#enfusion_ai
1 messages · Page 2 of 1
which version of reforger had this feature, and when was it taken away?
wasn't squad control stated in roadmap anyway?
The series. Since OFP on has had AI squad control -srsly are you just F'n with me or what
well who knows what will happen with AI spotting, current state of the game is not final 🤷
well what im saying is -they arent showing any development or advancement on the issue
hence -why we bring it up
ok then I get your point
did BI say that they will not be implementing AI command in Reforger? so the features for AI command that I can see in Workbench are just going to get removed?
Your a troll Bacon pure and simple. Im not doing your homework for you.
I think AI command is in the roadmap so it makes sense there is some AI commanding stuff in the mod tools
Its been on teh roadmap - it was promised for the ground Branch patch -yet strangely got removed. Now its more of a vague hope wishlist. Again, if youve followed the trajectory of AI development since the beginning of Ofp/Arma 1 on -youd understand better. Or...maybe not as you are uniquely literal..
not all features of ground support are out yet, but that doesn't automatically mean they will never be
In my experience -developers take the path of least resistance. if they are not held to their previous standard and have a pattern of chipping away aspects -well then take notice
Yeah thanks -Id clearly never thought of that.
bet
Your about as helpful as a 50 percenter. Hey yeah it might rain probably probably not. thanks for your insightful contributions
I'm aware that it's being worked on so I don't feel like there's any need to complain about it
Well yippie for you. Its not about complaining -its about accountability and keeping standards.
But, here you are in a modding channel complaining.
Calling bacon a troll but here you are.
hes not adding anything to the discussion. I was talking and responding to a specific point on AI spotting -something i spent alot of time modding for Arma 3.
it would be disappointing if the feature was abandoned and never came to the game but so far I don't see why it wouldn't be implemented
Just saying "well its not done yet. Its only Alpha/Beta/Just released/Post released" dont help anybody
neither does complaining about a feature that's not implemented yet
and coming to a modding channel to complain doesn't help anyoine
Reforger is a tech demo, if you don't like how things work sack up and make a mod yourself
Again -i complaining vaguely like 'hey AI sucks!" -youd be right. Again - i came to make specific points. Sorry that hurts you.
My AI mods for all of the above ive already made. but now its time for BI to put in the work and stop relying on modders
This is where the BI AI devs communicate so hence -this is where i make my case
AI perception and commanding comes up very often here, I'm sure there will be improvements on perception and hopeful for commanding to be added
there's plenty more wonky about the current state of AI in the game
it's quite difficult to find a problem with current AI that BI doesn't know about
Its not about "knowing about". Theyve known about all sorts of similar issues in their AI for time infinitum. Leaving modders to fix it to this day.
You clearly dont follow the major Ai issuesof Arma 3
You really wanna educate yourself rather than towing the company line -go spend a day or two in Arma 3 Editing forums and learn about years long problems that only the Devs could fix and modders twisting themselves into pretzels trying to solve what should have been vanilla solutions. Like AI units hiding in grass as just one of many examples
This 1 day in a couple week's when froggys show's up to 🤬 💥 🌋 🤜 🥵 #enfusion_ai 🙈
i came to answer and support the complaint on AI perception and was so kindly greeted by the White Knight patrol. Thats Sir froggy to you SNKMAN
😄
I agree with you on that the AI can be a lot better, but there is no indication that the problem is going to be left to be solved by modders, also perhaps @shy lake can clue you in on whether modding AI will be more powerful now than in previous titles
Whats the indication it will be improved?
Their track record is horrible on this
well take it to the complaint department
Ill voice my concerns where i damned well please
I find more and more relevant things in Workbench with each update, so there is evidence that there is work being done in regards to AI
Again -look at what i first came to respond to before everyone turned into nervous nancies
a very specific point
my apologies for answering the question you tagged me with
No. You came in with your "bruh. people complain EA blah blah blah.." blather. I wasnt talking to you at all until your bro-speech
you are 100% right
Sorry he hurt your feelings
Youve added less than anyone -as i guess you know very little to nothing about the AI of this game
yep, you are correct and everyone else is wrong
hyperbole.
they have an opening for an AI Programmer position for Arma 4 on their site, have you considered helping them solve AI issues?
Well they put quite some work into Reforger A.I. since release.
Esp. the major update's always changed A.I. to the better by a lot.
Still there is much to do but like Sparker already said it will take a lot of time to develope all thouse things.
nope - but i have buddy modders who are and I hope they do
Look what JohnnyBoys done with AI in Prarie Fire for example
And i have another friend even more talented but thats under strict NDA
I was just pointing out the fact that it's a tech demo, from which one could conclude that it's incomplete. And complaining about something that's incomplete is like complaining about food you haven't eaten yet.
Learn what trajectory means. Learn the history of both Singleplayer and AI de-evolution in the past few titles and DLCs. Then youll understand my point better. Or..maybe not..
Then take it up with BI and not with the modders.
Im still hopeful -but cautiously and certainly not foolishly optimistic that the des will just "do the right thing"
Im am part of "the modders" -and was addressing what the devs need to implement to help us -specifically on spotting. jesus man -do you have some kinda obstinate disorder?
Maybe read things in their entirety instead of kneejerk white knighting
Ok im done with you -you have absolutely nothing of substance being said
Puuhh...
It' over... ✌️
"Cry about something"
Others disagree...
"Drop a dime insult like Poopy mcPoopFace"
Others don't go away or suddenly agree with you.....
"get more mad and throw another insult about comprehension or intelligence, that ought to teach them"
Doesn't teach them.
"Add another insult and then say I'm done. That way you win... something"
Sound about right?
Nope. More like make a valid criticism- same old faces pop in immediately to remind everybody “ it’s in EA still”. Rinse repeat ad nauseum
it's not over until I say it's over 
Honestly why would people that don’t even understand the AI coding respond - they need to call snkman just to help them find a point
Well if it ain’t the pot - meet kettle black
Lol you guys
Reforger is not a tech demo, or a proof of concept, it is a product that is being worked on still. Now, this may not be the rationale BI uses, but a tech demo traditionally is a proof of concept for a specific technology, whether that is a game engine or a gameplay system, that is used to demonstrate the viability of some design. Reforger is a full product, and marketed as one being in “early access (to the full product)”, which explains the 40$ price tag in my country (I don’t know about others).
The complaints about the games state are valid, when taken into context. There are a lot of improvements BI made, stuff like rendering and engine access is a whole lot better, but there are also things that have not been improved on (or have gotten worse), one of those is the AI
It is understandable that BI has not been working on the AI as much as people want, because (at least from what I have seen on steam news) they have been busy patching the countless network and engine problems, and giving the features that directly impact players in the multiplayer setting (which appears to be their main focus for the title, to my disappointment)
this is about AI modding
I mean is it so offtopic to talk about the vanilla AI here? I would expect the people interested would be here
is there somewhere else
@balmy gorge what are you on? and why did you derailed this channel?
I’m a concerned party for the singleplayer and AI sandbox features of Arma titles, so the capabilities of that (modded or not) determines whether im gonna buy A4 😄
it theory it would be condoned, despite being still offtopic , and i would not intervene if there wouldn’t have gone way oftopic
there are all the general channels for reforger, i have seen minimal technical talk here that would make this the correct channel
Oh yeah i dunno what happened before - I just saw someone was talking about the game being a tech demo, which i think is a critical error
ok
If you look at my first post i was talking about specifically AI spotting and other issues - i didnt derail it was bacon and Co coming in here playing gatekeeper as usual with the "Bruh stop complaining its EA". Literally every single time ive come in this subthread he spams me with that. You wanna call that on me Pufu -you known me long enough -go ahead, be my guest. But the point is i came with specific points not a generalized rant -thats what it devolves into when people who dont know what theyre talking about just start mouthing off nonsense
And for the record, klamacz early on came in this very channel and asked what we would like to see in the series AI-wise so its not without precedent
i can’t read everything and i cannot be omnipresent, same for your past interactions
Im not asking you to -just be fair. If you see my initial posts -i was clarifying another guys posts.
again, the issue is not how the thread / channel is used, but about the entire offtopic and personal dabs
Well in the future ill just ignore that guy as he always drags me down a rabbit hole where i feel i have to qualify my understanding AI again and again. Its not an honest discussion nor in good faith
Fair enough?
next time ping a moderator to mediate interactions, rather than try do it on your own.
i read your initial point, i also have read. everything else - and without being aware if any other history you might have, you were the more aggressive party. you can block individual users if it helps
let’s be civil and on the point, and that goes for everyone else just as well
I think BI is teetering on a direction that I can’t follow, product wise
And that is my biggest concern as someone who genuinely loves the franchise but also has aspirations in mind
My hope is that Arma 4 does not rely on modders to make the AI to the standard that’s already been achieved with A3 + mods, but for it to exist to begin with, and be improved in other ways
The past ~8 months I have not seen any word about major improvements to the AI (except adding driving), but I could be wrong
The last I've seen it described was 'forget walking, it's still learning to crawl'... that said, I'd say that this channel and in particular ATiM's remarks have been the public source I know of for the details about Arma Reforger AI
From what I understand part of the potential/hopes for Enfusion-powered AI have been less how good it is out-of-the-box and more how moddable it may be, without the technical debt incurred by Arma 3 AI for over a decade before that game's release
Then again, as we learned from Reforger's release, said technical debt/engine limitations went hand-in-hand with 'the foundation holding up the whole edifice' in the first place... whenever BI tried to go away from that we got not only Reforger but infamously DayZ for years before that (despite that also having originally been built on a Real Virtuality 3-based foundation)
Well i'm messing with BI A.I. for almost 15 year's now starting with it at the very early day's of Arma 1.
Over the year's BI added a lot of so called "Micro A.I." behaviors to the vanilla RV A.I. which made it harder to mod with every new Arma title and at the very end i found myself spending much more time with finding workarounds for thouse "Micro A.I." behaviors than actually A.I. modding.
Now we have Enfusion and A.I. is missing a lot of it's base functionality we know from previous Arma RV titles.
BUT they are also miss all their messy "Micro A.I." behaviors which finally make them fun to mod again bcuz they do EXACTLY what you like them to do.
From my "Personal" point of view this alone is a HUUGE improvement over RV A.I. modding.
In addition to this.
Enfusion A.I. already is doing a lot of stuff we've never seen in any previous Arma RV title like sharing ammo / healing each other / avoidig to get hit/reacting to grenades they also move/navigate very well now after dev's put some more work into the Navmesh.
I have to agree that rn Reforger vanilla A.I. look's very basic/generic from the outside but taking a closer look into the current A.I. system you can already see it's HUGE potential waiting to be used/activated.
It's just a matter of time. 🦾
Thanks man, if I could just pick at your knowledge for a moment?
Do you think that the modding of the AI in future titles is going to be more performance eheavy? My concern is that we are given a very base AI but that modifying it is going to drive down the FPS to worse again
Right now enfusion A.I. in code/script and behavior trees are not optimized at all or to a bare minimum only.
There are many part's which don't need to be looped/checked/triggered as much and as fast as they do now.
So yeah once optimized they will perform a lot better.
Also thank's to behavior trees we don't have too much unnecessary stuff looping in the background bcuz there can be one bahavior tree active only.
A.I. behavior trees are using a priority system where the BT with the highest priority will always be the one to be executed.
It will proceed each behavior tree given on it's priority from highest to lowest which will avoid A.I. from using said unnecessary stuff and at the end contribute to much better A.I. performance in general.
I've already spend some good 1k+ hours with enfusion A.I. modding since Reforger release.
I wouldn't do this if i wouldn't have any hope in it.
Still haven't found a good solution. Guess I could also try to have AI disembark if it has entered, but that isn't very elegant.
Does anyone know something better?
You ask about it in combinatin with A.I. defend waypoint?
What vehicle exactly you ask for?
Yes, the vehicle is a BTR.
And defend wp?
Yes
Could probably alter the waypoint itself, just wondering if there's a way to do it on the vehicle.
If you use the waypoint in the world editor you can simply enable/disable it directly in the waypoint behavior.
If in GM it's more tricky i guess.
Alright, I'll just do that then, in this case it's mostly sufficient anyway. 👍
Yeah i will check if i can find another way but yes this seem's like the best way for now.
Maybe you can kinda lock specific positions ( turret ) of a vehicle in the vehicle compartment component?
This will disable it for players too, right?
Forget about it... It fully removes the turret from the vehicle... 🤪
How would you optimise like 250+ AIs ?
^
Not sure what kind of A.I. optimization you are looking for exactly.
Internally ( Script & Behavior Tree ) based there is already a LOT of stuff you can optimize in terms of loop/executing frequency.
When it comes to external optimization you could check the "Character_Base.et" or/and "SCR_ChimeraAIAgentFull.et" to change stuff like for example "Dynamic Sim Lod1 Distance".
Dont really know what im looking for 😄 Just tried to have a large number chase me.
If you host&play you get <10 fps. But other players are fine at like 50+. So mostly Server side optimizations.
If possible I want 1000+ to be around and working smoothly (Maybe only possible with a dedicated server)
But thanks for the answer, Ill check out these settings.
I think vanilla has some it delays ai code if there are too many ai
I don't think you can get over 200 working fully, but your fps should be fine
The easiest way to optimize ai is to delete them and only spawn them when they are needed
I need them all 😄
Are they all in combat with players?
If yes, then definitely wht ATiM said, will help
I haven't tested this in reforger, but in arma 3 for example:
When characters had backpacks, it was an extra object that was basicallt AttachedTo the character
Having and extra object and also doing a position translation constaly is costly
So I found HUGE performance increase by removing all backpacks from all ai 🙂
You could try that for reforger, try removing items and gear and then compare, if it's big enough it might be worth pursing
some stuff that comes to mind:
- if you are bohemia, do more AI stuff in parallel instead of basically sequential (some of you donuts like calling it multithreading)
- use higher animation LOD (or switch LOD up at shorter distance)
- remove unnecessary behaviors from the AI agents (they dont need to check their map, their compass, etc) if you are in control of the mission - you can also completely disable behaviors and/or events other than "move" when they are certain distance away from where you need them to be
you could also try to disable obstacle avoidance and just have them blindly walk toward a path of waypoints if you are confident they won't get blocked, but once they get in combat you'll definitely have performance loss
if you'd rather not bother with any of this but need high AI amount for missions I would suggest to actually not spawn 200 AI but make the player only feel like there is 200 AI (ie. have a couple squads that are being respawned when killed so the player is constantly under pressure)
Some very interesting stuff you guy's have in mind. 🤓 👍
Why not do the same as in previous Arma games; where the AI is group based.
This way you can have 100 groups (manageable by the server), but with each 10+ units attached (so 1000 "units" in total).
Each group has a complex AI which takes resources, even when not in combat (although dynamic simulations could be implemented as well), while each separate unit only has some basic AI in case of combat (aka close to the player/enemy).
Although I'm sure this is already on the roadmap for Enfusion, just not for Reforger which is more a PvP game than PvE.
I am in awe and confused as to why Bohemia is not utilizing parallelism to the maximum extent especially in 2023
I hope that as Enfusion grows they continue to improve on multithreading and multicore support so that, possibly in the future titles (closing in on 2030) we can see multiple threads allocated to AI processing
well one thing is for sure: it's not easy - but that's not an excuse - hardware has been moving toward more parallel execution for more than a decade now
More than two decades
(If you include the commercial scope)
most video game workloads are relatively simple, but arma is not like most video games
yeah
I've had some fun limiting the brain power of zombies, though the benefits were negligible
would be nice to have a profiler for scripts (I don't know how to enable Tracy)
Has anyone else had issues with the A.I. ducking consistently with only the Squad Leader moving? It seems to happen fairly consistently on a live server if it's been up for a while, or possibly after a large prefab has been spawned haven't been able to narrow it down. Curious if there's a memory leak or something going on in the A.I. script
The zombies from the Ravage mod are not wandering randomly. Im trying to understand this BT but it just instantly goes from the Move (4) to Idle (0) again and the zombie only rotates but doesn't move at all
I think zombies don't use/have any kind of formation.
In this case "Get Formation Offset" node will return FAIL and it will start all over again keeping you in this "Idle > Get Fornation Offset > FAIL" loop.
But it does go to the second Idle and move node. The wanderPos is also a valid position
If that's the case maybe there is a wrong value in the "Move" node setting?
I'm not very familar with Ravage did you check how he made the zombies move?
please also load in bacon ravage patch because there are some changes there to fix various issues, if you have suggestions I'd be happy to add them
Already did 😄
you are right there is no wandering, would it be useful for you if there was?
Would be awesome if you can fix it and explain why its not working
ok!! I can't get in touch with the creator of the mod to implement any fixes so I have to make patch mod
@shy lake is there some wiki page on how to use the debugger to preview what stuff is doing? do I have to add debug prints everywhere?
No need to add print nodes.
It will be kinda live debug directly in the behavior tree editor.
nice
well the Move node runs but they dont feel like walking, valid destination and all
how does red look like and how does dark red look like?
yeah ok the move node returns success
lol thanks
yeah so the move node flashes green but the agent isnt moving, I don't see any information that anything failed
it moves fine when ran in a different bt when a target is found
same move node
is there some kind of log that would tell me if the move is canceled by anything or something?
Maybe it need's the "InAimOrientatedXY" thing like where you have to determ the look direction.
the move node when it finds a target is the same and yet the agent moves
The position is right?
It need's to be at least 0.1m in distance.
alright precision was too low, easy fix
Work's?
yup, precision was 0 so the agent was like "looks fine to me"
Alright. 👍
What does precision do?
you can imagine it as how close to the position is acceptable as destination
@boreal quiver is this ok?
perfect 😄
So why does 0 not work then? Should it not go to the exact point then?
1 is 100%, 0 is 0%
Ohhh I see
so the agent was just nah
relatable
I set it to 0.9, hope they dont get stuck trying to go somewhere
if they do, another random move should have them reconsider
Well the "PrecisionXY" of the "Move" node can be set to anything but not 0 lowest is 0.01 if i remember correctly.
The "PrecisionXY" will set within which distance in meters the agent has to be to the position for the move to return success.
If you set it to lets say 5 it will return success as soon as the agent is within 5 meters of it's move position.
ah its in units not a percentage
Yes.
Yeah it took me like 2 week's to figure 0 does not work... So idk why it is like that... 
Can I make two factions not attack each other?
E. g. for making civilians that don't get murdered by AI
I didn't see a related option in the faction manager, but this has to be possible ...right?
two options:
- create a faction and mod the enemy check to exclude your faction
- create a faction that has characters/entities that have nothing in the faction name (in its faction affiliation component)
Tried the second one, didn't work for me. Is there something else I need to do?
hmm it worked for me
Disabling the faction affiliation component worked
In case of precisions Y and XZ when you set 0 it means that you don't care about it. So if both are set to 0 you are done with the movement because you just don't care
Somehow i was expecting -1 to behave like i don't care and 0 to be like very precise.
As you can see many ppl use it like that incl. me for the first couple week's.
Once you know/found out it's okay but at first glance it is bit hard to understand esp. the "Move" node which is native engine code and therefor you can not check what it does/behave exactly.
idk if it's the same number I was playing with but I could see difference between various settings there instantly
Yes if you are aware of it.
I've started by using scripts for A.I. movement instead of .bts and i very often used 0 distance to make A.I. stay/not move which messed stuff up.
In RV for example i very often used "unit doMove (getPos unit)" to make A.I. stay at their position or to clean up stucked A.I. movement.
Maybe i was too much focused on how i did it back in RV which does not apply to enfusion A.I. anymore.
Is it possible to move a Navmesh? I have a large assault ship on which ideally AI could walk/drive around between decks, whilst still being able to move the ship.
Open to other solutions that would achieve the result as I guess navmesh is totally static.
Navmesh wouldn't move anything either. It's just a determining path for movement.
I know what a nevmesh is... hence the question 😕
nop, I guess have them sit down somewhere
it would be no biggie if we could stand on vehicles when they move but we slide off so they'd die even with navmesh redone
The ship itself not a vehicle, it doesn't go in motion, but ideally it could be placed anywhere without a seperate map for each location.
ohhh
I think you can't regenerate navmesh on runtime, compositions have some AI sentinel points but doubt they'd help in something that has multiple levels
If the ship doesn't move and is basically a building or something similar that you just put somewhere on the map and move it via a script or game master you can request rebuild of navmesh. Not on PC but method for it should be on either Aiworld or navmesh component.
Also I would say check gm or conflict what they do when they spawn compositions/buildings, they should be calling rebuild on that as well.
Hey I’m just wondering if there is anyone working on a Ai driving mod since it doesn’t seem like we will get it soon. I would try to make one myself but I’m on Xbox
I doubt it, AI driving is very buggy ATM. Tho a couple of updates ago I bugged out the AI to drive but they followed the route the AI would on foot so the would crash into trees and stuff.
I managed to have them drive a few weeks ago, but pretty much the same thing happened to me
What does: "SCR_AIWorld > Load Balancing FPS = 40" do?
I can't see any difference.
Maybe just another placebo option.
Currently it is disabled
Alright. Thank you. 👍
Whats new in AI
Is there anyway I can make these AI not have some sus aimbot. I have tried the infusion ai but the still seem to be insane
Download crx ai its really good and useful
although the crx aim accuracy sliders are flipped so if you put the slider all the way down it makes them all snipers but turn it all the way up and they might hit you eventually
Yes that's correct.
Well bad naming choise of mine.
The original value it modify is called "AimOffset" so i thought it may is not telling anything to users so i named it "Aim Accuracy" which from a logical point of view is even worse... 🤪
I've already re-named it to "Aim Shake" which should explain it correctly:
More "Aim Shake" = worse aiming accuracy and Less "Aim Shake" = better aiming accuracy.
just name it aiming error
or name it accuracy and invert the slider value after its applied or something
Is there a Civ mod in development?
Some already said they would be interested to make something like this.
But so far there are none confirmed officially.
I was working on one but kinda lost interest because people stopped bugging me about it
I think a civ cloth mod could come with one
and have its own arsenal thats just a generic wardrobe instead of military crates
Btw... How is your civ A.I. mod doing? 😋
I've got an issue related to AI navigation.
It's on a custom terrain and only happens in some subscenes, not in my dedicated GM one - the AI World settings are the same.
The problems are that the AI will navigate around objects in a really weird way (often running backwards) and also be unable to interact with objects like doors, at all (not the regular difficulties).
As I already said, both have the same AI World settings, the only obvious difference is the gamemode itself, but I haven't been able to track down the issue so far. Can someone familiar with AI maybe point me in the right direction based on the observed behavior?
build navmesh
I did generate and select a navmesh
But yeah, the issue seems to be that it for some reason doesn't work in my non-GM subscenes.
After deleting and re-adding SCR_AIWorld, it appears to be working. Huh.
Hi Guys!
Possible use old OFP style ai commanding things in reforger early access?
I see slave group things, commanding components, ect..., but not see examples yet.
nope.
Haven't played ofp for a while but didn't realise they had fia too
In OFP they were called Resistance.
Rn all those thing's can be pretty normal.
The walking backward thing is something i see very often same with A.I. unable to open doors.
Like you've already noted setting up world A.I. system stuff or/and re-scan navmesh often helps to solve it.
However to me it still happens from time to time.
Guess it's something BI needs to improve esp. when it comes to A.I. door detection.
Those are already in the code cuz they working on it.
At least that's what i guess aka HOPE! 🥲
At this point if you willed to put a $hit ton of time and effort into this which at some point in time will be highly possible be replaced by vanilla you may would be already able to do something similar like this.
I have an AI Agent in my custom entity, what do I need to do to fire a weapon that is inside a weapon slot component in this entity? This is not a character or a vehicle
Can you provide us little bit more? So what is it than? If not a character nor vehicle. How it should aim? and what kind of weapon does it use?
that's the thing, I'd like to know what components and setup the entity needs to be able to fire a weapon through bt without it being a character and a vehicle/turret
it can run BTs I just don't know how to use the fire weapon task, maybe it needs to be a character to use it
Ok you are right it's currently not possible and we have feedback about it from you. So you get answer as it will be evaluated.
Fire weapon task inside produce action for turret if there is one or character action otherwise.
But I'm not sure why not make it a turret? That would help you and make some sense if you are building a drone no?
I haven't considered that I think it's worth trying
I want to fire guns with scripts too
well, if I add TurretControllerComponent (and TurretComponent) to my entity and press play it instantly crashes
??
Do you have a WeaponManager component there ?
BaseWeaponManagerComponent
crash starts to happen after adding TurretControllerComponent
maybe something it wants is still missing
Try to add TurretCompartmentSlot. but it should not be that
added compartment manager component and a turretcompartment, no crash
though I'm not sure how closer this brings me to having this entity's AI be able to fire the weapon
I guess someone has to be inside the compartment for it to work?
Yes, you would need to put an AI inside the compartment, and make him hidden I guess
But I'm not good at AI anyway, hopefully someone will reply to you
thats ok there is very little about this project that isn't hacky
failing that I can just implement my own scripted weapon component, since spawning and launching projectiles is possible
then I can of course implement a scripted task for the behavior tree to fire it
If you already have an "fake" AIAgent and you can use a BT with it i would just try to add a looping behavior tree with a "FIRE > 1 sec. IDLE" node so if it works it will fire once every
sec.
Maybe use a print node aswell to see whats actually accessing the BT.
Guess you already figured something. 👍
an additional benefit to this approach is infinite ammo for free
So you just spawn projectiles wherever it is facing/aiming at?
Does it already use a trigger to fire?
yep its a player controlled entity
a version with working movement (about the only thing that fully works for now) is on the workshop in a scenario inside the A-10 mod if you want to zoom around, next to the A-10 airplane flying gokart
Nice! 👍
Yeah there is pretty much alway's a solution for pretty much everything.
All it need's is the right idea and somewhat time.
my solution for the weapon part is not very good, hopefully at some point I can just have the engine deal with it for me instead of scripts held together by zip ties and duct tape
Maybe it's not "optimal and somewhat hacky" but as long as it does the job why not.
As long as there is no other official way to do this that's pretty nice i guess.
I have checked Windows Event Viewer and it seems I have submitted 30 crash reports working on this project so far, though they are likely not 30 unique reports
okay back on topic of AI, what is required for AI to shoot my drone?
perceivablecomponent and factionaffiliationcomponent seems not enough
Did you give the drone a side like US so USSR can detect them as enemy?
yep
they engage other characters so I think my AIWorld stuff is setup correctly
when I fly in front of them they raise their gun sometimes
How exactly did you set it up rn?
Does it act as an AIAgent or Vehicle or is it just an Entity?
just an entity, there's a screenshot of components above, only now it has faction affiliation component and perceivable component
Okay.
if it needs to be either a Vehicle entity or a ChimeraCharacter entity then I guess I'm not spending more time on this for now
they will raise their weapon but not track my movement / will not look at me
Don't worry we have quite good system for aggregation 😉
Guess it somehow needs to be a "BaseTarget" to get used with A.I. detection.
Not quite sure also not sure how the "BaseTarget" thing works cuz it's all native code.
if the targeting/enemy detection functionality only cares about Character or Vehicle then that's ok just need to know if I should keep poking
I would expect that to be enough. Most probably we have some discrimination for characters and vehicles where it get excluded. I can try check for you.
no rush, I appreciate if you have time to check
Does vanilla A.I. attack flying/air vehicles like helicopters with an AR as well?
But yeah they should at least be aware of it.
yes, their aim is not keeping up with the movement of the vehicle but they do perceive it as an enemy
Oh nice.
I've never tested it at least in A3 A.I. did never attack an enemy type if they did not have a weapon to somehow damage it.
I mean I'm fine with AI shooting at my drone with anything and everything
Agree.
I mean irl you would try everything possible as well instead of just getting killed without doing anything at all.
I want to dodge RPG rockets too
ok I think you are missing dmg manager in that entity.

in retrospect this is kind of obvious, like why shoot at something that's indestructible?
thank you
wellcome :]
Only 30 on one project? Then I guess like me you are not submitting every time...
it depends on how many hours were spent on this, I don't have an app usage tracker but maybe I should set one up
Nice! 😉
Look's like they can even keep up with aiming. 👍
where is the AI waypoint behavior defined? as in, the part where they get a waypoint and do something
or rather how does the agent know when they get a waypoint
Waypoints are checked and executed in "{EDCCB8F1E3A3BDF2}AI/BehaviorTrees/Chimera/Group/HandleWP.bt" which is part of "{082D5B0D5D33DB1D}AI/BehaviorTrees/Chimera/Group/Group.bt".
As soon as any waypoint was assigned to the A.I. group it will execute given waypoint behavior tree.
I see
@halcyon bridge hi
With CampaignRemnantsSpawnPointEntity, if there are only two endpoints, both -1; they spawn, walk to the other -1, then back to the original, and then stop and stay there. Is that intended behavior?
if so, how would I make them continuously walk back and forth between the two points?
I suppose it is intentional
if you need them to patrol you may need to give them a waypoint yourself (via script?) when they reach their destination, to go back
Thanks for confirming, I'm just going through in world editor, only a thousand or two entities to look at lol wish me luck! There's other waypoints that are also broken so I need to go through and fix those anyways! I found a vanilla one in a tree for example I probably should have reported it to the feedback tracker or something.
Well many thank's for implementing this:
Tweaked: AI perception: targets are now detected and identified not instantly but with delay. The delay depends on the target's amount of exposed aim points, size, stance, speed, illumination, and the observer's alertness
Already hade some real good fun playing around with it. 👍
That does sound promising
I think there is a problem with the new "SCR_AISendOrder_XXX" node(s).
If i use two of them right after another like "Stance STAND" and "Movement RUN" the second node "Movement RUN" will not be executed.
However if i just use a 0.300 idle/delay between them they bouth work as expected.
Somehow they override each other?
Will the old "SCR_AIOrder_XXX" node be removed or why exactly was it changed to have every order type in it's very own node?
In experimental the "Force Move" waypoint now has priority of 30?
It always was 130 to make sure it's higher than Attack BT priority to make A.I. follow a "Force Move" order even if in combat.
Now they ignore "Force Move" order if in combat.
Navmesh object detection also seem's somewhat broken now.
A.I. is finding cover where no objects have been placed.
Sometimes they find cover in the middle of a road.
I use normal and the new lowRes navmesh.
I've also tryed with only one of them at a time but it was even worse... 🤪
My experimental build is somewhat cursed anyway's...
So not sure if it's just me and my cursed build or experimental in general causing those problems. 
Very often "SCR_AIMoveFromUnknownFire.bt" is breaking the A.I. right now.
They move away but somehow A.I. get stuck in this behavior and don't do anything at all after it was used/triggered.
Does for anyone else the workbench crash when trying to open any navmesh (*.nmn) file? 😭
You try to open them in Resource Browser?
I never did that but yes if i open them in Resource Browser it crashes for me as well.
How else can you open them? 😅
Use the World Editor Navmesh tool.
I thought I can only generate and save new ones with it
Well at least in experimental you can load them as well.
Ah neat, then I'll give it a try with the experimental one 🙂
But i guess it will be pretty much the same as if you just make a full scan?
Not sure what exactly you try to do but yeah just give it a go. 😉
I don't want to generate a full scan of Everon. That takes ages and generates a huge amount of data xD
Oh okay.
I'm trying to patch Everon's navmesh for my scenario
Got it.
so I wanted to inspect my saved navmesh
since the patch didn't work as expected
I'm not even sure the patching works to begin with. All vanilla scenarios seem to have their own full navmeshes rather than patches from what I've seen. An example for patching would have been nice^^
Yeah i was wondering this as well if you would be able modify them at all. 
At least based on Lou's documentation, you should be able to patch with the help of Navmesh File Overide entries in the SCR_AIWorld prefab.
Oh yes right.
Well i've never used it so far.
Let me know if this worked for you.
Experimental did quite some changes to Navmesh in general + adding a new ( lowRes ) navmesh type.
I did not think of experimental. Thanks for letting me know!
You can definitely modify them. Game master calls some methods of SCR_AIWorld for rebuilding areas at runtime. So that could be my alternative approach if I don't get patching working
Notably RequestNavmeshRebuildAreas
Okay nice. 👍
I couldn't figure out how to get Navmesh File Overide working, even on experimental. So I gonna stick to runtime rebuilding for the time being, since that seems to work at least.
Are windows treated as particulor objects so that AI can be given behaviours to operate them? meaning approaching houses by checking windows as well as defenders using them as firing positions?
@shy lake Are you still working on your AI mod? Is it on the workshop
there are two versions on the workshop, i use the newer one (& love it)
Which is the new one
Advanced Warfare
Do you have a link
just search the workshop for that, or "CRX"
Forgot the search
Sure.
Still messing with it as we speak. 😉
Does your mod improve the AI's cover system?
Or is it still the meat grinder 😄
This was pretty much my very first goal when starting to mess with Reforger.
So yes it highly improves the A.I. cover utilization.
Does it just automatically apply when I enter Game Master or do I need to do anything more?
New build of CRX even more! 🦾
excited to see it
Guess: class SCR_AIMoveFromUnknownFire : SCR_AIMoveFromDangerBehavior
Is missing the behavior tree definition: m_sBehaviorTree = "{4AAB5EF821822EDB}AI/BehaviorTrees/Chimera/Soldier/MoveFromDanger_UnknownFire.bt";
After i've added this A.I. stopped from getting stuck in this behavior.
Nevermind...
It's caused by "m_bIsInterruptable = false" flag.
Making it interruptable solved it.
Edit:
Maybe my fault bcuz i've changed:
//-------------------------------------------------------------------------------------
override bool IsActionInterruptable()
{
return m_bIsInterruptable;
// return m_bIsInterruptable || m_eState != EAIActionState.RUNNING;
}
The new 2. condition of it "m_eState != EAIActionState.RUNNING;" alway's made my NONE interruptable behavior interruptable.
So maybe this is why A.I. using "MoveFromDanger_UnknownFire.bt" got stuck in the behavior? 
Is A.I. actually able to properly use binoculars or is it just some eye candy which is blocking A.I. vision instead?
Nevermind... They are.
I just forgot to return the increased perception factor. 🤪
so arsenal box. how do i add gear to it?
Hi, hope this is the right channel, I'm looking for the latest AI squad voice command mod/add on. COuld anyone point me in the right direction please?
Just wanted to let you know that the navmesh patching via file override seems to work now with the recent update 🙂
How to change the menu briefing, change the layout for example. Thank you in advance
There's a SCR_RespawnBriefingComponent for that attached to to the game mode entity
Yeah, but not - briefingComp, for that task im need SubMenuBriefingComp
But thanks a lot for your reply.
Are you sure this is a real thing for Reforger and not Arma3? Thought Reforger didnt have AI squad commands yet? Someone here mentioned there was some base functionality but one had to create a mod just to access it so maybe you are correct
Anyone else had issues in the past with AI patrols getting stuck indefinitely at some random point in time? I tried to make a test world for reproducing the issue more consistently, but if anyone got more details, it would be appreciated here: https://feedback.bistudio.com/T172414
From my experience it happened most frequently when the next waypoint is in the opposite direction of the current one
Or an unreachable waypoint, like under the map or up in a tree.
Yes, but that can be fixed easily on our end by using pos[1] = SCR_TerrainHelper.GetTerrainY(pos);, which ensures that the position is on the terrain.
Yeah I suppose so! I found a couple vanilla conflict waypoints like that, but I just used snap to surface in world editor to fix that.
Unless it was in a tree, then I had to move it so no tree branches were in the way of it getting to the surface.
Yeah, I use the line above for my randomly generated waypoints, but in the world editor, the snap context action comes in handy, as you said.
I just want to spawn an AI sniper in a guard tower, or get them to climb the ladder and take position, and this code works some of the time. Other times they spawn on top of the tower, and spawning them nearby and giving them the action waypoint means they just stand there and do nothing.
IEntity tower = GetGame().GetWorld().FindEntityByID(towerID);
array<Managed> outComponents = {};
SCR_AISmartActionSentinelComponent component;
SCR_AISmartActionSentinelComponent sentinel;
array<string> outTags = {};
tower.FindComponents(SCR_AISmartActionSentinelComponent, outComponents);
foreach (Managed outComponent : outComponents)
{
component = SCR_AISmartActionSentinelComponent.Cast(outComponent);
if (!component)
continue;
component.GetTags(outTags);
if (outTags.Contains("CoverPost") && component.IsActionAccessible())
{
sentinel = component;
}
}
if(!sentinel) return false;
vector actionPos = tower.GetOrigin() + sentinel.GetActionOffset() - "0 1.3 0";
EntitySpawnParams params = EntitySpawnParams();
params.TransformMode = ETransformMode.WORLD;
params.Transform[3] = actionPos;
SCR_AIGroup group = SCR_AIGroup.Cast(GetGame().SpawnEntityPrefab(Resource.Load(m_Config.GetOccupyingFaction().m_aGroupSniperPrefab), null, params));
for reference I mean these towers:
Can anyone link an explanation of the low res navmesh option, I think I'm a bit out of the loop about that one.
If I generate one, what settings should I use? Probably not the default ones, right?
I'm also stuck on this. There are 3 navmeshWorldComponents (2 active) do we alter the first and disable the 3rd?
And what about the Low Resolution Navmesh ? Do we leave it at "none" or set it to soldier/btr ?
Anyways, generated a whole navmesh, and unlike before the update, the AI pathfinding seems none excistent (+ ai don't climb over fenches etc). With other words: it's not working 😄
normally we would go with navtool : "soldier" NavmeshWorldcomponent also "soldier"
It's supposed to have 3 components, I suspect there should just be 2 active navmeshes at once (3 once vehicle navmeshes are working).
The question is what generation options should be used for the low res navmesh.
"The question is what generation options should be used for the low res navmesh"
Yeah we need a little tutorial indeed.
Hey, so there are two possibilities for you rn
- legacy one - you just disable third navmesh and disable use navmesh streaming. This should cause everything to work as before.
- new "saving tons of memory on server" one - you set third navmesh to LowRes and on soldier navmesh you set Low resolution navmesh to LowRes. The way this works is that pathfinding will find path on LowRes and load tiles needed for pathfinding into the world.
Thanks, appreciated.
How is mptest_LowRes.nmn generated? I assume you need to change some generation settings for this to actually make sense.
TBH default recast settings that are in the prefab should be ok, one quite important thing is filter object during generation flag that causes all entities that don't have on filtered navmesh to not be considered during navmesh generation.
You can generate that navmesh using navmesh tool, just during connecting you need to connect to LowRes
I think i got it to work, tested multiple locations on Everon Xtra, and Ai seem to find a way around buildings, through and around castlegates and walls.
Not sure if this is the way, but i generated 2 navmeshes, 1 for the first navmeshWorldcomponent and 1 for the third. (1 = soldier, the other = lowres)
(save in your project folder)
That sound about right 🙂
Do we know if the 'head' option will be implemented in the "Character Aim" scripted node ?
My zombies end up walking sideways sometimes, and I can't really fix that without it. :/
Who's responsible for the CRX mods?
pretty sure its the Artist formerly known as SNKMAN
Any word on when or if it will be fixed? AI no longer patrol and just funnel towards the gun fire
Well i cant answer as i dont play it (waiting for AI Command) but pretty sure i read him say that the last update set him back on his project
What's ai command?
The ability to command the AI like all of the other Arma games. It’s supposed to be on this crop of Ground Support patches
So it's something BI is implementing themselves we won't need a mod?
Yes
Have you tried today? Pretty sure I saw an update posted!
It adds some things, but it's missing the AI patrol routes
AI Patrol routes (Like the ones you create in world editor)? I dont think that was ever in there, or is that some game master thing, IDK?
anyways, you can keep up to date with updates etc here: #1050433454388547644
GM would put them down and they use to make their own patrol routes
oh I never noticed that, but I only used them on my custom scenario and they only used the waypoints I placed down myself.
ask the author, he for sure knows more about his mod than me 🙂
I'm pretty sure you can make bots aim with head, check how LookAction bt is implemented, it makes AI look with their head at different things
I did, and it's using the same scripted node, with the 'weapon' option rather than the 'head' one.
I haven't tested the vanilla AI extensively, but I don't think I ever saw an AI turning its head independently from its body. 
he turns body if simple head turn is not enough to look at something
it's using the same scripted node, with the 'weapon' option rather than the 'head' one
I guess the 'head' aiming option doesn't matter, if he has weapon raised he'll aim with weapon, if not he'll aim with head and then with body
Actually (well, from what I can observe), it looks like the AI first turns its head, and then its torso no matter what (even if turning its head is enough).
I wanted to allow some latency between the moment a zombie spots something interesting and the moment it decides to move to it - which causes those sidesteps if the zombie happens to be wandering during that time...
I guess I'll have to let go of this idea for now, and better synchronize their aiming & movement. 
Ok I see, so you wanted to forbid body rotation 
Yep, or at least delay it until the zombie changes its movement direction; I thought it would look more natural. The BTs already make the distinction between "suspected" and "confirmed" target to allow different 'aiming' methods, but it looks like I'll have to wait and see if BI does something about the lack of options with that node.
Hey yall I have a map i've been working on, and I can't get the AI to engage each other? I have no idea where to even start 😄
make sure your factions are set in the game mode, there is also a flag in faction manager for making them friendly to a faction(s), thats all i can think of
still nothing... i'm not sure what the issue is lol
are you using default/vanilla factions?
Yup
I figured it out I was missing the perception prefab smh thank you for helping
Hello,
I'm relatively new to AI modding and have been experimenting with Workbench and its associated tools. I would appreciate any guidance you could provide.
Specifically, I'm in search of a debugger tool that allows visibility of scripts within decision trees when using Workbench -> Play inside the viewport. At present, I'm unable to discern which scripts from the decision trees are utilized by the soldiers at any particular moment. Any advice or recommendations would be greatly appreciated.
You can use the "Diag Menu".
There is a section specifically for A.I. debug.
https://community.bistudio.com/wiki/Arma_Reforger:Diag_Menu
Another thing i always use is the CLI: -scrDefine AI_Debug
Simply put "-scrDefine AI_Debug" without the "" in your Workbench startup parameters.
You were asking me about the CLX debug.
Sorry i forgot to reply...
You can enable it by using "-scrDefine CRX_Debug".
does someone have done a wildlife AI yet? for cows or chicken?
There are animals in the game?

there are no animals in the game
also probably a behavior tree running for a chicken would be an overkill
I'm getting crashes whenever I put a second navmesh into the world (including subworlds), with a corresponding "Assertion Failed" crash message.
a) Is this supposed to happen? The message suggests this, but why would it have to crash?
b) It even crashes when one of them is disabled, which should not happen either way.
What script makes AI walk towards the target and shoot while walking?
What scirpt may have the maximum range for this?
Maximum range for just shooting without moving?
EAICombatActions does parts of this in the SetCombatType (in case anyone else looking)
it's just the attack behavior tree
there is part for moving, part for shooting, they both work in parallel
Thanks
It's been said on #reforger_experimental that AI commanding is now live, the default PC keybind being holding ~
its not live, its just a keybind
Nillers says most likely in 0.9.10
rumours are that there is still some network sync issues to work through
Thanks for the correction
@shy lake @carmine solar I thought you two might be interested in these anecdotes from #reforger_experimental: the AI appear to interact with the unconsciousness/revive/treatment mechanics and behave differently in other ways, e.g. reaction to contact:
One of the most foremost changes is the fact that when hearing gunfire, the Scout/SL among them will look for contact with binoculars
Then the RTO will give a callout, and theyll move towards contact after like 30 seconds
#reforger_experimental message
Yeah I saw that first one. 2nd one is cool too. Still waiting on them being able to drive and take cover though. Getting kind of sick of the zerg rushing. Thanks for the heads up on that though!
The second seemed a meaningful difference from prior zerg rushing, hence my tagging you... but I take it from your response that for you the zerg rushing is specifically about their advance, whereas Trace Snow Owl's observation was about what can now come before that
Breaking, new anecdote just dropped from Marko in that channel:
In my testing ai still remains oblivious to whats happening around them. Like ai next to them gets shot point blank and they dont notice, they continue watching the sunset, until gunfire doesnt touch them specifically.
But ai is now much more versed in rpg usage, and very accurate with it. Like snipe you at 100m thru forest with rpg, while driving at high speed.
Also ai waking up from uncon is my new nightmare
Yeah it's pretty much that I don't like them not staying put where I place them and I don't like their lack of cover. It becomes a turkey shoot pretty fast
Gotcha... since that isn't on the roadmap the thing to do is observe I suppose
Yeah. The other day I mentioned that of the 4 things I want the most, 1 of them for sure won't be in the A4 release and may never become a feature, 1 might not be in the release but will hopefully eventually be there, 1 will be in Reforger but according to the roadmap in only a half assed fashion, and the other, AI using cover, hasn't even been mentioned
Yeah covers would be great to have 😄
I haven’t played the last 3 months so perhaps it has changed but, the AI do zerg rush 90% of the time on my end. I am probably used to mods like LAMBS and TCL which add some more realistic cover/suppression features, I would love to see the more reactive elements of AI integrated natively
I forced EAICombatActions.MOVEMENT_WHEN_FIRE to false and just placing down groups in game master they did much better comapred to vanilla(in terms of not rushing)
#1050433454388547644 << check out this mod for probably the most ai mod of reforger
Yeah i hope all these features become vanilla
Hey everyone, im new to modding, just wanted to ask if there is a way to auto populate random AI over my map of choice? Or do I need to physically place units onto the map
At runtime or in editor?
what ever one is easier for a beginner
i'm thinking runtime?
The easiest way to have AI in your scenario is to just place it in the World Editor.
If you want to spawn them at runtime (at some point ingame or at random positions), you will have to write a script that does this.
What you could also do is place them before and then on game start use a script to randomly delete some of them, this will also achieve randomization.
It really depends on what you're trying to do.
just wanting a set number of roaming AI over the map. more so in towns
to set them "roaming" would i need to create waypoints for each group after placing them on the map?
The easiest way to achieve this is by using the World Editor to place AI Group prefabs in your subworld at the desired locations.
If you want them to roam around, you'll also have to assign waypoints to them, yes.
yeah ok. thanks for all the information 🙂 i think i have a good starting point. thank you
There is a Patrol waypoint, but I haven't tested it. Probably only good for patrolling around small areas.
might be a case of trial and error until i work out exactly what i am after.
I wrote something like this before #enfusion_ai message
it does take some elbow grease but it's not very complicated, spawn and assign waypoints when there are none for the group
thanks @wise pebble , and @halcyon bridge you mind if i take a look?
my stuff doesn't work anymore but I am happy to provide emotional support
you'd need to learn scripting, though
if you are modding AI for conflict, it is kinda different from game master. I would study a vanilla conflict mode to see how the waypoints are setup/configured using campaignRemnantsSpawnPoints I believe they are called.
this is part of my system to spawn random patrols at bases in Overthrow. You can see the base detection in OVT_OccupyingFactionManager.InitializeBases() which uses GetGame().GetWorld().QueryEntitiesBySphere and looks for "military area" map markers
I then generate random points around the base and spawn waypoints for each. Its a good idea to use a "patrol" waypoint then put a "search and destroy" waypoint on top of it, that way they will walk (not run) to the waypoint, then search the area including clearing buildings before going to the next waypoint if no enemies were found
OVT_BaseUpgradeTownPatrol does the same thing for patrols to towns, basically the same concept, searching the map for village, town and city markers then generating random points around that town for waypoints
my code is free for you to copy and use if you wish as its released on MIT license
add a credit to me/my github somewhere if you do
OVT_BasePatrolUpgrade also handles despawning the AI if there isnt any players nearby, saving the groups and their positions to be respawned back if a player comes
which is a good idea for performance
Awesome @timid light I can see alot of work has gone into it. Would it work on different maps? Or would you need to change the script based on the map used?
its designed to work on any map thats set up the same as the vanilla ones, however so far no modded maps do that
so atm it only works on everon and arland
im adding a way to manually define bases and towns soon
Well keep up the awesome work. Very interested in seeing how it goes.
thanks
query entities by sphere has a limit on the amount of entities it can go over, did you just not hit this limit yet? I guess there's only a bunch of relevant markers
yeh thats what the filter function is for
roger
Yes 0.9.8 and 0.9.9 added/changed quite some A.I. stuff.
Most noticable the way of how A.I. react to initial contact.
It has it's pro & cons but so far/for now it's pretty good and add's some diversity to how A.I. react.
The "A.I. Observe" behavior added in 0.9.8 is another pretty nice behavior.
It works toghetter with the Spotting/Perception A.I. feature also introduced in 0.9.8.
By default A.I. perception is 1.
As soon as A.I. is using binoculars the perception factor will be raised to 3.
Higher perception factor = better enemy spotting/detection.
So it was done in a pretty smart way.
Still need's some more work for detail but you can already see the idea behind thouse new A.I. features. 👍
thanks for that concise update -sounds promising
AI need more passive behaviors tbh
This may be a root conflict between my type of environment and mission makers who like static entities they can micromanage for mission purposes but, AI that have passive behaviors on their own are very useful
What exactly do you mean by "passive behaviors"?
Activities and actions that are done without game master or mission maker involvement. Things like garrisoning buildings, resupplying, refueling, repairing, etc. A reason I liked one of the AI mods in A3 was that as a mission maker its extremely useful and immersive to have AI do these things passively after or even during a firefight. It makes AI squads self sustaining. I also think personally that Arma should have more AI high command implemented into it, but that goes past what the goal for Arma is for the general audience
Problem with all that is it will eventually contradict orders given by Zeus. You might want them to move but they will want to repair a car or heal someone.
Those are two different concepts, autonomous AI and do-what-told AI like in RTS. I think it would be hard to make those work together.
Well you see, it can work together. A lot better than mods currently for A3 that do it. It could be something like enabling/disabling autonomy as sort of like a Zeus module, or having mission settings
Could also have an implementation like LAMBS where you can force the AI to do something immediately
Im sure modders will eventually get to it but it would be nice to have some native utilities for high command/squad to squad supports
Maybe add a option when a building is right clicked that says "clear the building" or smth
There's a good reason that for Arma 3 BI programmers took out the ability for AI to lay mines...
I hope they let them in A4!
Nothing about BI in the past decade has indicated that they (or rather their replacements) have changed their stance on how much autonomy is too much... and as you said, This may be a root conflict between my type of environment and mission makers
I think it is a good idea for AI be able to place mines (or other items), but not be a part of their default behavior.
So if mission makers or AI modders want to add the feature it is possible to do so.
Whereas Zeek appears to specifically be talking about default behavior
I know, and as you said; there's a reason why it got removed before.
Similar to AI (ab)using 40mm
Which IMO implies that at the time (I believe 2011, thus predating DayZ and the sea change that that meant for Arma) BI programmers determined that they didn't have the capability to grant a behavior capability while 'gating' it to not be default
I think it's not a problem just to make character place mine, but it's impossible to compute where it makes sense to place mines autonomously. Where would it make sense from tactical point of view or from strategic point of view is a huge open question. Deploying something like a huge minefield would be some strategic decision, and there is no strategic AI now.
I think I've seen a script in Arma 2 which where the AI would place mines (albeit scripted, not actual AI behavior) when it knew the enemy was in vehicles, and it would place them on roads between them and the enemy.
now imagine that the AI placing mines must also know that no friendly unit is going to pass through that area, including players, within reasonable time
Similar could be done when the AI would have a retreat behavior, and place AP mines at their current location before moving away from the enemy
yeah maybe smth like this at most
I agree with that, although since it was fully scripted and only executed on units where it made sense this wasn't really an issue (eg. AI defending an outpost)
Picks up phone and dials the number for idap...
IDAP deploys a Mine-clearing line charge on your location
Benevolent IDAP decides the best way to prevent war crimes is to wipe out all humans
You either die a hero or live long enough to see yourself become the villain
where do I find a node that will make the AI equip a grenade?
or equip by slot id
what about SenD Order_WeaponType. Is seems to have a Grenade weapon type to set there. Havent tried tho.
yea I'd like to see some suggestion that works because I don't really have the time to figure it out 😦
This is how i've got it done:
EWeaponType grenadeType = EWeaponType.WT_FRAGGRENADE;
IEntity entity = agent.GetControlledEntity();
ChimeraCharacter character = ChimeraCharacter.Cast(entity);
CharacterControllerComponent characterController = character.GetCharacterController();
SCR_InventoryStorageManagerComponent m_InventoryStorageManager = SCR_InventoryStorageManagerComponent.Cast(characterController.GetInventoryStorageManager());
IEntity grenade = m_InventoryStorageManager.FindNextWeaponOfType(grenadeType);
if (grenade)
{
BaseWeaponManagerComponent m_WeaponManagerComponent = BaseWeaponManagerComponent.Cast(entity.FindComponent(BaseWeaponManagerComponent));
BaseWeaponComponent weapon = m_WeaponManagerComponent.GetCurrentWeapon();
m_SCR_CharacterInventoryStorageComponent = SCR_CharacterInventoryStorageComponent.Cast(entity.FindComponent(SCR_CharacterInventoryStorageComponent));
m_SCR_CharacterInventoryStorageComponent.UseItem(grenade, ESlotFunction.TYPE_WEAPON);
}
Most AIs in a group are inert during fight with multiple targets What does this mean
Fixed: AI was not correctly deactivating at 1000 m Is it possible to disable this? Can you just not engage AI from 1000+ meters?
A bug when you have bigger group of AIs at one place in fight there is delay for random AI between seeing enemy and start shooting at them. Will be fixed in next minor update.
You can increase "Dynamicsim Lastlod Distance" on AIAgent (group, chimera). 1000 is just default. Changing this can affect performance quite a lot. In future we are planning to extend this system more. Right now deactivate is simples as there is no way how to effectively engage such a distant target.
Is there any near future plan to implement cover seeking behavior and suppressive fire into the AI subroutines? I am not observing this happening right now
covers - yes
suppressive - question is in what exactly do you mean by that. In some sense they are already using suppressive fire mode e.g. on last known position of target when they lost target from perception.
I guess what I mean then is tweaking/improving its usage as right now from my experience they appear to be using less suppressive fire than expected in an engagament, especially MG units. But this is a preference
Is it planned to have the covers system more advanced/improved from A3 in the sense that AI will be more aware and utilize better their cover choices?
And if I could pick at your brain one last time, have the AI developers shown an interest in AI squads utilizing medical evacuation/casualty collection as part of the behavior tree? E.g transporting players/ai to hospital/field medicine without direct intervention of game master/scenario?
So tweaks will depend how it will go together covers and suppression. So no definitive answer here.
Regarding to A3 covers - it will be different. For comparison I'm sorry but you need to wait 😉
Using medical vehicles - We would like to for sure however it will take us time.
Thanks for answering
welcome 🙂
That wink is getting me hyped lol
The fact that the answer to all 3 was not a flat no, makes me wonder what their cooking up? Must be something special.
Does this count as 'new micro behaviors'?
Improvements in Group AI logic
We have made significant improvements to the Group AI perception and fireteam management.
Firstly, Group AI perception has been enhanced, allowing the AI to gather information about known enemies that are in close proximity to each other. This improvement enables the AI to treat these enemies as a single cluster of targets, leading to more coordinated and effective responses.
Secondly, we have refactored the Group AI fireteam management. As a result, Group AI can now execute specific activities for individual fireteams. For instance, one fireteam can be assigned to investigate the last known enemy position, while another fireteam remains in a holding position. This enhanced fireteam management allows for more tactical and dynamic decision-making, making AI behavior more realistic and responsive to changing battlefield conditions.
https://reforger.armaplatform.com/news/dev-report-18
Group AI can now execute specific activities for individual fireteams. For instance, one fireteam can be assigned to investigate the last known enemy position, while another fireteam remains in a holding position. This enhanced fireteam management allows for more tactical and dynamic decision-making, making AI behavior more realistic and responsive to changing battlefield conditions.
To any AI developers in the chat, will modders be able to add additional fireteam behaviors?
- Does this effectively mean that the smallest unit element of Reforger is the "fireteam" within a squad?
If I'm reading it correctly the quote means that at minimum the AI can do base of fire, if not bounding overwatch, and that furthermore Reforger AI didn't previously have echelons (akin to A2/A3's color-coded Teams within the group) until now
🤔 could A3's AI even utilize echelons for orders, I always thought they did stuff as a whole most of the time
other than for healing/resupplying
I'm going to test this again, I haven't observed these behaviors happening
Is this in current build or experimental build? Havent had it installed since few weeks after release
Are you asking Zeek about not seeing said AI behaviors?
Sorry I meant that AI update in general?
Oh yeah the quotes are about current build
Ah ok thanks
From my understanding, the AI 'have the capability' to do stuffs like overwatch/base of fire things. But the current implementation (that I can actually see) is that just like the text describe. One team hold position, the other goes to investigate. That is all. I can't remember what they do after they do the investigating part, because they usually got wiped, or I got wiped. The holding team does not reinforce (I think) or reinvestigate when the investigating team got wiped out. Have to test again thoroughly... never had the thought to investigate more
But I believe they(BI) have planted a sound base to start things and expand things further
Your correct, the other team doesn't reinforce, they only come when aggrod
My AI just aims at other characters but doesn't shoot (Custom faction, US works). I'm sure its a single checkbox somewhere but I don't remember how to fix that. 
I see AI now actually patrols around Defend waypoints instead of just standing and waiting until someone attacks. They even like to swim around Defend waypoints!
Somehow A.I. initial aim position seems a bit off.
It's hard to see in vanilla cuz they always use ADS and always have their weapon raised.
However i use to make them sprint from one position to another lower weapon and disable ADS while sprinting.
As soon as they reach their new move position their initial aim position is somewhere in the sky.
In general since 0.9.9 i can see a lot of A.I. looking into the sky for couple seconds for whatever reason during combat.
Any chance you would know where to look to get the AI not to fire upon unarmed characters?
Its quite off by 3 meters when enemies have high positions
Well i'm using:
SCR_AICombatComponent m_SCR_AICombatComponent = SCR_AICombatComponent.Cast(m_Entity.FindComponent(SCR_AICombatComponent));
BaseTarget baseTarget = m_SCR_AICombatComponent.GetCurrentTarget();
if (baseTarget.IsDisarmed())
Print("Disarmed");
As far as i can tell unconscious A.I. will automatically return "IsDisarmed() = true" what i use it for.
Not quite sure if this includes A.I. in terms of "has no weapons" disarmed as well? I have to test.
To get it work it would need a "Scripted Decorator" in the "Attack_Default.bt" where A.I. get the fire command from and check the node somewhere before A.I. will execute the "Fire" node.
This seemed to work somewhat for me, but now the unarmed ai retreats. (Im trying to do unarmed civs) ```c
// Detect if player is armed
ChimeraCharacter player = ChimeraCharacter.Cast(target);
if(player){
CharacterControllerComponent controller = player.GetCharacterController();
if (!controller) return;
BaseWeaponManagerComponent weaponManager = controller.GetWeaponManagerComponent();
if (!weaponManager) return;
BaseWeaponComponent weaponOrSlot = SCR_WeaponLib.GetCurrentWeaponComponent(weaponManager);
if (!weaponOrSlot) return;
IEntity weaponEntity;
WeaponSlotComponent slot = WeaponSlotComponent.Cast(weaponOrSlot);
if (slot) weaponEntity = slot.GetWeaponEntity();
else weaponEntity = weaponOrSlot.GetOwner();
if (!weaponEntity) return;
}
In: ```c
[BaseContainerProps()]
class SCR_AITargetReaction_Enemy : SCR_AITargetReactionBase
{
override void PerformReaction(notnull SCR_AIUtilityComponent utility, notnull SCR_AIThreatSystem threatSystem, BaseTarget baseTarget, vector lastSeenPosition)
yours looks way more to the point lol
What do you like the unarmed civs to do?
Just stand there?
stay in the town yeah, not run for the hills. I want to spawn in unarmed civs of the same faction so if players shoot civs, they get negative points for killing friendlies
wandering around town would be nice
What about the "SCR_AITargetReaction_RetreatFromEnemy" class right below the "SCR_AITargetReaction_Enemy" class?
If you have something in your civ class to identify them you could use it to prevent them from running the "Retreat" behavior?
That sounds promising! Ill have a look! 🙂
I kinda like what it makes the enemy do, they maneuver around but they dont shoot at them, so they are moving when the players come into town and see them, not just standing around.
The "Retreat" behavior?
Yes i think it would be pretty okay to have unarmed civs move away from any kind of possible danger.
I think its an attack behavior, but the script returns so they cant PerformReaction() or 'open fire.'
so ussr sees us civ but cant shoot because of script, but ussr ai still run around like theyre yelling at the civs telling them what to do.
could even flip it into a hostage rescue scenario, attach a "rescue" action to ai
I assume they would set a priority to armed targets they see
back to script editor im just talkin out loud now lol
Well the "SCR_AITargetReaction_Enemy" already use "baseTarget" so you could simply start by checking the "if (baseTarget.IsDisarmed()) return;" thing.
Or even better if you have something in your civ class to check it by script use this instead.
SCR_AmbientPatrolSpawnPointComponent: how do you link a group type (SCR_EGroupType) to an SCR_AIGroup? Im not seeing where those enums are connected to the FIA group prefabs. 🤔
am I missing it in a config somewhere?
this what you mean?
That looks like it! Thank you! 🙂
Ok its working nice, not retreating, but now how do I get them to stop yelling "Negative!"
SCR_AITalk is the answer to that!
@AIDevs
PLZ can we have "SCR_AIUtilityComponent.EvaluateBehavior().EvaluateActions()" result "AIActionBase selectedAction;" defined as ref in "SCR_AIUtilityComponent.c"?
Right now i have to mess/duplicate the whole script to make it work like this and i rly can use said evaluate result instead of running the whole evaluat action thing in my own AITaskScripted node.
Guess it can be quite expensive running it on each AIAgent over and over again.
Maybee there is a reason to not expose it? But so far i could not think of any.
Would make this specific part a little bit more easy for me to mess with. 🫂 +
Check out the AI covering corners in Ravenfield -would love to see this production for this series' CQB (2nd gif down) https://store.steampowered.com/news/app/636480/view/3649655808287407620?l=english
Hey hey everyone, EA27 is finally here! Holy smokes this took a long time... So what's new? Basically I have been working on getting story missions to work with the game. On top of creating a story mission I have spent a lot of time refactoring the underlying game tech so that it works with both the original instant action style sandbox gameplay...
Dangnabit... yet another thing not in Arma Reforger:
You can now stand on top of vehicles without being rammed (Basically allowing you to ride on top of tanks and stuff lol). This works up to a speed threshold of 20 m/s
Add all your waypoints to a "Cycle Waypoint" and add the "Cycle Waypoint" to given A.I. group under "Static Waypoints".
AIWaypoint_Cycle.et? It doesn't work. The only waypoints i have been able to get to work are the ones in Prefabseditable/Atuo/AI/Waypoints
Based on your screenshot:
Don't make the waypoints part/child of the A.I. group.
Create a new layer and put all the waypoints inside it p1 - p7 the cycle waypoint as well so they are all in their own layer.
Add the waypoints p1 - p7 to the cycle waypoint in "Cycle Waypoints" field only use their names p1 - p7. ( yes AIWaypointCycle_Waypoint.et )
Now add the cycle waypint to given group by using "Static Waypoints" field make sure your cycle waypoint has a name as well like for example c1.
Vanilla waypoint names does not work as far as i can remember.
There is a pretty good video tutorial for mission making incl. waypoint usage.
https://www.youtube.com/watch?v=WNL_oFhlmLU&t=1823s
ALL of the Resources for this tutorial: https://hq.uselessfodder.com/p/how-to-make-missions-in-arma-reforger.html
Buy awesome tactical games: https://nexus.gg/UselessFodder
Join in future operations: https://discord.gg/UselessFodder
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This is a COMPLETE guide to making a custom ...
are you sure this video is up to date? I have done what you describe, and seen that video multiple times. I'm pretty sure waypoints don't work like that anymore..?
it gonna work, but its different when you use scenario framework where you create area with layers with tasks and object/squads to spawn when player trigger area 😉
AI don't currently have the capability to clear mine fields, do they?
Can't even drive over those...
I guess that would technically clear it 😂
Yes it definitely still works like this.
I use this way since day one and all my missions where i use it are still working.
Just make sure to rename the waypoints don't use the vanilla names cuz they don't work.
Maybe you are missing something else like a component?
What map are you using?
I have a question about a behavior tree node behavior please.
It's about the "RUNNING" node state and what it does exactly.
From how i understand it:
Using "RUNNING" will return "RUNNING" to the "ROOT" and now the condition of the node which returned "RUNNING" will be checked every tick.
Now i have some none time sensitive parts in my behavior trees which are okay to be checked every couple seconds only.
Would i benefit in terms of performance to use "Selector" > "Idle" instead of "RUNNING" to check the condition?
Example of the two different way's i'm asking about.
The behavior tree of the picture has no real working logic.
Just imagine the bool "doStuff" is false by default and will be set to true at some point in time. 😇
Idle also uses Running state to .. idle. So you doing it, has basically same effect and would be more efficient thanks to having less nodes in the tree
Nice!
Many thanks for clarification. 👍
How can I set the walking speed via Script and the behavior file? There are these move speed nodes but never done any AI modding 
Hello, how to set up pathfinding for AI on custom map? It seems they do not recognise any buildings and fences, SCR_AIWorld installed on map
you need a navmesh
Thx ill try.
Its work
Anybody know how to make a character perform a melee atack through script. Cant seems to figure it out.
I think melee action is restricted to a behavior tree task node.
Iwas trying to get 2 friendlies to kill eachother. But through nodes the seem to realise when its friendly and wont do it.
Yes that's possible.
If i remember right the "melee" node is native code so you can only test/guess what it does.
i only see a Decorator for using melee, no "Execute Melee" node.
It's in "Fire_Melee.bt" and executed by "Request Action" task node.
In class "CharacterControllerComponent" are some methodes related to melee like: SetMeleeAttack(bool val);
Maybee it needs additional stuff like select melee weapon and raise weapon first to work.
Nice, i see it. Thanks alot 🙇♂️
It seem's by using the new map layer from current experimental 0.9.9.83 build A.I. characters ( individual A.I. without group ) don't work anymore.
I know they are most likely not used a lot or not at all however i always try to make my stuff work with both A.I. groups and A.I. characters just in case they are used by someone.
Just to let you guy's know.
Btw. we checked this quickly as it "should work" but isn't a main use case for us. By default has those prefabs on AIControlComponent Enabled set to false. If you turn it on there it works, they start reacting.
Yes i've checked the "AIControlComponent" and the A.I. of the character is set to enabled.
Still i never see them using "Attack" behavior while using the new map layer.
Maybe i miss/messed up something i'm not aware of... 
Anyways thank's for testing and feedback. 👍
Oh I realized what could be an issue. In deed this could be broken. Sorry for that. I wasn't noticing "new map layer" could be the problem. And no issue isn't on your side.
Good to hear. 👍
Will save me some time messing with it even if i already kinda gave up on fixing it.
Is there a way to disable parts of the ai? Im looking for something like the disableAi "PATH"command in A3 which prevents the AI from running away. All other parts should still be running. Could you give me a pointer in the right direction? Im comfortable with A3, but new to Enfusion.
There is a methode in the "CharacterControleComponent" to disable movement but it will make A.I. to behave somewhat wierd.
Also if i remember right there is a check box called "Enable Movement" but i'm not sure if it's already implemented.
Has there been something changed with the way of how "SCR_AIDangerReaction_ProjectileHit" is triggered?
To me it seems pretty random now sometimes it does trigger but very often it doesnt.
Like if there was a random delay added to safe performance by not triggering every time?
@shy lake nope everything should be the same as before. At least not intentionally 😄
Well in idle they always react properly to each nearby projectile hit.
However in combat is where they react to 3-5 out of 10 times.
Hmm... Not a big thing was just wondering.
Thx for answering. 👍
how's the AI driving coming along guys
I think it's still the same. What you observe is aggregation of danger events of same type. AIDangerEvent has GetCount how many times it was triggered in-between reading of danger event.
@halcyon bridge not sure how how it's about public roadmap currently. I guess there should be some communication of it by official channels. I can only say we are on it 😄
It's early access, I want the features unfinished even if they are broken!
but then people complain that they are broken 😭
October.
honestly if I knew it's going to take this long last year I maybe would have bothered to further develop and release this little project
buuuut I think I was thinking that AI driving is "just around the corner" so I kinda stopped working on it, and no time for it now
Literally this seems better than bohemia work 🤑. Seriously!!!!!
I don't think so, I'm sure even the WIP system they have is much better than my little experiment
I hope arma reforger don't end like arma 3 that the vehicles are stuck in structures constantly....💀
driving over bridges was hard for a3 ai
walking over bridges was hard for A3 Ai even
I was very impressed when the AI would run acrross the bridge on Worthy Islands mod for reforger
navmesh should take care of it, I wonder why it didn't for vehicles in a3
maybe vehicles in a3 didnt use navmesh?
maybe the terrain nav-mesh and the object(bridge) navmesh didn't 'connect' properly? so the AI got confused, like ants losing their trail when you swipe their path with your finger
I don't mean just the long bridge on tanoa there were also some small "bridges" they couldn't drive over -- seems like every time they were asked to drive over something that isn't strictly terrain surface they couldn't do it
I love it when AI can choose the best vehicle for the job. e.g. in Crysis some soldiers might chase you by car to a dock with two boats; if you jump in one boat the soldiers will take the other to follow you.
ARMA 3 navmesh, heh 🙂 Problem with bridges is that they are not real roads...
Thats asking alot from Arma AI - last I checked AI couldnt even dismount a turret if another AI or player got point blank range to him
Have to say i'm still really impressed by all the vanilla A.I. features and how well they work..
A.I. healing ( Self-heal/Medic-heal/Heal-wait ) behaviors are a bit messed up sometimes but i can see they are really hard to do in a perfect order due to many other stuff going on and prioritize them properly will need a lot more work.
Provide ammo feature is really fun maybe in the future there will be a ammo serach feature where A.I. is able to search and resupply on dead soldiers.
Very often there are A.I. standing in a pile of dead bodys which are still fully stacked with magazines but they retreat due to out of ammo.
Is there a way to modify "SCR_ChimeraAIAgentFull.et > Danger Event Range" value by script?
Is there some documentation about the new Cluster system somewhere?
I try to get into it but so far i'm not able to fully control it.
I can modify it by changing the cluster state to LOST or by changing the "m_fTimeMax" value but somehow i can not fully cancel/terminate a cluster.
Like the investigation cluster for example.
If i set the state to LOST A.I. will stop investigating but its still looping in the background for quite some time.
Am i even able to terminate a specific cluster or is it not part of the functionality at all?
Whenever you think anything is around the corner, it’s not lol
Thus the life of AI dev
I thought when i saw the "Major Update" that we'd finally be getting some real meat on the bones type stuff like..oh I dont l know..Ai that can drive and that you can order around to make a proper simple mission. But lo and behold it was Birds, their various flying patterns and behaviors, I believe some insect FSM was involved as well as the mating habits of spores, molds and other general fungi. Now, was that an African or European Swallow i spotted just there...
Were they unladen? Did you catch their airspeed velocity at all?
You have to know these things when you're king
From the roadmap:
AI units will be able to drive all land vehicles on roads.
Does this imply AI won't be able to drive off roads?


probably an initial goal to first do roads, then add complexity later on
That’s what they tell young people in driving schools: Stay on the road.
Please keep calm and don't panic guys 🙂
Basically what I can say "we are working on driving in general" but that could contain really wild ideas if unbounded. This specifically is promised. Good enough?
would be a huge milestone to get some form of driving, we've been playing against footsoldiers only for more than a year now
And really wild ideas if unbounded is both part of why Arma is so screwy and why it's so good 😂
Hi, new to AI modding, why does my AI not move to me? It finds my entity, sets the Target but doesn't move 
And why do I have to make a new variable for Target and not just connect the 2 nodes directly?
I wonder if this will end up spamming the move to commands often enough for the character to appear not to do anything, try setting this up in a sequence instead of parallel and add some kind of idle/sleep as the last node to see if it changes anything?
It works with the Pick Target node instead of the Find Entity
ooook
Well just a little feedback on experimental 1.0.0.x A.I. after messing with them for couple days.
Heal-Self/Medic Heal is pretty good now although i think threat level 0.02 to use them is pretty low.
But still much better than befor. 👍
A.I. group formation position offset has been fixed! Yaaay! 🙀 🫂 🥳
Now i see A.I. getting stuck on objects while moving again.
Not as bad as it was last year but its quite noticable.
Sometimes they walk in place like they don't move but they do the walk/move animation.
In general A.I. movement in uneven terrain trees/stones/rocks is somewhat buggy now.
Behavior Tree Editor!
Oh boy tap saving/restoring is such a good thing!
Why is it even a option?
GRID and SNAP TO GRID.
I was so excited to finally have perfectly straight node lines everything perfectly ordere so i can finally look at my behavior trees with proud.
Well somehow using the snap to grid make my behavior trees look even worse.
No straight lines for me... 😭
Maybe if i could adjust the grid size i would be able to get it right?
Hmm... Anyways good job as usual! Keep it up. 
@shy lake if you want the nodes to have straight lines from top to bottom, it might help you to select multiple nodes, rightclick and align vertical
Could you, please, share a pic of the behavior trees on grid, that look "even worse"? We can certainly improve the grid alignment, that may be malfunctioning due to the different sizes of different nodes...
Thanks for your feedback! Could you please tell when did this happen?
i see A.I. getting stuck on objects while moving again.
when I activate AI of a player character (that I'm possessing) they seem to be doing AI things except firing their weapon, what controls this? they aim at enemies fine just never fire
nvm probably not going to go deeper into this since there's a 40% chance workbench crashes when AI is enabled
unless anyone knows a "safe" way to enable AI control for a character controlled by a player (without kicking out the player)
@halcyon bridge something like that isn't supported
In the SCR_AIWorld_Eden prefab, the Soldiers NavmeshComponent has an empty NavmeshFilesConfig.
That may because there's both a GM_Eden and a CTI_Campaign_Eden navmesh, but I'd still recommend setting that to GM_Eden to avoid confusion, as you would expect such a prefab to already be configured.
Same goes for Arland.
how do the weapon fired and projectile hit actions detect that the event happened?
HitRegistrationEntity?
Where do you find the "Tags" of a smart action?
In the smart action itself. There is a Smart action component or smart action sentinel component on some prefabs, this is where they hold their behavior tree and their tags.
Thanks this helps somewhat.
@haughty ivy
Well guess i'm looking for something that simply can't be done due to like you already said different size of nodes and stuff.
I was trying to not only get the nodes "Tasks & Decorators" in a straight line but also their leaves ( variables/conditionals ) connected to them.
Somehow i dislike the "Spaghetti" connectors of the leaves but i guess that's simply the way it is.
For example i really liked the Arma 3 FSM editor and how you were able to create perfectly looking and ordered .FSMs.
But in the FSM editor everything had the same size and there were no such things as leaves.
Anyways... About the A.I. stuck thing:
I've noticed it mainly whenever A.I. is moving close to/on top of a "Granite Cluster".
But as far as i can tell the "Granite Cluster" is not part of the Navmesh.
Meaning it will create a hole in the Navmesh which for example can be used to detect a cover object.
So whenever A.I. is moving over said clusters they may will lose their Navmesh which will make them look stuck/confused for a second.
But maybe its caused by my Arland map not working properly.
I made a customized Arland map by using "Arland Empty" copy/past everything from "Arland Full" to it and using the "SCR_AIWorld_Arland" with it.
So it should be a 1 to 1 copy of the full vanilla Arland.
However my A.I. is unable to jump/climb over fences even tho the jump/climb indicators are on the Navmesh.
Like i've said just some tiny details i've seen which pretty much most of the time will never be noticed by any usual player.
does the Pick Target node select closest target or what?
it seems when I exit play mode the behavior editor is still stuck in debug mode? how do I exit debug mode?
Just close the tab
sometimes I have to restart Workbench to get a new variable to show up in the node view of behavior editor
also I can't figure out why SCR_AI Get Base Target Properties is returning Fail result as the BaseTarget provided to it is assigned
ah it seems it's assigned but null
so SCR_AI Get Target seems to be returning null when I am standing in front of the soldier, I guess this is not the way to obtain a target
now Workbench crashes when I press play, I'll check back in after the 1.0 update
So, mb ask here... Anyone know hot to disable simulation disabling of AIs if they are too far (~1km) from player?
in exp pressing toggle breakpoint crashes workbench with no crash reporter (this was specifically in the run from danger _position behavior when I pressed breakpoint over the Take Cover node)
I'm trying to understand the AI logic. I have a navmesh (lowres) in use in Eden. I spawn AI group and give them a waypoint to go to. They start to advance in a straight line and when they meet a wall (rock/smth/..), the soldier stops moving and can not find it's way around it. Or open doors or .. Is this normal behaviour or am I missing smth? Using exp.
Just curious: Why would you like to do that?
High Command/Warlords-like mission from previous Armas
few players, more AIs, CTI-like gameplay
Maybe the only way is to create virtual groups that virtually move on the map. Only in the case when player is close enough, they are spawned and become real AIs.
But if you have two large virtual armies fighting far away, it's like throwing dice and decide who dies and who lives.
this will requires much more work, create algorithms for pathfinding, enemy detections and etc
such algorithms that will not differ much from “online” calculations
You can try to change LOD ( level of detail ) in the "SCR_ChimeraAIAgentFull" prefab or whatever it is called.
holy shit, thx
it's works
LowRes navmesh is minor.
Make sure to use the "Soldier" ( GM_Eden ) navmesh.
LowRes is mainly for mp.
There is a "SCR_AIWorld_Eden" prefab which should already have everything pre-configured.
However i have problems with A.I. not jumping over fences as well when using the "SCR_AIWorld_Arland" prefab.
Just give it a go.
Its just broken.
I was using/testing it in pretty much every 1.0.0.x experimental version but always CTD.
Thanks! That worked. I did try the "SCR_AIWorld_Eden" prefab yesterday. Your guide to add the GM_Eden file did the trick. My AI found their brains.
I think there is a problem with "RunBT" and "InVariable".
I did a lot of tests but for some reason when i create a variable esp. position and then use the "RunBT" with the position variable as "InVariable/PORT IN" for some reason inside of the executed "RunBT" im unable to modify/change the "InVariable".
This is something i'm doing since ages and i never had this problem.
I've tryed/tested pretty much everything i can think of but it keeps behaving like this.
I have a lot of respect for you and the dev team using the behavior editor, you guys have way more patience than me
Oh thanks. 
Well yeah A.I. is the only thing i'm rly interested in and where i can spend a damn lot of time with.
But yes Reforger/Enfusion and the tools/updates bugs/crashes can be a HUUUUGE pain!
Can't tell how often i already was like i'm done with this 🤬 due to bug sand crashes.
But for some reason the next day i go back to it and try to solve it.
Love-hate relationship
@shy lake I put that danger reaction into the projectile hit reaction and they never seek cover
SCR_AIMoveFromDangerBehavior
so this should be using "{D12937CF422B639B}AI/BehaviorTrees/Chimera/Soldier/MoveFromDanger_Position.bt"
buuuuuut they never seek cover, not once
In vanilla the cover search range is very small.
Its from the agent origin/position 9 meter toward his facing direction.
Meaning in vanilla A.I. will only search for cover right in front of them within a distance of 9 meters.
Yes i use the "SCR_AIMoveFromDangerBehavior" in combination with "Danger > ProjectileHit" as well.
I can make you a example "SCR_AIMoveFromDanger.bt" with looping cover search.
does the cover seeking behavior include GM placed entities or is it only looking for objects that are native to the world? if it looks for holes in the navmesh I guess anything GM placed doesnt qualify
How you call the behavior tree in ProjectileHit?
Utility AddBehavior?
k
It does.
As soon as GM place something it will automatically do a navmesh refresh.
is this for compositions only or any item like a container?
Everything.
ok interesting then I wonder what I messed up as they just ran away instead of hiding
Every time you place a object it will rebuild the navmesh.
I will make you something to test. 😉
Thats strange -why do they only consider whats in front of them? Can they at least turn their heads to quickly scan and then make a determination or is it just locked to one direction?
Its orientation is always based on the A.I. facing direction like a camera attached to the head and the fov of the camera is where they are searching for cover.
So if their head is turned to the side -then that would still come into effect? I remember back in good old fashion OFP days the Bots would have their necks contorted at ridiculous angles if they suspected activeity to their periphery. I absolutely loved it despite its jankiness because it felt like the AI was really looking for you
Its not the A.I. looking direction but the direction A.I. is orientatet like the body direction.
This is a good example:
The area of the blue sensor moving with the A.I. would be the area where they are searching for cover.
https://m.youtube.com/watch?v=znZXmmyBF-o&pp=ygUGYWkgZm92
This Unity tutorial implements a line of sight check by attaching sensors to the Ai agents. The agents receive information from the sensor about it's surroundings, and use this information to make decisions.
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The size and field of the sensor is pretty much exactly what A.I. in vanilla is using to search for cover.
Pretty neat demo but that lacks head movement at all -its head is just attached straight ahead and is not independent at all. In Arma we always had eyePos and you could run a raycast to wherever the eyes are not just overall orientation. Seems dumbed down to me to not allow the AI to store quick information by glancing left/right especially if its not fully aware of a threat/detect cover but needs to verify
In SCR_AIGroupTargetClusterProcessor.c i get Reason: NULL pointer to instance with AllocateMoreFireteams.
void AllocateMoreFireteams(SCR_AITargetClusterState s, notnull TFireteamLockRefArray inOutFtLocksMain, notnull TFireteamLockRefArray ftLocksAux)
{
// We slightly overestimate amount of enemies to allocate even more people
float fEnemies = 1.3 * (float)s.m_iCountDetected + 1.3*s.m_iCountIdentified + 1.3*s.m_iCountLost + 0.5*s.m_iCountDestroyed;
int nEnemies = Math.Ceil(fEnemies);
// Count soldiers from what we have so far
int nSoldiersAllocated = 0;
foreach (SCR_AIGroupFireteamLock ftLock : inOutFtLocksMain)
nSoldiersAllocated += ftLock.GetFireteam().GetMemberCount();
foreach (SCR_AIGroupFireteamLock ftLock : ftLocksAux)
nSoldiersAllocated += ftLock.GetFireteam().GetMemberCount();
// Allocate fireteams
array<SCR_AIGroupFireteam> freeFireteams = {};
m_Utility.m_FireteamMgr.GetFreeFireteams(freeFireteams);
while (nSoldiersAllocated < nEnemies && !freeFireteams.IsEmpty())
{
SCR_AIGroupFireteam newFireteam = freeFireteams[0];
SCR_AIGroupFireteamLock newFtLock = newFireteam.TryLock();
inOutFtLocksMain.Insert(newFtLock);
freeFireteams.Remove(0);
nSoldiersAllocated += newFireteam.GetMemberCount();
}
}
I debugged it and ftLocksAux is {NULL}.
foreach (SCR_AIGroupFireteamLock ftLock : ftLocksAux)
nSoldiersAllocated += ftLock.GetFireteam().GetMemberCount();
So maybe this foreach could need a NULL check?
Looks like inOutFtLocksMain has NULL as well.
foreach (SCR_AIGroupFireteamLock ftLock : inOutFtLocksMain)
nSoldiersAllocated += ftLock.GetFireteam().GetMemberCount();
So NULL check needed for both foreach i guess?
The video esp. first 10 sec. are just to show you how/within which area A.I. is searching for cover.
Right now in Reforger cover seach is made by using the overall orientation not head movement/look direction.
Guess this will change/get improved at some point.
Yes hopefully. Ive always wished theyd mark out things of interest to AI like doors and windows as thats normally where threats would emerge in urban CQB. The other thing is last I checked in Arma an AI would have the exact chance of spotting an enemy anywhere in its vision cone -meaning a somewhat "hidden" AI at its 90 degree periphery was just as visible as an enemy dead center ahead. Thats why people always felt like the AI feel like terminators or aimbots because they didnt incorporate these types of perception nuance. Heres the AI update for the Tac shooter Ready or not -now obviously I dont expect Arma to have that level of AI CQB awareness but its a nice goal. https://youtu.be/GywHFO7A0Vc?si=DH0cJvqjeL3GKcjz
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Anymore? They did bevor?
Check if you have PerceptionManager in your world.
my ai has worked till 1.0
and now they just ignore everyone
i got everything that should make them work but they dont do nothing
they full on ignore me
Hmm... In terms of A.I. setup there has nothing been changed.
SCR_AIWorld and PerceptionManager are the only things you need for A.I. to work.
You must be doing something wrong.
You able to make a screenshot of the map setup esp. the hierarchy window in World Editor?
What map is this?
this is what i get with SCR
asoon as i load the scr it crashes aswel
they 100% changed something in it
I get this too sometimes.
It just tells you that there is already a SCR_AIWorld present in the world.
But it should not crash.
The only thing i can think of A.I. ignoring enemies is missing Perception manager.
it worked fine and i have not changed a single thing
They changed the layer setup a while ago.
Maybe your A.I. stuff AIWorld and Perception is in the wrong layer?
everyting worked till 1.0...
do you even check what ATiM is writing or do you just say IT WORKED TILL 1.0
i have not changed anything in my files simple as that
]and he asked me about the files i answered
i have the files
i have it setup
Is this your own map or from workshop?
Can i download it?
when u think they have changed something i would check every setting then and maybe if you used a different Agemttemplate then there might be a change. i know that they updated the Behavior Editor
own map and no its not updated on the workshop yet
Its pretty hard to tell there are so many layers...
Yes i too guess you re-check everything.
If they changed something it should automatically apply to your prefabs.
Sorry i don't know a solution beside what i told you right now.
Sometimes the ai don't shoot because is detected like at unarmed state so they just watching you but not attack you maybe it can be the problem or not.
Well thing is each game has A.I. which is specific to their needs.
Im not familar with Ready or Not but i guess its all about CQB.
So yeah dev's took a deep dive into this very kind of gameplay to make their A.I. as good as possible in CQB.
Arma is everything at the same time + A.I. can/will drive vehicles which i doubt A.I. in Ready or Not can.
I think thats the hardest part of Arma A.I. to make them behave the right way in every situation based on their environment.
Hope/Guess they will reintroduce the A.I. peeking around corners which would already help somewhat.
Also glad your still in the game for betterment of AI Snake, im too lazy to try an re-learn all this after years of SQf. You ever thought about joining their Dev team? Did they hire Leopard?
Oh no I agree -Arma will never be a super robust CQB and doesnt aim to be. But I think we can all agree on the parts that could and should be reasonably addressed -at the very least give them distinct Urban behaviours that differ from 300m open air combat in a field or in the woods. Also I watched the development of RoN's AI from years ago and they started from the ground up with how the AI would interact with all aspects of the level design and it was made modular so that even new maps would incorporate that. Level design and AI were never well integrated if at all in many Arma maps
hope I'm not hijacking discussion. A lot of my users on my PVE server are saying that AI don't have enough "strength" to fight against. Any idea how to improve this, potentially making them a bit more difficult to fight against?
you can try to set the AI Skill Default in SCR_AICombatCoponent from REGULAR to something higer
Anyone know how hearing works with nodes? My AI sees me but doesnt hear me if im behind them
Thanks :)
Could someone also explain "Dynamicsim Lastlod Distance" to me? Having a hard time understanding this one.
I'm assuming it disables AI after a certain distance, or what does it do? Would like to disable AI if outside of a certain range to save on perfomance.
I don't think they react to something besides weapon fire.
Not 100% sure but at least i did not see anything related to it.
@pearl kindle In "SCR_ChimeraAIAgentFull" prefab are multiple LODs defined.
Guess the "Dynamicsim Lastlod Distance" is used to define distance to the last LOD defined in "SCR_ChimeraAIAgentFull" prefab.
For performance AIAgent sim you can tweak LOD values of "SCR_ChimeraAIAgentFull" prefab.
Yeah you are right, there is no direct hearing node. But looks like the Pick Target Node only include direct sight not hearing. The Find Target to look at includes hearing
Oh it does? Nice.
Its used in Soldier.bt right?
I will check it later. 👍
I wanted to play around with the CRX A.I. mod. Just checking that should the one from Workshop work? I get a compilation error on some enum-thing.
Ah, I may have a pre 1.0 version on my machine (=won't work) and no new one has been published yet.
Hmm.. Using exp tools. I create two move waypoints wp1 and wp2. I create a wpcycle waypoint and add wp1 and wp2 in the Cycle waypoints. Rerun counter is -1 (infinite). I assign the wpcycle to a fireteam (one static waypoint). After hitting run, the AIs go from wp1 to wp2 and then stop. The cycle should make them go wp1-wp2-wp1-wp2-... What am I doing wrong?
Did you "rename" the waypoints to wp1 and wp2?
Besides this it sounds right to me.
You assume DETECTED means they react to sound?
I don't think so cuz when you shoot in the air and they react to the weapon sound without seeing you their target state is UNKNOWN.
I think DETECTED is a pre/lower state of IDENTIFIED.
But i'm not 100% sure about it. 
Did you rename the cycle waypoint as well?
Like for example cwp1?
The default waypoint names are just placeholder ( empty strings ).
You have to rename all of them to get it work.
Yes, I have renamed everything. Added a wp3. They stop at wp3. Then tried to add wp1 to the cycle like this wp1-wp2-wp3-wp1 -> stop at wp3. Following in GM, they seem to 'pick up' the blue wp's.
Look at the locked layers. I had this error myself because in the default locked layers of the base map there was already an AI world. In that case in theory you don’t need to place another one
@shy lake MyBad or bug .. dunno. I had picked the editable prefab E_AIWaypoint_Move.et . Changing them to AIWaypoint_Move.et works. Now they run in circles.
did they add somethign to the ai to always clip to the ground ?
my ai in towers dont wanna spawn there anymore they go to the ground floor everytime now
What do i have to change to allow the AI to share ammo if only one of the weapons are out of ammo? Ex the RPG gunner doesnt ask for ammo until both his RPG and Rifle are all out then the assistant drops some rockets for him. I want the assistant to drop rockets when the RPG gunner runs out of rockets
Hey All. So "Enable Danger Events" causes the AI to come running 100's of meters away at the first gun shot sound.
Any quick, down and dirty way to limit that distance. I've unchecked but of course that makes AI completely stupid to any gun shots. I know @shy lake is able to manipulate in his CRX mod.
I am using scenario framework, and spawning AI with slotAI.
It's done in "SCR_AIDangerReaction_WeaponFired.c".
But it needs some extra code since it was changed to be part of the "A.I. Cluster System".
To be more precise:
The part where you need to use your own distance condition is in "SCR_AIDangerReaction_WeaponFired.c".
// Notify our group
// ! Only if we are a leader
AIGroup myGroup = AIGroup.Cast(utility.GetOwner().GetParentGroup());
if (myGroup && myGroup.GetLeaderAgent() == agent)
NotifyGroup(myGroup, shooter, lookPosition);
// Ignore if we have selected a target
// Ignore if target is too far
if (utility.m_CombatComponent.GetCurrentTarget() != null ||
distance > AI_WEAPONFIRED_REACTION_DISTANCE)
return false;
- part of the code is used for A.I. investigate behavior.
- part is used for A.I. observe position behavior.
If you need any more help just let me know. 👍
Well guess it was my fault...
Still had some modded stuff in "SCR_AIInvestigateClusterActivity.c" which i think caused the null errors. 💩
when I give an AI a move task, flow will only proceed when the task is complete?
Yes but be aware it can also return Fail which would stop it from proceeding anything after it.
I always use the base "Decorator" node with it and set it to "Force Return Success" to make sure it keeps going even if the move task returned fail.
does the AI know how to shoot at moving vehicles now?
also their perception when manning a turret is still quite horrible
They can lead with an RPG better than most players.
can they shoot at helicopters or do they still fire at the position the helicopter was 2 minutes ago?
Sure. e.g. if you try fly a helicopter into a base in Conflict, they might shoot it down.
amazing, so we only need better visibility in turrets then
and then maybe AI will be usable in my AA gun
idk if any of it works with turrets or not. Only seen it with rifles/RPGs
their target acquisition is bad when in a turret
I need to fly the heli super close for them to actually look at me and fire
How can I find the waypoint type? For example if it is AIWaypointCycle or SCR_AIWaypoint.
You talking about script? You can cast it into the class you are looking for. If the resault comes null then its not that.
Yes, in scripting. I'll try that approach.
Thanks, that worked. Feels quite "brute force", but does its job.
since those different waypoints are classes, casting makes sense
where did the mod go where ai follows the player when the f key is pressed?
I am just getting started with modding Reforger and I want to create a mod that either changes the 'defend' command so that the AI ill not move outside the defend area for any reason
OR
Add a new command named 'hold' that makes an AI stay put.
The goal is to do something similar to what CRX's hold position function did.
Before I dive into this, is there someone here who can help me understand logically the best way to approach this?
keep me updated, ive removed the move / attack and all other ticks from ai control and still they run lol
It's outdated.
Is there a script way to find which of the waypoints in a list in a cycle waypoint is the current one AI is going towards?
I see a GetRerunCounter inside the AIWaypointCycle but not sure what that is refering to, you could try it. If not i would probably use the GetWaypoints in AIWaypointCycle then get current wp of group and compare it to that list.
Thx, the reruncounter was the one I found too but does not sound like the one I'm looking for. I'll test.
It was actually simpler. Get the list of waypoints (wp) for a group, the first one is always the one where they're going. Once it's reached, the first one is removed and the 'new' first one is the next place they're going to. At the end of the list is the cycle waypoint which resets the list. Rinse and repeat.
I’m working on a mod that is intended to be 100% PvP. I was wondering if anyone knows if I can just completely omit the ai elements like the nav mesh etc or if they are needed for general gameplay to function?
you can omit the navmesh if there is no intention of using AI
Isn't navmesh baked into the map/island itself? Or am I misunderstanding something?
you'd regenerate it if you edit the map
I see, roger that.
reposting here because I just realized devs usually dont answer anything in the questions channel: When did it change that ai no longer spawns on top of a building but below it on the ground's surface or inside it? I don't like that, is there a line of script I can edit for that? Was that done to fix the ai points I found placed below the ground's surface?
@regal terrace honestly I'm not sure there was such change. Maybe consequence of some changes, sure.
I'm also not sure what it refers to.
To me it seems spawn ai on top of the building.
Maybe gm is different, I was referring to ambient patrol spawn component in conflict. For instance on power plant roof, those not spawned groups. They now drop to the surface and get stuck inside the power plant furniture. I also have a platform I built in the sea and they drop to the waters surface and get stuck below the platforms. Pier parts I believe.
@solar stream I'll check my stuff. I spawn AI with SF gamemode on roofs. Haven't checked lately.
At the power plant, good to go. The screen shot is while in GM, but the action takes place by SF mode. @regal terrace
I noticed this behavior actually. Turn off the "Snap To Terrain" checkbox on groups you want to spawn
My mod has a similar system spawning groups/units on placed markers. Same behavior. Setting snap to terriain to false fixed issue
Big thanks for that! I wonder when that was introduced, and I wonder why its default behavior was set to the new way instead of how it used to work. 👀 🤷♂️
Could have been new code whose default value is set to true? That's my guess. Either way, glad to help!
Hi! There is a way to disable AI attacking? My unarmed soldiers run to fight.. I search something like A3 disableAI command.
if (combatComp)
{
combatComp.SetHoldFire(true);
combatComp.SetDefaultCombatType(EAICombatType.NONE);
combatComp.SetCombatType(EAICombatType.NONE);
}``` not helps
i see nothing usable in SCR_AIConfigComponent,
SCR_AISettingsComponent initialize units by global attack settings
turn off AI control in the AI agent is probably the most effective
maybe perception component? not sure if weapon audibility is read there
If you don't like him to investigate check SCR_AIDangerReaction_WeaponFired.c.
You could check the A.I.s weapon and if none return false.
Depending on what you like the A.I. to be capable of.
If you just need the A.I. to be there doing nothing at all go with what bacon told.
they just leaning and build base by shovel, but i want keep AIs on base area
i try SetPerceptionFactor() maybe it helps, if not, i will extend AIDangerReaction
ty
perception factor updated/overwritten by aicombatcomponent so need add new reaction for my unarmed soldiers
Looking for insight on getting AI to engage aircraft with vehicle weapons. Especially the ZU-23 or BTR70.
Any workarounds?
Is it possible?
They will not engage the helicopters. I can fly right up to the ZU-23, land, and as soon as I exit it rips. I am spawning everything with SF. I've tried adding some AISmart .bt's to the slotAI and slot components but nothing.
Been an issue forever... I'll check later or tomorrow as I vaguely remember some component settings that made it slightly less bad
They indeed engage aircraft just they are slow. ASF
That's a problem of AI slow turrets movement well that's a problem from bohemia.
what controls the AI get out from vehicle gunner seat behavior?
I think it's in SCR_AICombatComponent.DismountTurretCondition(); and SCR_AIDangerReaction_WeaponFired.DismountTurretCondition();
Well both use the SCR_AICombatComponent.DismountTurretCondition(); so forget about the SCR_AIDangerReaction_WeaponFired one.
poor AI, it was going so well then suddenly... FIRE
Since clients can run ai code...
Is it possible to have some ai running from clients like in arma 3?
I think in arma 3 the game master ai was spawned on the game master client and was calculated on the game master client as well.
Is this a thing in reforger at all?
to my knowledge AI is simulated on the server
Is there a way to find out what map tile an A.I. agent is currently at?
If yes is there a way to get the tile edge/border position/coordinates?
Somehow a tile edge position ( the position where one tile ends and the next tile starts ) the little space between tiles always returned vector.Zero now it returns coordinates and A.I. will detect it as hole in navmesh and use it for cover.
So i was looking for a way to blacklist a position if it's a tile edge position to prevent A.I. from using it as cover.
is it possible that some doors on everone are broken on the nav mesh because the ai teleport through closed doors
A.I. and doors are bit buggy since like forever.
Guess they are using teleport if door opening failed.
Its done this way with A.I. unable to get into vehicles too.
When will there be such an AI?
Unfortunately, the project was stopped due to performance problems during Arma 3
https://www.youtube.com/watch?v=bXmke6nnXDs&t=69s
Super AI is a new AI mod which, unlike other AI mods, attempts to rebuild the AI from the scratch.
The objective is to make AI easier to command, more reliable during battle (especially CQB), and smart.
Forum topic:
https://forums.bohemia.net/forums/topic/224834-all-in-one-single-player-project/
P.S: My apologies for speaking so quietly durin...
Probably when arma 4 came out...
Will we ever get a fix for the broken door on everon? @ Devs
broken doors are mostly invalid data(mismatch between navmesh metadata and EntityIds in level), I guess it can be even caused by some mods when I think about it from top of my head.
I have plan how to rewrite them so we have no longer this issue but it isn't trivial and it wasn't priority (as in most cases fix was just reexport data). So yea we are aware and provide fix in foreseeable future.
is there a way to turn it off so they cant teleport through?
just make it play the dragonball teleport sound when they do it
Is the A.I. reload bug a already known issue esp. with MG weapon type where A.I. sometimes pulling the trigger of the MG but the weapon does not shoot?
I have seen this happening multiple times now since quite a while.
Is there a way to tell the A.I. to reload manually via script?
My best bet would be: CharacterControllerComponent.ReloadWeapon(); however i never used it.
I would be interested to hear if it's working. ✌️
Is there a way to make individual A.I. move by using a script?
Something like "doMove" command or is A.I. move restricted to .bts?
I tryed: characterControllerComponent.SetMovement(10, "0 0 -10"); and characterControllerComponent.SetMovementDirWorld("0 0 -10"); but they did not move...
atm you should be able to just divide them by a size (not best way I know). I can try to add some getters etc, but no promises when will it get out
Hey thanks. 👍
Well it's not very important.
I was just curiouse if there is already a way to do this.
A.I. detecting navmesh edges as "hole in navmesh" mainly happens at initial combat once and a lot on empty maps.
Most maps have plenty of objects so this problem is very minor.
I was convinced we fixed that recently. Maybe not out yet.
Would be cool if there was any kind of blindfire animation/functionality.
One of my mods goal is to keep A.I. behind cover as long as they are directly attacked however they are uable to be a threat or defend themselves while sitting in cover.
A way to make them put their weapon somewhere above/around their cover and just blindfire towards enemy direction would highly improve their tactical behavior in this specific situation.
Would require quite some calculations but i guess it would be worth it. 👨🔧
did the AI perception curve for time of day go away?
Hi im new to all this, like in conflict AI spawn per your radius to the tent, well i want to spawn zombies on my server with out gming it everytime. is there away i can do the same setup just with out a tent
I tested it and it works, but I have no idea when or where to properly execute it. I changed it so that weapons do not have magazines loaded in by default.
I can call it from EOnInit of SCR_ChimeraAIAgent but I have to add a delay for it to work properly every time.
Any suggestions where it should be called from so that the AI unit is fully initialized and ready to do a reload action?
If you like it to happen on mission start once may check their Idle behavior and use it's OnActionSelected().
Idle behavior = SCR_AIIdleBehavior.c or something like this iirc.
In my use case I want it to hapen when a Game Master places AI and the AI is actually ready to reload
Maybe in the behavior tree or something?
Or when main systems of the ai get initialized, not just when the entity gets initialized
Idle behavior is the A.I. default behavior and is always executed first.
Sure best way is to edit the Idle behavior tree.
Iirc there is already a reload node you can use for this.
Yeah actually now I remembered that the AI does reload their empty weapons when idle for 10-15 seconds, but if I give them a waypoint immediately after spawning, they will not reload until they spot an enemy 😄
True.
But once they complete the waypoint they will use idle again.
Guess the time you need to add a waypoint they will already be half way done with reloading.
Yeah
I kinda want them to reload pretty much immediately after being spawned. The delay is not reliable enough but adding it to idle BT can cause them to spawn, walk 100 meters and then reload after that as they dont reload while moving for some reason.
I should probably look for a method that is not as early as EOnInit, but rather when the unit has all the needed systems ready to perform the reload action
To me the EOnInit works fine.
I'm using it too with a 500ms callLater.
Not sure if there is anything as precise as you are looking for.
Maybe you could try modify the A.I. spawn methode and add it at the end of it.
But not sure if everything else was already initialized at this point.
Oh well if EOnInit with 500ms works for you maybe I could use it too then
It's not like this is super critical anyways
Yes i use it to make A.I. turn on their flashlight when spawned and 500ms seemed to be the sweatspot to get it done as soon as possible.
u can change the tent prefab in faction manager and then create youre custom prefab if thats what u mean ?
yes i wasnt sure the process TY
i duplicate base prefabs and worked my way backwards from there to understand the parts that were needed for prefabs to work
good luck with it
is it FactionManager_Base?
depends on what gamemode youre doing
with base prefabs i meant the headquarters basic prefab
Same way you already do.
class SCR_ChimeraAIAgent > EOnInit
Oh nice 😄
Thanks for the help!
Now I just need to make my mod work alongside yours 😄
As long as you are using
super.EOnInit(owner);
In your EOnInit it should be fine.
Ah forgot about it completely, thanks again!
For some reason pre-placed A.I. do not generate a navmesh.
I have to live place them in Game Master?
Yeah i have to at least place one A.I. live in Game Master to enable navmesh streaming...
If that's a new feature its terrible!
Hey could you elaborate? How did you placed them? What layer did you had AIs and aiworld in?
I use a sub-world of Arland.
SCR_AIWorld_Arland is in a layer called "AI" in the root of my sub-world.
So this is a bug and not intentional?
If you like i can send you a screenshot of my world hierachy. Can't post it here.
Yes please, send me the hierarchy of the subworld
I will try to check it today/tommorrow
Cool take your time.
I know how i can get it to work for now.
Hey, I think I found the problem. 🤞 it will be fixed in next build
@outer furnace Is there a way to make the current PlayerCharacter invisible to the AI? So, they complete ignore them (without changing the Faction) TY
Check the SCR_CharacterPerceivableComponent on the character prefab, i think dissabling that might do the trick.
? Does not exists
no SCR_
The regular one is not Scriptable
you can still try to disable the component
you should be able to dissable it on the character the player will be using, or you can dissable it externally through script.
Will try - ty
m_charPercComp = CharacterPerceivableComponent.Cast(m_character.FindComponent(CharacterPerceivableComponent));
if(m_charPercComp) {
Print("Disable CharacterPerceivableComponent");
m_charPercComp.Deactivate(m_character);
}
Still get killed 😦
you are doing it on the player right? Not the AI that is attacking
Right.
if i disable it on the CharacterBase it works!
But i need to enable/disable it on runtime
maybe i need to deactivate before i get marked as Enemy. Will try some stuff now
i only need to disable it on the Server right?
We don't support deactivated PerceivableComponent, you probably can't do that. You would need a specific prefab for that
😦
Didn't SetDisarmed on PerceivableComponent cause the end goal of what he wants to happen?
Maybe, but it could be that some script would override the disarmed value
From AddOrUpdateTarget it seems that setting SetDisarmed(true) would cause it to be ignored
But I wonder if it does affect what it reads, it comes from another place 
The Disarmed stuff in the Behaviour Scripts and Goals will not work. There is a lot of stuff Scripted, that tells me that AI never shoot on a disarmed BaseTarget. But is not true 😄
Ddi you try it at least?
''PerceivableComponent.SetDisarmed()'' does not exist
Ah it might not be in the version of the game you are running
Mario exposing feature, which is not yet in the game 
Time for a Patchday 😄 😄
Ok, then i set this to WIP and waiting for the next Patch.
Thank you guys
Next major update yes
Saw this in Blog Notes: Fixed: AI completion of SmartAction, correct door movement danger reaction -any idea what this entails?
they should react to you opening doors in vicinity
Fixed AI completion would mean the action was bugged and the AI agent wasn't marking it as complete, maybe
but in fairness I'm pretty sure opening doors alerted them last time I played, so not sure how serious the bug is
Neat !
Not the bug (obviously) -but opened door reactions is something iv ewanted (and tried to implent) for a long time
Don’t make Ivan use his Bow and Arrow for some corrective action…..
correct door movement danger reaction - there were some improper calculations so even they tried to move away from doors they get stuck on them.
AI completion of SmartAction - some bugs in BTs when AIs were ordered to do smart action, nothing big
Ahh so it has nothing to do with reacting to doors that have been or are opening in terms of AI detection..? Bummer
hello guys ia not spawn in multiplayer
Custom gamemode? Custom terrain?
