
  3. Now AI starts to move from cover to cover
  4. Notice how the AI now fires only a bullet every few seconds once in a cover

DemoAiBehaviorInCombat.Desert_E.7z (1.6 kB) kju, 04/16/2011 06:56


Related issues

related to ARMA2 Community Issue Tracker - Bug #18950: AI infantry with "engage at will" moves to next cover aft... Expired 04/16/2011 09/01/2011
related to ARMA2 Community Issue Tracker - Bug #18951: AI infantry moving to the next cover ignores a new threat Closed 04/16/2011
related to ARMA2 Community Issue Tracker - Bug #22935: CAN FIRE event reporting broken within danger.fsm + poss... Closed 07/29/2011
related to ARMA2 Community Issue Tracker - Bug #23237: AI does not compensate high weapon sway level Assigned 08/08/2011 11/01/2011

History

Updated by maturin almost 4 years ago

In practice, this means that units will end up sprinting around in full view of enemy soldiers who are close by and taking aim.

Unless the cover is less than 3 seconds away, the AI should interrupt their movement and shoot at soldiers who are drawing a bead on them. This functionality already exists for telling troops when to break their Hold Fire status.

Updated by fabrizioT almost 4 years ago

In my opinion there's a problem with the "can fire" event handled into danger.fsm: it's rarely triggered.
So units won't usually stop and fire even with clear LOS.

Also you may notice that the underlying code in danger.fsm is overly simplified.

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