#enfusion_ai

1 messages · Page 6 of 1

cinder gulch
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if you are working with conflict game mode you have to use ambient AI instead of normal AI groups. If you are working with Scenario Frame work you can use dynamic despawn to make them spawn only when a player steps in a specific area.

heavy cargo
cinder gulch
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yes if you are using ambient ai they will spawn within 750m of a player's presence

heavy cargo
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But they do not. They all spawn no matter the distance

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I get this on both worthy islands and kunar maps. Which are fairly big, hence the need for me to restrict them. Things get abit lumpy with a constant AI presence

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Is this distance thing a standard thing from AI World and AmbientSpawnPatrols? Or are people having to set a distance in some moduel? 🤷‍♂️

cinder gulch
heavy cargo
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Makes me wonder if the pve side of things has messed it up

cinder gulch
heavy cargo
# cinder gulch what do you mean?

My scenario is setup for Pve so makes me wonder if maybe thats causing issues with the ai always being spawned no matter the distance

regal terrace
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From what I remember it's only the entity that spawns the ai that spawns in, and then if players get close enough they are actually spawned in and activated. I edited the script in my scenario to not spawn the spawner entities in until players are close enough.

merry blade
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for some reason the ai wont use my turret even tho its setup the same as the btr turret any idea?

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it triggers and follow them but they will not shoot at all

merry blade
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actually i closed it down the 50 version of the turret does shoot but the 762 version does not , even tho they are setup the same way only diffrence is the caliber of the gun

merry blade
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(i also believe ai is jsut braindead ...) half the time it does work and other half not on the 50 aswel. they just spin around and act like they braindead and then randomly start shooting

floral trail
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Hello, does anyone have any idea why you can see hit decals when shooting AI from very far away but the AI doesn't seem to receive any damage?
Happens with all guns, sniper or assault.

cinder gulch
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do you think it's possible to create a PVP-like experience in a PVE scenario? Like a conflict match but PVE that feels like PVP? what would I have to implement to achieve this? I've not seen other PVE conflict other than Gramp's PVERemixed.20

cinder gulch
floral trail
heavy cargo
cinder gulch
heavy cargo
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My latest is RTR-Conflict-Islands. Possibly my best one so far for cleaness. Using worthy islands

cinder gulch
heavy cargo
ocean harness
heavy cargo
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hes asking if its ur own created scenario, because if it is then maybe you have not setup SCR AIWorld up correctly, (i presume) but yes.. have you made sure all your ai setup correclty

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assuming thats ur own scenario on ur own server

ocean harness
heavy cargo
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your clip above, is that on your server or someone elses?

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in regards to tryna help u problem solve knowing if u created the scenario is kinda key lol

cinder gulch
bronze isle
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how could i make the ai harder or easier like hit more shots with better accuracy

cinder gulch
bronze isle
bronze isle
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@cinder gulch would that be in world editor or enfusion workbench

ocean harness
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Couldnt find that AI Prefab menu -but Editing the Unit I only see something about Aim Improvement -how does this work?

cinder gulch
ocean harness
cinder gulch
bronze isle
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so im using gramps as a learning scenario and have been going through it all and just seeing how he has or adds or combine stuff but ive been looking for that ai prefab

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conflict its gramps scenario im using his as a learning instead of base vanilla but ill go see if i find it thanks

cinder gulch
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Okay so gramps uses the conflict game mode I think. So it's as easy as search for the AI in the resource manager (USSR character for example) and you just drag it and drop it in the world

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Then go to the right side of the screen there's a menu there. It's hard to explain on text lol I'll send some screen shots later if you still need them

bronze isle
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ok thanks ill go do that

bronze isle
floral trail
floral trail
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Is it possible this has to do with the networkViewDistance or serverMaxViewDistance setting in the server config?

heavy cargo
floral trail
heavy cargo
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Cant say for sure though

floral trail
heavy cargo
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Rather odd if you say close range is fine, but over x distance no damage

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Was thinking maybe the faction was set to freindly but if u confirmed close range good then unsure

cinder gulch
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what is the difference between waypoint Move and Search & Destroy?

heavy cargo
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Guessing its kinda in the name

cinder gulch
# heavy cargo Guessing its kinda in the name

Yeah, but when they "move" to a location, they still engage enemies, so I’m not sure what the difference is. The only thing I noticed is that with Search and Destroy, they seem hyper-focused on reaching their destination, almost ignoring enemies along the way. They only engage once they arrive, but other than that, I didn’t see much of a difference.

heavy cargo
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Bit odd then, ud think they would engauge all targets along the way, unless search and destroy has a point they ment to attack when arrive at said location

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While basically ignoring anything upto that point

cinder gulch
heavy cargo
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Wouldnt it be best to just use defend for that ? If defending the outpost. Unless u mean they need to make it to that outpost first to then defend it

cinder gulch
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No I mean I am the one defending the outpost

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the enemies have to attack it

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the "move" waypoint works well for that. I'm going to try the "attack" one to see what's the difference

heavy cargo
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Ahh sure.. my bad 🤣

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Im clueless to the AI in reforger 😅 still in the deep ole pit tryna learn them, hence why im in this channel

floral trail
serene fossil
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Good day all.

There's been a change to AIWaypoint_Scout.et. It doesn't function as it use to. In the past, If you used the waypoint on an AI, it would move around randomly within the radius of the waypoint. This worked great for inside buildings if you set a small radius. They would move from room to room.

Now they just stand there and don't move at all. Has anyone done any work with scouting waypoints. Any ideas on how to get them to move again in a random fashion.

I've looked at the attributes to the waypoint itself and played around with them. It must be deeper in the behavior tree, which I don't have any experience with .bt.

random owl
serene fossil
# random owl Hello - AIWaypoint_Scout wasn't actually ever exposed to GM and game in broad. S...

No unfortunately S&D does not exhibit the same movement behavior of a scout wp. Scout wp they moved relaxed, upright and walked from point to point randomly.
It would be great to bring that back as it works well for interiors of buildings.

But that said, I will try and modify the S&D wp to replicate the scout behavior since it does have the movement within the radius.

Appreciate the reply. Good day.

random owl
serene fossil
random owl
serene fossil
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It was SUPER EASY!

shy lake
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Viktor is da man! blobcloseenjoy

cinder gulch
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Can anyone help? I'm doing a scenario with lots of Defend tasks and I've tried setting the AI to "Move", "Search and Destroy" and "Attack" waypoints to attack the base I am defending but they seem really brain dead

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They walk past right by me and not react. It's like they are hyper focused on getting to the waypoint area and they ignore all threats

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Once they reach their destination they start to engage but I don't like this behavior at all is very unrealistic

shy lake
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Are you using a "Force Move" instead of "Move" waypoint?

cinder gulch
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No just regular "Move" waypoint. And I've tried with others but the results is always similar to this. they don't engage until they reach the completion radius

shy lake
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They are game master placed or scripted?

cinder gulch
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I'm using the workbench, Scenario Framework game mode

cinder gulch
shy lake
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Or at least below 70.

cinder gulch
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Hmm. interesting. I'll try that! Thanks!

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it's weird that 2000 is the default value in that case!

shy lake
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Yes no clue why.
Must be a scenario framework thing.

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Oh its the attack waypoint.

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Check the move waypoint priority.
Attack should be okay.

cinder gulch
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Maybe that was the issue ? I'll try with the Move waypoint set to 0

shy lake
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Yeah move waypoint always has to be lower priority than attack else they will always prioritize the move waypoint.
Thats why force move has a very high priority by default.

cinder gulch
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Thanks for the help!

shy lake
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Sure np.
Did it work?

merry latch
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Hey all, so I'm new to any form of Development, the only thing I've ever done previously was simply just some very basic .ini File edits.

However, I thought I would jump into Enfusion and see how I go. I have mainly gone in blind with just winging things mostly and have come up with a bunch of stuff that works well enough.

I tried to go as long as I could without asking for any advice, but I think I am now at the point of total frustration.

[AI Single Player PvE Scenario]

Things like the following has been pretty frequent, but for 1 example, I am creating a Ambush where I rescue a Officer from the Russians.

2 other friendly AI's join me in a Convoy where they are #1, #2, with me following in 3rd.

The Ambush works well, however afterwards, the AI just become incredibly dumb and don't even acknowledge very simple commands like "move" or "wait".

The only way I can get these to work again, is usually redo the entire Area again exactly the same...

However, even when I have had this Ambush working start to finish, if I add a single extra Move waypoint to another AI, it will break everything and I will once again need to reset the Area...

I am not seeing any Errors in the Console that look like it would be linked, nor am I getting any crashes.

https://www.youtube.com/watch?v=2EcpJ9-DLSc

With the Video above, I had it working start to finish last night, I go to bed, I wake up and go to work, I get home and test it again... all of a sudden, even though I didn't make a single change, the AI will now no longer follow their directions.

The AI in the M10 is suppose to wait for 30 seconds before driving off, yet he just drives off instantly. The Medic is supposed to run back to the Ambulance and drive me to Camp, yet he just runs away in the complete opposite direction.

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I've now spent the past week just redoing and redoing and redoing the same Mission. I get it working, slightly change 1 thing, and then it's completely broken again. What's going on?

shy lake
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It can be pretty tricky to setup something very A.I. specific in reforger.
As you've already noticed there is a lot of random/autonomous stuff going on.
The A.I. in your scenario is stand alone, like you do not command them by using the recruit feature?

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A.I. driving also is not fully/properly working yet, so maybe something gets messed up there from time to time.

merry latch
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Everything is Scenario Frameworks. No AI Commanding, I actually wanted to set it up for other things, but have not worked out how to make that function yet. I have increased my Rank above what is needed, yet it still states I need that certain Rank. That's something I'll look into later though as it's not really mandatory.

Indeed, the Vehicle's are terrible with AI. I went through many variations and also altering the Vehicles Files with 50/50 success rate. The M10's though I find the AI drive the best. I have had no issues so far except lazy AI.

It's not just the AI and Vehicles though, the Medic that gets in the Ambulance has a Move Waypoint before the GetInNrst which he even ignores that, yet goes to his first Move Waypoint.

I've come across this issue many times since I started, and I seem to think the Area's are just getting too busy, so a workaround I have been doing is deleting and respawning the AI.

In this instance, after the Ambush, I "Patrol" a little further up which deletes the USSR if any are still unconscious to prevent the AI from driving away then stopping when they see a Enemy, then everything goes to shit.

After the USSR are despawned, I then delete the 2 Drivers, and respawn them in a fresh Area. This way there is nothing that could possibly interfere with what they should do. They aren't in conflict, they spawn, and only do the first 2 Waypoints before doing their own thing.

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Similar things happen with my Audio Triggers as well. Too often I need to reset the Triggers as; for an example; when I have a Trigger to be activated by a specific prefab, it will bug out many times and just activate on any presence. I need to fix this by deleting the Trigger and remaking it, and it works fine again until I change something completely unrealated to it's own Area.

shy lake
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I "Patrol" a little further up which deletes the USSR if any are still unconscious
This could be due to LOD switching.
If a player or game master camera is far away from an A.I. they will get their simulation disabled for performance reasons.
They will become invisible but "should" still be there and be re-enabled once you get closer to them.
So you have the whole thing setup/pre-build by using the scenario framework?
Pretty hard to tell if or how you could fix this.
Like i've said there are things going on with the A.I. in reforger, which may can make it pretty hard to fully properly controle them and have them do exactly what you like them to do.
I'm not very familar with the whole scenario framework anyways...
So sadly not much really i can tell you or give any good helpfull advice besides i can feel you. 😅

merry latch
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Nah me deleting the USSR is completely intentional, as if they are unconscious and the Friendly AI go out of Alert Mode before the unconscoius enemy wakes up, they will continue their Waypoints and start driving away, an Enemy will then wake up and the Friendly will stop and get out of the Vehicle. Once the enemy is dead, they then do their own thing.

So me deleting them is completely what I want to do to prevent anything interferring with the AI's behaviour.

Yeah, the whole thing is setup in Scenario Frameworks. Know nothing about this stuff, have been working on my Single Player Experience for over 300hrs now. am pleased with what I have gotten so far, with a LOT left to learn, but it's simply becoming frustrating when it works one day, and not the next.

Video below shows the Area in Question.

https://www.youtube.com/watch?v=8OjG5PeX9_4

Once I despawn everything from pre-Ambush, the new Area is very small and simple. Containing 2 SlotTriggers, 2 AIs, and 2 Layers of short simple Waypoints.

I cant see anything that could be leading them to not want to follow. There is no conflict, they have very simple Waypoints, and it's a completely fresh Area.

The only thing that I can think of, is because I am working on sort of a "Story", I do have "Main Characters". As the AI are so dumb, these Characters died very easily, so I did Duplicate and edit their Health and clothing.

When I changed their clothes though, I now get errors in the Consoles about certain "Ammo not spawning", which I assume is due to me removing Gear yet it's trying to load it still.

So my only inexperienced knowledge MAY suggest that even though I personally wouldn't think this error would prevent such basic functionality with the AI at certain points to not work, I could also be completely wrong.

shy lake
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Maybe you can get it a bit sorted, by increasing the Waypoint > Priority Level of some specific waypoints, which you like to kinda force to be used.
For example: A.I. attack behavior prioritys are 70, 90 and 1120 based on how threatening an enemy is.
So lets say if you like the A.I. to execute a specific waypoint at all cost set the waypoint priority to 1130.
If you like them to execute the waypoint, whenever they are somewhat threatened, but not fully attacked yet set the priority to 100.
You can play around with it, to see if it may help with the order and execution of the waypoints.

Just in case you don't know.
All the prioritys can be found in SCR_AIActionBase class.

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There is no real do this and it will work properly answer.
It will need a lot of testing and tweaking just what you've already done, till you find the right parameters which will work at least most of the time.

cinder gulch
ocean harness
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If a player or game master camera is far away from an "A.I. they will get their simulation disabled for performance reasons ~ this is worrisome." Is it toggable? Meaning in all the previous games, OFP/ARMA was famous for the fact that all bullets etc were being simulated, even if halfway across the map, everything was happening in real time. It'd be a mighty shame if this aint true no more

merry latch
merry latch
# shy lake Maybe you can get it a bit sorted, by increasing the Waypoint > Priority Level o...

I don't think the priority is the issue, as they are ignoring all waypoints after the first one and simply going into Area's that are the complete opposite way.

Personally, I just feel like things are bugging out for such simple things to not work.

I'll keep at it, but almost at the point where I may just move on and come back in a few more years when the Engine has been updated.

vocal path
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Hey, is the current AI limited to be a Character? Or would it be possible to be a self fireing gun?

shy lake
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Like a drone?

vocal path
shy lake
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I think bacon made something like this.
A armed drone mod.
No clue how it works.

halcyon bridge
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TheBonBon released an auto turret

shy lake
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1.2 bug will be fixed in 1.3.

floral talon
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👍

urban furnace
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Guys i got question, what is the danger event unsafe area? and how it triggers?

shy lake
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Iirc it is used to detect if A.I. can be placed in a specific area.
Like if something is blocking the area where they should be placed.
SCR_AIMoveFromUnsafeAreaBehavior
SCR_CampaignBuildingLayoutComponent > CreateUnsafeAreaEvent()

shy lake
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Is it normal killed A.I. gets deleted after some time even if i'm in the area with the game master camera all the time?
Never noticed this befor.

cinder gulch
cinder gulch
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How can i make an AI Group respawn only after they've died using Scenario Framework?

shy lake
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Alright thanks.
Strange i never noticed befor.
Guess i've alway restarted pre-cleanup.

urban furnace
hollow sinew
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If anybody is getting the 2 SCRAIWorlds message when you only have 1, I figured out why. It's because the scraiworld prefab is open in workbench.

vocal path
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Hi, question: I have a turret with HMG and RocketPod (MultiFireWeaponComponent). But the AI only use the HMG and not the Rockets, even if the enemy is a vehicle. Do i need to setup something special or does the AI not handle Rockets?

random owl
vocal path
vocal path
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AICombatPropertiesComponent <--- will check it TY

vocal path
karmic fossil
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maybe this isn't the place to ask. If anyone knows a better place to ask, I'll take my question there.
I'm trying to set up counter attacks in my conflict game mode. I think I could do it just by having my outer patrols respawn after long intervals. But I'd really like them to push from one end of the map, in towards us again.
Is there anyway I could link up an enemy respawn to say, the radio system? So they'd only be able to respawn if the enemy owns a bordering town?

vocal path
vocal path
random owl
mortal path
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Has anyone tested the AI to see if they are obey commands easier and get stuck on objects less?

regal terrace
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All I can tell you is that the ai combat got a major buff. Not as easy to flank them anymore and they are really accurate with RPGs. If they have line of sight, you're most likely gonna get shot down. Gotta keep as low as possible now, use the trees/hills for cover etc.

mortal path
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Excellent!!

ocean harness
shy lake
cinder gulch
hollow sinew
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Anybody got any good resources for getting started with AI in enfusion? Like for instance basic behaviour so they react when shot and move around and such. Is that by default or do I need to setup and use the task system?

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For custom faction ai characters

shy lake
shy lake
random owl
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Hey guys check it out 🙂
We are searching for new AI designer in our team.

cinder gulch
# random owl

@shy lake this is your chance to show them how it's done!! aviator

hollow sinew
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I have custom characters using custom faction that were designed from the ground up with the base prefabs not with like The Rifleman prefab or the us or USSR faction prefabs.

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But they won't move or react when they are shot they will just stand there until they die

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Only warnings in the log are catalog type item doesn't exist for this faction all that stuff. All of the config files do exist but I'm not sure how to tell the system that they are there

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I have put them in the correct slots on the main faction configuration file for my faction

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And I've added my faction to the EEditableLabels or whatever that script is called so I can assign the correct faction in the drop-down lists

ocean harness
shy lake
shy lake
urban furnace
cinder gulch
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Is there a way to make AI groups respawn after being killed using the Scenario Framework? The only method I've found so far is setting a restore layer to a default trigger, but that doesn't work for what I need.

I want to set up AI that moves and attacks my base in "waves." I know I can configure respawns to happen at set time intervals, but that's not ideal. Instead, I want the next wave to spawn only after the previous wave has been completely eliminated—this would help conserve resources significantly. However, I haven't been able to find a way to achieve this. Any ideas?

shy lake
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Really curious about this one.
Will we be able to set path filter for individual A.I. at some point in the future?

random owl
shy lake
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Wow nice excited for this!
Will open a whole new level of A.I. movement. 👍

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Thank you for the hint. 🙂

final tendon
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is it possible to have AI in vehicles not full stop at a waypoint target, but pass through at current speed and smoothly move on to the next one? I'm essentially trying to make vehicles follow a road over greater distance, but I do not want them to detour because of their pathfinding and take exactly the route I want.

I am currently adding waypoints just before each junction. this creates a somewhat plausible behavior of "stop before a junction and make sure it's clear / where should I turn?", but they often stop, attempt a turn, back up a meter, attempt another turn... generally janky. I tried playing with completion radius hoping they will complete the WP earlier while at speed and move on, but to no avail.

halcyon bridge
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Keep moving the waypoint away from them along a spline lol

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Carrot on a stick

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I dont know if that would work actually though

random owl
final tendon
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too bad, I think I already tried that… but I’ll give it another go with 1.3.

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btw I noticed 1.3 finally made AI pedestrians move out of the way in front of vics and vehicles dont ram into each other blindly now, great stuff. big step forward to having properly living map with ambient traffic and pedestrians

shy lake
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A.I. moving away from vehicles is a thing since day 1 of reforger.

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But yeah it is indeed a pretty cool feature.

final tendon
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I have never seen this behavior, so maybe something changed in default prefabs config?

shy lake
final tendon
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I wasn’t around pre 1.1/1.2 so cant tell, but I am 100% sure they do not do that at all in 1.2.1.

I had a problem with towns being littered with civilian corpses after 20mins of random traffic to the point that I hacked in disabling any damage if instigator is a driver AI

shy lake
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Yeah maybe there was a bug at some point in time with this feature.
Can't tell for sure i did not use it very regulary.
So yeah possible.

final tendon
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but that’s interesting, could be just a regression in 1.2

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yeah, exactly

urban furnace
woeful bobcat
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Is there a good resource on creation of entirely new waypoint entities with custom behaviour trees? I've had no issues with overriding existing behaviours to get more functionality but cant find much on entirely new waypoints. I'm finding informaiton on setup of Activity/waypoint parameters and Goal message and how they link wp_ files to activities to be slim to none.

shy lake
shy lake
woeful bobcat
shy lake
woeful bobcat
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for instance the follow activity bt forces the use vehicle parameter to false regardless of the WP bt

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it would be fine if the activities respected the WP bt parameters passed in via the AImessage nodes but they don't always

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here's the input to the follow goal message vs the used follow activity parameters. as can be seen half of them are not used and thats before you get into conditional check values within the logic of the activity

shy lake
woeful bobcat
shy lake
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I will try to look at it tomorrow.
What exactly is the point you stuck with?
How to send and execute the wp activity message stuff?

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Like the goal reaction/message?

urban furnace
woeful bobcat
# shy lake Like the goal reaction/message?

i've set up classes inhereting from EMessageType_Goal SCR_AIMessage_Move SCR_AIActivityBase SCR_AIGetActionParameters SCR_AIGoalReaction and generated SCR_AISendMessageGenerated. I've created the wp bt and the activity bt plus created an inherited version of SCR_ChimeraAIAgent_Full.et with the new enums/activities setup. I can add the custom send goal message node and get the get parameters node in the activity bt. the problem is I don't know if I messing anything up along the way since all i can do is try to replicate existing waypoints/activities

urban furnace
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it should be Relate to each other

urban furnace
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Since you have to define it on SCR_AIConfig

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CMIIW

woeful bobcat
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as above i've set all those up and they all have the same references as found in existing AI behaviours which is why I'm lost as I don't have a definitive list of things to check are in place

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there's all the script classes i've setup for a new FollowVehicle waypoint

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maybe i missed something in there

shy lake
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Yeah i have alreaady seen multiple ppl trying to figure out, how the system works exactly and all got stuck with it at some point in time.
I guess it should be doable but yeah maybe a little how to from official side would be a nice thing to have in long term.
Like all the classes it requires and the order of how it sends/executes stuff from start to finish.

shy lake
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Somehow overriding SCR_AIWorld.et doesn't work.
When i do so and change the distance between covers to 1.5 A.I. will not move at all.
Also it will give me errors about multiple AIWorlds.
When i override SCR_AIWorld_Arland.et it works.
Why not with SCR_AIWorld.et?

glossy merlin
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If i wanted to make the ia fight in a melee way what would be the best way to approach this?

hollow sinew
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Like a weapon called fist that didn't have a mesh

somber loom
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hmmm anyway to get the A.I to prio getting in BTR's or vehicles automatically like they do when there's a nearby turret?

shy lake
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Some feedback about A.I. driving:
There are problems but one of the most confusing which i think would highly help fixing it at least somewhat is the path regeneration or path resetting.
I've noticed whenever a vehicle got stuck somewhere and i use game master to place it on a better spot they seem to be forced to move back to the exact same position of where they were stuck.
So if there would be some kind of path re-planning whenever a game master re-placed the vehicle to another position this would probably already help a lot.
Only way to get this fixed so far is by using a new move waypoint.

shy lake
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Alright so i did some testing with vanilla A.I. driving and it turned out to be much better.
Putting them all in the same move handler was making it worse and was the biggest part of the problem, due to vehicle avoidance was triggere all the time.
They even drove in column very well...
So now i don't know where all the complains are coming from. blobdoggoshruggoogly
I did quite a lot of testing and yeah there are still problems but now they look pretty minor.

shy lake
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Turned out failing the SCR_AIPilotMoveFromIncomingVehicleBehavior while moving in column formation even fixed the all same move handler modded problem. blobcloseenjoy

final tendon
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what could be the reason - or at least a method to mitigate - for AIs randomly going into idle state (as shown in game master tooltip)? I think this started to happen in 1.3, or wasn't previously noticeable. they are assigned an infinite cycle waypoint with two patrol waypoints inside. at random points they switch to idle and just stand in place. appears really random, as some groups work fine for 20 minutes, in other instances multiple groups bug out almost right after spawn.

I added logging to each OnWaypointXXX callback from SCR_AIGroup, everything looks good. I also tried iterating over my groups and testing for null GetCurrentWaypoint(), nothing comes up.
extra question: what is the game master checking to display the idle or following orders label? it seems to be the only route for me to debug it further

halcyon bridge
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How far away from the player are they?

final tendon
# halcyon bridge How far away from the player are they?

within 300m, and a group closer to any player can bug out while more distant one works, so shouldnt be LOD related.

it may be relevant that they are single character groups, and I use a lot of groups in world in general (50-100). yet those idle ones are active ai, they react to danger events and so on. pretty baffling problem

twin summit
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A suggestion for doing a long distance move command for AI: when you issue the move command, the projected route is shown on the map, and the player can drag and drop nodes on that path in a manner similar to navigation in google maps.

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Also damn they need to know to avoid barbed wire

grave echo
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Why does some modded AI attack each other even tho they are in the same faction

shy lake
#

Are you using a mod called CRX?

shy lake
final tendon
# shy lake Is the terrain flat? Like easy to walk on? Also which map? Vanilla or modded? A....

vanilla maps, happens on both arland and eden, they walk around in towns. now thinking about it, maybe it's the case the target position is unreachable. but then it should somehow be indicated by the waypoint failing (or rather just completing without reaching target).
I also use vanilla factions group prefabs and no 3rd party mods. makes me wonder how come it affects my game mode so much, but is not an issue in vanilla (or it is, but somehow only my use case specifically amplifies the problem).

vocal path
#

Hello everyone,

since the 1.3 update, I've been having an issue with a vehicle. Every time the AI tries to get in as the driver, the game crashes. All other seat positions are no problem. Does anyone know what could be causing this? A player can use the driver's seat without any issues.

final tendon
# final tendon what could be the reason - or at least a method to mitigate - for AIs randomly g...

so, 8 hrs of debugging and learning how AI works later, I know what the problem is:

21:32:27 709266 (N): (21:31:06 628381 T-080.9s) ACTION SCR_AIMoveInFormationBehavior<0x0000018A12143AF8>: Fail: Reason: 1, SCR_AIMoveInFormationBehavior<0x0000018A12143AF8>```

`AITaskMoveInFormation` node is failing **a lot** with `EMoveError.STUCK`, even though the character is not stuck at all and in an accessible location. it cancels the behavior, and the character/group is left in idle forever, despite having an active waypoint which will never complete. hooking into `SCR_AIGroupUtilityComponent.OnMoveFailed` and calling `group.CompleteWaypoint(group.GetCurrentWaypoint());` seems to resolve the problem, though this will obviously make AI give up current move target.
shy lake
#

Good job!
Can be quite a task to find all the still existing flaws ( bugs ) in A.I. behavior.
There were times, where i spend more time debugging A.I. than actually modding them just like in your case. 😅

urban furnace
#

Is there anyway to check if the cover AI using is sucks (like in Screenshot) especially this kind of cover is not realistic on CQB Situation. for now i only know the cover are determined from Height of the object

#

and what is the color code Flags on Navmesh? because i dont see any clue on how to see this

#

Should i define a new one here? or i shouldn't

shy lake
final tendon
# urban furnace Is there anyway to check if the cover AI using is sucks (like in Screenshot) esp...

the node for cover finding is scripted, but the actual cover query is cpp-side (it's costly obv.), so no luck. it would be nice to have a filter callback to the script there, just like with querying entities from world. so right now you can test whether the cover is shitty, but you can't pick the next-best-result

I'm in the same boat, but I want to force AIs to take cover into buildings under certain conditions. I think I'm going to bypass vanilla search altogether, or force the AI into the building first, and then run vanilla cover query.

final tendon
shy lake
#

Agree.
HUGH step up to RV A.I. in pretty much everything! 😎

ocean harness
#

Works well against Fat bullets

shy lake
#

Someone familar with "Scenario Framework" knows:
SCR_ScenarioFrameworkAIActionChangeAttachedAI, SCR_ScenarioFrameworkAIActionSetFormation, SCR_ScenarioFrameworkAIActionSetCharacterStance
Are those actions already implemented and working?
What does SCR_ScenarioFrameworkAIActionChangeAttachedAI do?

open harness
#

Hello,
I hope this is the right channel. I'm new to creating scenarios and would like to create a type of zone control game mode. I already know how to set up capture zones and respawn points for AI and players. Now I want to have two parallel capture zones. Is it possible to let the AI ​​decide which zone it captures first, and if so, how? I would also like to know if it is possible to link a respawn point to a zone, e.g. Team A has the zone, so Team A can use the point; if Team B captures the zone, only Team B can use this respawn.
Thank you in advance.

shy lake
hollow sinew
#

Anybody got tips for how to make AI fire back at me? They were built from base versions not US or ussr versions. I have them running away when damaged but they wont return fire.

shy lake
shy lake
#

You could use the AI_Debug startup parameter to get the A.I. debug panel.
So you can tell, if they have a assigned BaseTarget.

halcyon bridge
#

Does this show current number of danger messages or total that were ever created?

#

Nvm it's total

#

Also when my AI is going to a position and bumps into another AI it stops and I cant figure out why

random owl
random owl
halcyon bridge
#

They just stop and look at the guy in front of them lol

#

And when the guy in front of them starts moving they follow

#

Its really weird

hollow sinew
hollow sinew
#

If i set the behaviour to defend they just stand in place even when shot. If I switch it to soldier.bt they patrol around the defend area and run when shot, but still don't return fire.

hollow sinew
#

Ok got it partially figured out. I had faction affiliation component on player controllers instead of characters, so now the AI are saying "Contact enemy front" and stuff when they see me, but still not shooting.

hollow sinew
#

Haha i just figured out why they aren't shooting. One of them just said "Out of ammo"

I never gave them ammo just rifles smh

somber loom
#

what's the best reforger A.I for dummies 101 resource out there?

hollow sinew
#

Edit: They are now shooting. It was because i had the weapon in the weapon in the prefab slot but not the weapon template slot on WeaponSlotComponent

glass flame
#

Does anyone know how to put a patch on the vest in the base loadout on rifleman.us when you connect to the server?

late viper
#

That has nothing to do with AI.

ocean harness
somber loom
#

aww thanks for letting me know tho 👍

slim pebble
#

Is there any way to forbid abandoning 100% health vehicles with full ammo? I noticed that AI drivers and gunners have tendency to leave their vehicles and fight on their own for some reason.

grand talon
#

anyone know how i wuold make vehicles move? for cinamtic ctyle stuffor turn on the engine. im so lost rn, do i need a ai to dd it or

halcyon bridge
#

That doesnt help you at all probably tho

slim pebble
#

yeah, I notice this behaviour mostly with modded vehicles
also, some vehicles has poorly tuned ai driving component so they hit every tree they encounter until engine brakes or they're stuck after multiple unstuck attempts
I don't think you can lock the vehicle like in A3 so guess it's unfixable

narrow yarrow
glass flame
#

"Hello, I have an issue: when I kill FIA units, I lose XP because it says it's forbidden to kill while wearing a deceptive uniform. Have you ever encountered this kind of message when killing a bot? Do you know how to change or disable this? Thanks in advance!

merry latch
#

Anyone know if there is such a Priority Level for the AI in Scenario Framework that forces the AI to move to a Waypoint while ignoring sound perception, yet engage if they are shot at?

hollow sinew
#

Unless you only need it to do it for a certain situation or something

merry latch
cedar vigil
#

where is the location of me to edit ai values for skill and accuracy?

wise pebble
#

If you want to affect all AI, override Character_Base.et

halcyon bridge
#

Did something change related to AI LOD on dedicated servers in the recent hotfix?

cinder gulch
#

So how can I make the AI more dangerous for CQB scenarios? I'm using a waypoint defend set to 4m radius, so that they don't get out of their rooms/buildings. But their reaction times are not too challenging. It's easy to take them out before they even shoot. is there a way to tweak this?

ocean harness
ocean harness
# cinder gulch So how can I make the AI more dangerous for CQB scenarios? I'm using a waypoint ...

Ive never dug into reforger AI -just old Arma AI. The thing Arma AI CQB/Building AI really needed was basically some qualified different behaviours while they are known to be isInside. Specifically, that markers need to be added for preferred watching directions -doors/Windows and common travelways need to have priority unless the Ai is set to careless ie guard duty/hanging out. Also, imo rotating to threat should be speeded up or at least given a much higher priority as the reaction to a very close proximity imminent threat should be different than a unit taking pot shots from 500m out. Similiar to the imminent threat reaction of Ai about to get hit by a car

median wave
#

Literally

ocean harness
#

what is ais 1pp?

magic agate
#

Ooof. Is there anyway to make the ai less accurate and not engage at super long range? I kept getting headshotted playing against normal ai 😭

median wave
#

My character is the ai

#

I am not controlling him

#

I am viewing as him

late viper
halcyon bridge
#

Does AI Set Permanent LOD no longer work on DS?

#

In singleplayer I have 20 fps but DS has 60 fps with same AI action going on

#

I did not see this in changelog of recent hotfix

#

Or was AI simulation improved so much?

gentle rain
#

How to solve the problem that he can't move?

gentle rain
#

#

How to solve the problem that he can't move?

cinder gulch
#

How does the AI know I am close by if they can't see me? if I know there's an enemy inside a house and I try to be stealthy they just detect me even if I am moving slowly and haven't even entered the house. It's very annoying and unrealistic.

shy lake
shy lake
halcyon bridge
#

Can someone remind me how to do something like if true then do this else do other thing in behavior editor

halcyon bridge
#

So I am trying to use the Is Friendly In Aim decorator

#

I want to do X when that condition is true and Y when false

wise pebble
#

do a selector with deco as child and then another child branch which will be the else

halcyon bridge
#

What settings should the deco have?

wise pebble
#

I don't think it needs special settings

ocean harness
halcyon bridge
#

Then that decorator doesnt work because its not printing anything and my AI is shooting friendlies in the back

#

Actually it works once and then never again

#

When I move the AI entity behind another one it doesnt work

#

It works once immediately after the AI agent spawns and activates

#

Then never works again

#

I guess I'll ray trace on my own since Random Issue Number 3843 is preventing me from working on my project again

shy lake
shy lake
#

If you like DM me your .bt and i will check it.

ocean harness
shy lake
ocean harness
#

Or if you could successfully call the tile type you could apply properties to it etc

ocean harness
halcyon bridge
shy lake
# halcyon bridge I put print debug under the deco and it never prints so its broken

You are using the vanilla deco right?
Well look at SCR_AIAttackBehavior.c.
There is:

//----------------------------------------------------------------------------------
override void OnActionSelected()
{
    super.OnActionSelected();
    m_bSelected = true;
    EnableFriendlyFireCheck(true);
    
    // Update target selection properties if in close combat
    m_bCloseRange = m_Target.m_Value.GetDistance() < SCR_AICombatComponent.CLOSE_RANGE_COMBAT_DISTANCE;
    m_CombatComponent.SetTargetSelectionProperties(m_bCloseRange);
}

So you have to use EnableFriendlyFireCheck(true); in the constructor or the OnActionSelected methode of the beahvior to get the "Friendly In Aim" deco to work.

#

In the "Friendly In Aim" deco it uses: IEntity friendlyEntInAim = m_PerceptionComponent.GetFriendlyInLineOfFire();

#

Also in the SCR_AIAttackBehavior.c:

void EnableFriendlyFireCheck(bool enable)
{
          if (m_Utility && m_Utility.m_PerceptionComponent)
        m_Utility.m_PerceptionComponent.SetFriendlyFireCheck(enable);
}
halcyon bridge
#

It works on vanilla characters because I can see the WB debug from the deco

shy lake
#

So your character is missing something.

#

Hmm... Hard to tell...

halcyon bridge
#

OK I figured out I have to do SetFriendlyFireCheck(true) in a deco above Is Friendly In Aim

#

Now another problem is my Idle is not making the bt pause

#

And my Move doesnt work

#

Is debug broken?

halcyon bridge
#

idk how to find out why my move task fails

#

the agent moves for like 0.1s

halcyon bridge
#

How do I correctly use the character aim task with the fire weapon task to make sure the agent doesnt fire into the sky?

shy lake
#

About the idle move.

shy lake
halcyon bridge
#

I figure out the movement

shy lake
#

Alright.

shy lake
#

Hi ViktorP.
Question:
Are you guy's aware of any kind of bug, where A.I. get hostile to self and killing eaach other even within the own group?
Esp. in MP/Dedi?
Also is there a bug with the disguise feature?
I can wear full enemy uniform with their symbol in inventory, they keep recognizing me as enemy.

#

I already had multiple reports, where ppl experianced this in vanilla. ( A.I. killing each other/friendlies )

random owl
#

I can wear full enemy uniform with their symbol in inventory, they keep recognizing me as enemy.

First of all AI don't use perceived faction unless you enable that by moding right? So is problem when using that? Any details how to repro it?

lost torrent
#

How does weapon loudness factor in to ai perception? Is it possible to make a silenced weapon ‘less perceivable’ by ai or is it calculated based off some output value like weapon sound space output volume?

urban furnace
#

can anyone help me what kind of target category are representing?
what if its a weapon or Deadbodies?
because i see DangerEventType there are Danger_Deadbody but there are no use in it.
I wonder how AI recognize weapon on the ground or anything on the world that are not attached into Targets?

halcyon bridge
#

Which behavior tree controls AI turret gunner stuff? I quite literally want to make an agent that only does turret gunner stuff, nothing else.

#

Nevermind it's literally characteraim and fire lol, easy peasy

ocean harness
#

does Reforger have "invisible targets" like the old Arma? Id like to place them around stairwells so when AI going up/down would somewhat target them akin to the old swat 4 way

shy lake
shy lake
shy lake
shy lake
ocean harness
#

We used to use invisible targets to get units to suppress buildings etc back in hacky Arma days

shy lake
urban furnace
shy lake
urban furnace
#

cache all the ent to global array you mean?

shy lake
#

Yes.

#

Will be way less things to check compared to "Sphere" check.

#

Sphere check will always have to cycle through something between 50 - 250 entities depending on distance and world objects in the area every time.
Dropped weapons array will always be less than this.
Except you have like 250 A.I. which all dropped their weapons, which i guess should be highly unlikely. 🙂

shy lake
# ocean harness yep. Similar to how Swat 4 had their AI agents focus up/down while on stairs, tr...

Did you already test this in 1.3?
The "Observe Threat Position" behavior introduced in 1.3 should already help a lot to make them face into the right ( threat ) direction/position.
But yeah i get what you are talking about.
Not quite sure how this could be made in reforger.
Maybe you could create a invisible target on your own?
Still would probably need a lot of scripting and other stuff.
You looking for this kind of stuff to be dynamic and autonomous or everything pre-setup.
So like a movie scene?

urban furnace
urban furnace
ocean harness
# shy lake Did you already test this in 1.3? The "Observe Threat Position" behavior introdu...

Definietly NOT movie scenes lol -the opposite in fact. Not a fan of cool "cutscenes" in which the AI look very robust at tacticool building entry etc (Red Harvest anyone) but then cant remotely stop staring at a wall in actual gameplay. Now i can see the large improvement of AI and houses already with Reforger due to better target orientation, the new open navmesh, the buildings also being designed more in mind with multiple units being able to move around -much more spacious than the rowhouses of Arma2/3 which were hideous for AI. AI can now follow me up stairs and somewhat hunt me down but they are often traversing the stairs with gun at safe position ( perhaps this is during a respawn im not sure so maybe they are in Safe mode), but also planting themselves sometimes still oriented torwards the wall when right on a stairwell landing in which they should be pointing up/down or at least the travelways. Im suggesting something like the nodes made 20 years ago by Swat 4 - for all buildings in the game. So if an AI is in anything but Careless/Safe mode, they have various points of orientation that make sense and would really tighten up the feel of AI when indoors. I timestamped the explanation (dont have to watch whole thing to get idea) https://youtu.be/TGTn4JPPkoU?si=UUhc5fVTQO2INvZF&t=138

Patreon: patreon.com/MitchellGodsend

[ I have the SEF mod installed! ]

Swat 4 - How Does the AI Work?

Between constant crashes while using the debugging tools, rewriting the script four separate times, and then finally saying screw it and going scriptless, five days later, I finally made this video :D

Swat 4 Gold Edition: https://www.gog.co...

▶ Play video
halcyon bridge
#

AI using my turrets always aims like 1 meter above the target

#

Is there some variable for this?

shy lake
# ocean harness Definietly NOT movie scenes lol -the opposite in fact. Not a fan of cool "cutsce...

Agree its pretty nice to have such in-depth behavior.
Bet something similar to this would already be possible with reforger A.I. as well.
Thing is Arma ( Reforger ) is open world with many different buildings/environments.
Swat is more of a rail shooter kind of thing compared to Arma, where you can choose different paths and ways of how to approche but still very restricted to a specific area/location.
Maybe there could be some kind of building preset behavior, where those nodes are pre-defined for ( each ) specific building types just like the cover points.
So yeah maybe possible with a pretty big amount of effort.

halcyon bridge
#

Bruh copy pasting nodes still crashes BT editor

shy lake
#

I think it only does when "Script Editor" or "World Editor" is open or if you compiled scripts while "Behavior Editor" was open.
So i think any combination of this will mess it up leading to crash.
But as usually i can be wrong...

halcyon bridge
#

Anyone know which option and where controls my AI agent always overshooting targets? regenerating ballistic tables changes nothing, I have the same aim error offset/compensation stuff as the vanilla attack behavior

#

Its my turret and/or weapon specific and not character specific as vanilla characters also overshoot

#

They are aiming the turret with some weird offset I dont know where it is coming from

#

Ok the offset comes from the Get Aim Compensation node

#

But I need it for ballistics, how can I make it aim properly instead of 1 meter above the target?

#

As in it overshoots targets by 1 meter

#

I guess it might be trying to compensate for ballistic drop

#

But my ballistic tables are correct

urban furnace
cinder gulch
#

Does the AI intentionally target and destroy deployed radios in reforger?

shy lake
#

Don't think so.

#

Maybe coincidence when they are suppressing.

regal terrace
#

Yes they will shoot the radio if they find it

cinder gulch
regal terrace
shy lake
cinder gulch
#

What waypoint is best to use if I want AI to not follow any specific waypoints/orders but rather to just react to what's going on around them and make their own choices?

regal terrace
#

Afaik it's not related to game mode. Maybe they just see the enemy faction?

vocal path
#

Hey, i have a ton of Formation Errors in my Server log. How can i debug them or what cause this Errors?

01:31:06.529 WORLD        : UpdateEntities
01:31:06.529  WORLD        : FixedFrame
01:31:06.529   NETWORK      : PerformActions
01:31:06.529    AI        (E): GetFormationDefinition was given an invalid handler ID.
01:33:53.444 WORLD        : UpdateEntities
01:33:53.444  WORLD        : FixedFrame
01:33:53.444   NETWORK      : PerformActions
01:33:53.444    AI        (E): GetFormationDefinition was given an invalid handler ID.
01:33:54.162 WORLD        : UpdateEntities
01:33:54.162  WORLD        : FixedFrame
01:33:54.162   NETWORK      : PerformActions
01:33:54.162    AI        (E): GetFormationDefinition was given an invalid handler ID.
01:36:48.576 WORLD        : UpdateEntities
01:36:48.576  WORLD        : FixedFrame
01:36:48.576   NETWORK      : PerformActions
01:36:48.576    AI        (E): GetFormationDefinition was given an invalid handler ID.
01:36:49.142 WORLD        : UpdateEntities
01:36:49.142  WORLD        : FixedFrame
01:36:49.142   NETWORK      : PerformActions
01:36:49.142    AI        (E): GetFormationDefinition was given an invalid handler ID.
01:39:47.842 WORLD        : UpdateEntities
shy lake
vocal path
vocal path
shy lake
# vocal path Also in Vanilla, its only used for Sub groups

Well the moment a group is using multiple vehicles they will get different move handler IDs based on the vehicle they are in.
You can enable the move handler ID debug in the diag menu.
"AI > Movement > Move Handler"
Maybe this can help you to find out what's wrong.

vocal path
shy lake
#

Well thats the way it should be.
what exactly did you do prior to when those errors occure?
Did you edit or modify anything related to A.I. like any prefab or formation related stuff?

#

I will have to check what the GetFormationDefinition is linked to maybe there is something else wrong/missing.

vocal path
shy lake
#

You already have the "SCR_AIGroupMovementComponent" so just remove the "AIGroupMovementComponent".

vocal path
#

Ah lol... i got both MovementComps in my prefab 😦

shy lake
#

Yep. 😉

vocal path
halcyon bridge
#

@shy lake do you know which BT controls avoidance for driving AI? so they try not to drive over friendlies

regal terrace
#

In 1.3 they should automatically stop and honk at friendlies in the way

cinder gulch
halcyon bridge
#

Also, would love to hear how to make ai movement component stop making my agent phase through walls that are not covered by navmesh

#

If a point is unreachable then dont move to it instead of noclipping through things

halcyon bridge
#

Thanks

shy lake
#

Its triggered by a "Danger Reaction".
Vehicle Avoidance or something like this.

halcyon bridge
#

Is turning lights on at night also through AI behaviors?

gloomy schooner
#

Was anyone able to figure anything out with the AI behavior wanting to look into the sky when in vehicle turrets that got introduced in 1.3? Seems to be a vanilla problem, but it effects every modded vehicle with a main cannon 30mm or larger. Seems like the AI think it is a mortar tube or something?

If there is some sort of work around so we can get back to using some more interesting vehicles than a BTR-70 in our PVE missions that would be amazing.

hollow sinew
#

Where do I put magazines on AI for them to use them?

#

I put them in pants via SCR_InventoryStorageManagerComponent and they arent using them

#

They drop them when I kill them so I know they ahve them in inventory

shy lake
shy lake
regal terrace
halcyon bridge
#

Lol

gloomy schooner
#

Yeah after some more digging and mod isolation it looks like the problem is with RHS vehicles and any other vehicle that is using RHS as a dependency. Or maybe SpaceStrider did something that RHS didn't. Seems like all the vehicles in the game are on one side or the other for dependencies.

halcyon bridge
#

I used Save As and it destroyed my previous behavior tree by overwriting it despite me saving it somewhere else

#

Thanks guys

gloomy schooner
#

Submitted an issue to the RHS github, hopefully someone takes a look at it. Despite my wants for little things and fixes, messing around in the workbench is not where my talents are. Thank you guys for your underappreciated hard work. 🫡

halcyon bridge
#

What do I gotta set on my entity for AI to fire rockets at it?

regal terrace
#

Pretty sure I saw an enum somewhere with target types per weapon.

halcyon bridge
#

Gotcha

#

I am also tryna figure out how does a vehicle change faction when I get in as gunner

#

Because my vehicle doesnt do that, it stays factionless when there is a gunner only but no driver

#

Maybe I need a registeringcompartmentthingamabob

hollow sinew
shy lake
shy lake
# halcyon bridge I am also tryna figure out how does a vehicle change faction when I get in as gu...

There is: class SCR_CompartmentAccessComponent : CompartmentAccessComponent OnCompartmentEntered and OnCompartmentLeft

Example:

//------------------------------------------------------------------------------------------------
override void OnCompartmentLeft(IEntity targetEntity, BaseCompartmentManagerComponent manager, int mgrID, int slotID, bool move)
{
    Vehicle vehicle = Vehicle.Cast(targetEntity);
    
    if (vehicle)
    {
        VehiclePerceivableComponent vehiclePerceivableComponent = vehicle.GetVehiclePerceivableComponent();
        
        if (vehiclePerceivableComponent)
        {
            Faction perceivedFactionOverride = vehiclePerceivableComponent.GetPerceivedFactionOverride();
            
            if (perceivedFactionOverride)
                vehiclePerceivableComponent.SetPerceivedFactionOverride(null);
        }
    }
    
    super.OnCompartmentLeft(targetEntity, manager, mgrID, slotID, move);
}
thin belfry
#

Hi guys,
Does anyone know how to make the AI ​​not spawn until players are nearby?

halcyon bridge
#

Ambient Spawn System already does this

#

Or rather it spawns in and enables/disables the agents

thin belfry
#

Do you have an example of how to set it so that they come out when a player is 300 m away?

halcyon bridge
#

They use server max view distance to trigger

thin belfry
#

I don't want the entire AI to load from the start, my players will explode haha

cinder gulch
ocean harness
#

@shy lake when you ever gonna make a SP pack of missions 🥸

thin belfry
shy lake
#

My interest in mission making died the moment i've started A.I. modding.

ocean harness
floral pike
#

Hello, I'm having a problem when creating a scenario. I'm getting this error message that I didn't get before. The AIs all move to a single location instead of patrolling. I even deleted the camp, placing only the AIs and the same observation, but they all move to a single location. I don't understand anything anymore.
Thank you for your help.

thin belfry
cinder gulch
floral pike
#

This is the right place, am I right?

#

It works, great thanks, however I still have this error message with the script

floral pike
#

@thin belfry and @cinder gulch thank you both of you

thin belfry
#

your welcome

halcyon bridge
#

How does the AI Character Movement component know when it has passed through a point? Where can I get the current movement point? I know I can get path, but I want only the target it's heading towards

#

proto external void GetCurrentPath(notnull array<vector> outPoints);

#

How about "GetCurrentDestination"

#

Bruh

#

Please

#

Alternatively, is it possible to call AI BT on some entity from script?

final tendon
halcyon bridge
#

I mean run a method that makes the AI agent run a specific BT

#

Hello mr AI agent please run this BT for me thanks

final tendon
#

you will also need to set priority in the behavior as required, otherwise agent will ignore it. look at other behavior classes to get a grasp on it

halcyon bridge
#

Damn

sonic cypress
halcyon bridge
#

So turret gunners still only see targets when they are in front of the vehicle not the turret

regal terrace
# halcyon bridge Bruh

Pretty sure AIGroup has a GetWaypoint or something like that. Maybe get current waypoint? Not at my PC rn.

cinder gulch
#

Can anyone help with this error? I have no idea why it's happening. Working in Scenario Framework so not using Ambient Patrols because they are not possible to use in SF. And thus error is new never seen it before

halcyon bridge
crystal gorge
# sonic cypress

Did you duplicate the prefab to your workshop project? Changing it in there should persist. Not sure if this is the solution just thinking with ya

random owl
halcyon bridge
#

Otherwise they only fire when in some cone around the forward vector of the vehicle

random owl
#

All right now I understand. yea the perception works from "head" bone.
So if you have detached gun with optics they still perceive surroundings as you say.
I was meant to be able setup sensors on the vehicle but as base game doesn't have such one it's not there. Sorry about that but no plan to change it in any near future.

halcyon bridge
#

That's ok, it's working fine now

#

Now I want to try to make the AI more efficient at using turrets while the vehicle is moving, but without stabilization of the turret itself I think it's always going to be bad

random owl
halcyon bridge
#

I guess I need to decide if I want to DIY stabilization or wait until the stabilization in vanilla works

random owl
halcyon bridge
#

There are attributes for it just not functional but I understand

vocal path
#
   ENTITY       : Create entity @"ENTITY:2305843009213694071" ('SCR_AIWorld') at <3522.679932 2.417000 1850.128052>
    PATHFINDING   : Navmesh Init 'Soldiers'
     PATHFINDING(W): Modulo(Tile width, cell size) doesn't equal 0. Navmesh generation compromised. Please, set a new Tile width for navmesh using worlds/GameMaster/Navmeshes/GM_Arland.nmn.

Default AiWorld Arland + default Navmesh

halcyon bridge
#

One more issue to figure out for now is why my AI agent aims almost always wrong

#

At least the vehicle one

#

They fire like 0.5m above my head, and I only die due to random spread of the weapon making the bullet hit me

halcyon bridge
#

How can I give the AI driver a move order that will be performed in reverse? As in the vehicle would reverse instead of trying to face the destination point

#

When I set auto orientation to off it just drives forward instead of in reverse hehe

outer furnace
vocal path
#

Hi Sinewa, i did not changed anything. Using the AiWorld and the GM Navmesh since 5 month without any changes. But since the last update i got this warning in Workbench

#

Maybe its a problem of the Tile regeneration from ScenarioFramework, but do not know how i can debug this

#

i also did not found any option to change the Tile width like the message tell me

outer furnace
#

Hey, could you check those two properties?

outer furnace
#

Well, I would say that 0.065 in cell size is super weird. Are you sure you are using our SCR_AIWorld_Arland.et? Cause in all versions I can see there 0.05

vocal path
#

Was an old Prefab (AiWorld) placed month ago. I changed to 0.05... warning is gone. Thanks

random owl
halcyon bridge
#

What if I make the destination really close to the rear of vehicle, will he still try to turn around?

random owl
halcyon bridge
#

Ok thank u

hollow sinew
#

Does anybody know what script / config file I can edit to make more group types?

halcyon bridge
#

Hmm sometimes my AI driver drives over friendlies sometimes he doesnt

#

Not sure what controls it

halcyon bridge
#

Ugh Is Friendly In Aim is very unreliable, I wish there was something like "is friendly next to our target so I dont blast the friendly with my cannon's area damage"

zinc owl
#

question: is there a way to limit how many times an AI can spawn from a specific spawn area?

flat rock
#

Does anyone know if I can have a ai group spawn when my character spawns and be able to controll them like a squad lead in gamemode scenario frame work

flat rock
halcyon bridge
#

How do I use FindCover in a way that the agent puts cover between the agent and the target?

random owl
halcyon bridge
#

Not really lol they find cover but dont go behind it just near it

#

Maybe I messed up something

random owl
#

yea so actually the problem isn't the cover position most likely but precision of move you are using

halcyon bridge
#

Ah okie

halcyon bridge
halcyon bridge
random owl
#

there are multiple things but you refers to this one?

SetPerceptionFactor(float value);

#

that's what scenario framework is using internaly if I remember correctly but there are more on the preception component...

#

they will have different results

#

all of them should have some effect but maybe not visible on first sight

halcyon bridge
#

Awesome thanks

halcyon bridge
#

Are there some common things to avoid when making behavior trees in terms of performance?

random owl
random owl
ocean harness
boreal quiver
#

Is there no other way than GetClosestPositionOnNavmesh to access the Navmesh?
All I want is to give it a target pos and it should return the path

fleet ibex
winter radish
#

can someone help? i have made a full scenario, all aspects work EXCEPT the ai, when i test in enfusion through the play button they spawn in and shoot and everything but when i upload to the workshop and test it by hosting locally they dont show up?

flat rock
#

So I was wondering about the spawn children, random based on player count spawn option. If I have a layer with 2 slot ai what randomization percent I should use if I want both of them to spawn with 2 players and only 1 to spawn with 1 player

left owl
#

Do we have a option to disable forever unconscious for AI character?

regal terrace
#

I think I finally may have figured out why my AI artillery attacks are randomly stopping. I saw this and am thinking maybe another activity is started and the group can not hit the new target/waypoint from their position. ```c
SetIsUniqueInActionQueue(false); // Otherwise it will fail if a second one is added, which causes waypoint to be completed, which we don't want

#

not too sure how to go about resolving that

regal terrace
#

actually I think I narrowed it down to this return: ```c
// Ignore if it was cancelled by this group, there is no reason to fail this activity in this case.
// For instance the behavior could be cancelled because the group temporary selected another activity.
int failReason = childBehavior.GetFailReason();
if (failReason == EAIActionFailReason.CANCELLED)
return;

cinder gulch
regal terrace
#

this is in conflict, but yeah, I spawn the modified ambientPatrolSpawnpoint and then spawn a mortar emplacement near them and have them crew it, also setting an artillery support waypoint for them to aim/shoot at.

#

I finally figured out its cancelling the action for some reason, so Im going to try to restart it on cancel

cinder gulch
#

but having AI doing it it's more immersive for sure

regal terrace
#

Ive already got randomization going around the cap points, just took a bit of scripting to coordinate them with the final wave of counter attacks. This is for a PVE scenario as well, so that probably makes more sense why Im using AI.

cinder gulch
#

yeah makes sense 👍

regal terrace
#

Im not sure scenario framework was even a thing back when I started this scenario

regal terrace
#

The AI often get stuck on the small wooden fences.

#

seems like a navmesh issue?

shy lake
#

I think the fence jump thing is bit bugged in general.
Sometimes it works, sometimes they need multiple attemps and sometimes it doesn't work at all.

#

I have this problem on vanilla Arland as well.

shy lake
#

I'm messing with the old find cover ( trace ) logic since couple weeks.
I really improved a lot and added a lot of additional logic based on my current scripting knowledge just to see if there may is any good use case for it.
Still the only main thing i was able to find out is how good the new vanilla cover system is. 😉 👍

left owl
#

hey guys, how can we get AI automatically capture relay tower? I tried add a capture relay waypoint to them, but it failed with crash/error.

#

the waypoint is spawn at the task origin point (Conflict mode)

serene fossil
#

Question:
What does the "SA" stand for in the "Fraction of SA"

wise pebble
light magnet
#

Is there a way to limit ambientpatrolspawnpoint to just one character in the group? Trying to find the best way to garrison buildings without having the ai Spawn until the players are in range.

regal terrace
#

probably the easiest way is to override one of the groups it uses and limit that to one character. You can't really do too much to the groups (like delete members) until they are actually spawned in.

halcyon bridge
#

Any way to control the angles of indirect fire for the AI? For example between 35 to 65 degrees, instead of 45 to 90

#

Should I just limit the turret min and max vertical angles instead?

ocean harness
wise pebble
wise pebble
# ocean harness Ah I see..

Essentially, smart actions are available to the AI in physical locations in the world. AI agents can perform them, which starts the smart actions behavior tree.

ocean harness
wise pebble
#

No, vaulting would just be part of regular movement - smart actions are usually more specialized.
Examples include gate/door opening (smart action is on the gate/door prefab, BT makes the AI open the gate) or loiter posts (e. g. on checkpoint composition prefabs, makes the AI stand/sit around in a particular spot).

#

The smart action is added in the form of a component, usually on some physical prefab.

#

If you want to look at the existing smart actions, search for behavior trees starting with SA_.

ocean harness
ocean harness
ocean harness
wise pebble
#

Both yes

ocean harness
#

so i guess -save. Alot !

random owl
#

Yea as you guys noticed the bootcamp video is out.
I hope it will help you in general and resolve some basic questions how to do stuff with AI.

ocean harness
shy lake
left owl
#

how to help AI spawn inside buildings and their hold/combat performance inside buiding

lavish edge
left owl
lavish edge
left owl
#

which function can I use to check if a group is idle? could AI be idle when it has waypoints on list?

wise pebble
#

No, if a group is IDLE and has waypoints, it will immediately switch to FOLLOWING_WAYPOINT

halcyon bridge
#

Is navmesh modification for placed structures automatic now?

#

I remember there was some regenerate partial navmesh component or something for compositions

wise pebble
halcyon bridge
#

I dont remember 😦

wise pebble
#

Check there, or search for the method that regenerates the navmesh

#

RequestNavmeshRebuild or something

regal terrace
#

I think you still have to do a nav mesh override. In world editor there's a button near the top in the middle that looks like a mouse pointer called the nav mesh tool.

vocal path
#

Hey, what i need to tweak if the AI will not follow the road well, while driving my vehicle? Most time they drive to much on the right or left of the road and also on the wrong side.

remote quest
#

You have to set up points every 30-40 meters on a path for them to drive well

last radish
#

Do we know what on the LAV's gun causes the AI to not aim directly onto AI with their Autocannons? I.E attempting to "Suppress" them instead?

halcyon bridge
#

Is there built in filter for type of target? I want this particular AI only to target helicopters for example, or at least only vehicles

shy lake
# halcyon bridge Is there built in filter for type of target? I want this particular AI only to t...

In SCR_AICombatComponent there is m_WeaponTargetSelector.SelectWeaponAgainstUnitTypeAndDistance() methode.

proto external bool SelectWeaponAgainstUnitTypeAndDistance(EAIUnitType targetUnitType, float distance, bool preferDirectAttackWeapon, bool useCompartmentWeapons, array<int> weaponTypesWhitelist = null, array<int> weaponTypesBlacklist = null, array<int> minMagCountSpec = null);

You can set targetUnitType to:

enum EAIUnitType
{
    UnitType_Infantry,
    UnitType_VehicleUnarmored,
    UnitType_VehicleMedium,
    UnitType_VehicleHeavy,
    UnitType_Aircraft,
    UnitType_Fortification,
    UnitType_Count,
}
shy lake
#

I still see A.I. shooting quite a lot into their cover at times.
Mainly happens whenever A.I. is still able to see the target but the barrel of the weapon is right in front of the cover.
Maybe if there would be some kind of weapon barrel check?
I know using trace is bad but maybe something else to determine if they are actually really able to hit the position and nothing is blocking it.

final rapids
#

Hello

#

Hi. Can anyone help please? I want to spawn a vehicle with an AI character in the driver's seat. However when I do the character spawns standing on the seat. How do I get him to spawn seated? Thanks.

halcyon bridge
#

Engine side code

#

Gimme a "get target of type"

shy lake
#

If there is none in vanilla you can make one yourself.

halcyon bridge
#

Damn, you're a genius

shy lake
#

There is the FindTargetToLookAt or something in the Soldier.bt which they use to detect targets.
You can use this and simply add the TargetUnitType check to it i guess.

left owl
#

is it safe to despawn its vehicle when AI group got all agent killed in onAgentRemoved function? or How can I safely despawn the vehicle after ai group killed.

#

Another question: How can I despawn the vehicle when AI group is not activated and restore both the vehicle and AI when AI activated and get them in the vehicle.

halcyon bridge
#

Ok that was relatively simple to implement

wise pebble
halcyon bridge
#

Lol my problem with AI not being able to hit me when I fly a helicopter was AI LOD

#

I set max lod distance to 3000 for the agent and my AA gun obliterates me almost every time

final rapids
wise pebble
#

all that is really just a fancy way to call BaseCompartmentSlot::SpawnCharacterInCompartment(ResourceName, AIGroup)

final rapids
cinder gulch
#

What is Waypoint Defend_CP? it defends around a control point? and if so does this only work on conflict mode where there are control points? or can I use them in other game modes like SF?

halcyon bridge
#

Is there an easy way to prevent AI from jumping down from a high place?

hollow sinew
#

And yes it makes them attack anybody that comes in the area radius I believe

regal terrace
halcyon bridge
#

oof

ocean harness
little kiln
#

anyone know if the reforger ai use machine learning/neural networks in any way currently?

little kiln
#

thx for the info

halcyon bridge
#

Hey ViktorP do you know of some easy way to make a building that the AI doesnt bother jumping down from?

#

I think the pathfinding makes it so when I place a GM object

#

It doesnt update the navmesh

#

And the AI thinks it's on the ground or something?

random owl
#

Maybe a video would help and debug view of soldier navmesh on top so we know it's there or not

#

But it almost seems you have missing navmesh on top.

random owl
#

In vanila it works fine

halcyon bridge
#

It's a building that's placed via GM is my point

#

This is what it looks like, I just want AI to stay on top

#

Wait ok vanilla AI doesnt jump down from the tower but my AI does, I wonder what to check for this

#

OK it's my climbing over obstacles AI task doing it I think yep

light magnet
#

I want to edit my characters loadout to add more ammo but I want it to change all the ai placed already too. Do I need to replace all the AI I placed after I edit the loadout?

halcyon bridge
#

If you change the prefab and they are all placed using a prefab then it should be fine

light magnet
#

If I want to change which characters my fire teams pull from do I need to override my fireteam group under faction manager?

shy lake
halcyon bridge
#

I think so as I didnt do it

shy lake
#

Nice.
Never thought of this case.
Maybe there is some detection stuff done during navmesh generation.

#

Always thought they are kinda pre-defined on the objects.

regal terrace
#

In c class SCR_AIStaticArtilleryActivity constructor, ```c
SetIsUniqueInActionQueue(false); // Otherwise it will fail if a second one is added, which causes waypoint to be completed, which we don't want

#

well, technically it doesnt prevent a second attack, it just changes the target from the first attack to the second waypoint when the second attack is started, so they both attack the second waypoint instead of attacking their individually assigned AIWaypoint_ArtillerySupport.et.

random owl
random owl
# regal terrace In ```c class SCR_AIStaticArtilleryActivity ``` constructor, ```c SetIsUniqueInA...

Seems to prevent more than one artillery attack from AI
I'm not sure from top of my head how exactly this activity is made but
SetIsUniqueInActionQueue(false);
This do the posit - it will allow multiple action of this type in queue as it sets unique to false.
As far as I remember normal attack is unique as otherwise you would have huge queue of actions in brain of every AI in even medium fight which most of them would be irrelevant as those enemies would die before related attack action would be executed.
However I'm not sure about details how artillery action is handled and you should be able to override or create your own if you want freely.

shy lake
#

Would be nice if there would be a way to set/change the "AutoOrientation" of the move node by script.
Or to somehow force/override the look position/direction while moving.
I've tryed with m_UtilityComponent.m_LookAction.LookAt(coverPosition, 15.0); but the agent keeps looking to where he moved.
Sometimes i like to quickly change movement of the A.I. to make hime sprint to a position instead of run & aiming all the way.
So kind of dynamic run/sprint switching but he keeps looking at the aim ( AutoOrientation ) direction when set/changed from run to sprint.

shy lake
# random owl > Seems to prevent more than one artillery attack from AI I'm not sure from top...

Back in the days they had one attack behaviors for each enemy in the queue. 😅
Switching back and forth between them all the time.
Still not sure why there isn't just one single attack behavior and target switching is done inside of this one attack behavior instead of init/create a new attack behavior whenever target switches.
I mean all the nodes will be re-initialized every time a target switches.
Guess there is a reason but still would be much better perfromance wise to do it once only.
Still much better compared to how it was pre 1.1.

#

Just found MoveLookParametersToNode.
Maybe exactly what i'm looking for!

#

⚰️

vocal path
#

@random owl Is it currently possible to create a path only on water/ocean? Because if i only select the "Swim" tag on the AiPathfindingComp, it will not create any path.

hollow sinew
#

Any good ai spawners on workshop? Not ones that are tied to RHS or anything like that.

calm apex
#

Hello everyone,
In my scenario, I’m spawning an AI group next to a vehicle. They’re supposed to get in using a getInNearest waypoint, and then follow a series of move waypoints.(the waypoints have hierarchy)

However, I don’t understand why the AI units are randomly spawning on the waypoints instead of at the designated spawn point.

Could someone help me figure out what’s going wrong?
Thx

vocal path
#

Did you set FastINIT on the WP`?

left owl
#

is it possible to make AI build antenna automatically after captured a base?

cinder gulch
#

Anyone know why swapping the audio files here doesn’t work? It keeps playing the original sounds. Looks like it’s still linked to other assets, maybe pulling from Reforger’s default banks. I’m trying to do a full AI voice overhaul, and I’ve been able to replace some individual voices, but this “Shared Bank” won’t budge. Open to any insight.

light magnet
#

None of my ambient patrols are spawning in my scenario I posted on workshop. Can anyone help?

#

When I test in workbench they spawn.

cinder gulch
#

did you test without mods

light magnet
#

no because the AI im using are the taliban mod

cinder gulch
light magnet
#

Yes

cinder gulch
#

So in the workbench the taliban AI spawns?

light magnet
#

Yes

cinder gulch
#

and you aren't using any other mods that aren't a dependency to test?

light magnet
#

That has all my dependencies I’m going to take off the vehicles. And the others I need as dependencies of the taliban mods and the map mod.

#

I also tried Adding gramps AiLimitFix as you could probably see but that didn’t seem to do anything. So I could be using that wrong I’m not sure.

light magnet
#

Like not on workbench

light magnet
winter radish
halcyon bridge
#

What does it mean when some entities movement diags point to 0 position?

shy lake
#

Wrong move coordinates somewhere?

#

vector.Zero.
May use a check to find out.

halcyon bridge
#

AI always seems to be aiming above me when using a launcher with generated ballistic tables for the ammo

#

With rifles this doesnt happen

#

But the launcher projectiles always go above my head

calm apex
random owl
random owl
random owl
vocal path
random owl
#

Than it should work as intended

vocal path
#

Can you check internaly?

random owl
#

will try to push it but no promises when it would get into build

vocal path
#

Thanks

halcyon bridge
hollow sinew
#

Where do I set if AI is recruitable? I've seen it before but can't find it rn

halcyon bridge
#

Character entity attributes I think

halcyon bridge
#

Does this work?

#

I set threshold to 10 and they aim at the target directly and it fails

grim turret
#

Was directed to this channel

random owl
# halcyon bridge

it does work but most likely in different manner than you are using it.
It's decorator which allows execution when aim is in given limit. It doesn't say where or with which precision to shoot neither to aim actually.
Where to aim is done by "aim model" - it picks aimpoint on target and than calculates spread wia some Gaus distribution.
Aim itself is invoked by CharacterAim in parallel.
When this decorator become true - it goes into short wait for stabilization (you know it become true short while before you pin point where you want actualy to shoot) and than it trigger Fire(if condition of Aiming decorator wasn't invalidated e.g. by rapid movement of target).

halcyon bridge
#

roger

#

thank you

ocean harness
#

So this room with the two windows is pretty common in Everon with the red checkered curtains. Theres a bug in pathfinding in which that AI sniper you see there will never, ever be able to leave that room as long as he is on the other side of that open door that leaves that wing of the house. Ive tested extensively, and if i spawn in as another character and close the door, he will then be able to Open it himself and Exit -but only after i intervene

#

Another issue I see with Interiors is that the AI somehow know or have an inkling enough to aim at every other Ai in the House. You'll see them constantly target those enemy AI markers which are both above and below them. Sometimes even when they are in a firefight on their own floor. I think their sensitivity needs to be turned down -im guessing its supposed to represent an Audio detection

halcyon bridge
#

Why AI aim at me but never fire gun?

shy lake
# ocean harness So this room with the two windows is pretty common in Everon with the red checke...

Maybe the door state is wrong/broken and the moment you close/open it will get the proper state.
So even if the door is open at first its state will return closed so the A.I. will not walk through it.
The moment you intervene it will switch the state to open thus the A.I. will get out.
In general this stuff just like A.I. jump action seems to be a bit broken or just not always working 100% correctly.

ocean harness
# shy lake Maybe the door state is wrong/broken and the moment you close/open it will get t...

I hear what you're saying but i dont think thats it. Reason being i generally start 2-3 Ai in that room. Now i always put enemies right outside on the courtside street below so its basically a firefight from the Go (2nd story Windows vs Street). Theres generally 1 (sometimes) 2 AI that will head towards those back 2 rooms (left side of Exit door and picture) and kind of cycle move but never come close to the windows nor past that door again. Meaning they are stuck in the left hand side of the picture permanently. Any AI that made it out the door early on may even come back in and use a window as well as enemy AI will come into the room but also not cross that invisible barrier. Thats kind of what that open door creates -a type of barrier in which anyone to the Left of it is sealed there, anyone to the Right of it (windows side) can freely come and go as well as exit . Hope that makes sense. Maybe i should make a demo video

shy lake
ocean harness
shy lake
#

*You have to somehow record it secretly so the A.I. does not notice. 😉

atomic magnet
#

When you record, you took a chunk of AI brainpower, so they can't perform at full potential. Also they got nervous being watched 🤣

#

You need to record your monitor with your smartphone, that way, they can't notice they are being watched 🤣

shy lake
ocean harness
#

The AI on my PC facing and looking in the eyes of the AI in my phone.....worlds colliding....!

halcyon bridge
#

I have a projectile that can be fired directly and indirectly, and I want to restricting the turret minimum angle to 45 degrees. When I do that, AI doesnt know how to use the turret as I suppose it tries to direct fire but the turret does not have enough depression to then return success when aiming.

shy lake
#

Not quite sure what exactly you try to do or what the problem is but somehow i feel like you could try to increase the aim tolerance of the turret?
So he will fire even if he isn't able to fully aim at the target.

halcyon bridge
#

If he cant fire direct he should fire indirect

#

Not sit there doing nothing

ocean harness
#

I know AI is mostly a transitional project from Reforger to Arma 4 and not sure if you've hired the AI dev for 4 yet or not but i liked to stress one point. First off I think the navmesh is great and appreciate how houses, and interiors generally have more space to move around in. A house or small town filled with Insurgents defending from windows should be a harrowing experience for invading force (granted taking away artillery/drones etc/Air Support). The House defenders SHOULD generally speaking have the advantage as someone on a 2nd floor window who only needs a slight peek should have the advantage against (especially) unaware safely marching invaders on the street below. Yet if i set up a scenario in which almost every 2nd floor window is manned with a gunner, and some unaware invader force walking into town (even numbers) i find more often than not, the street level invaders win. This should be a fundamental litmus test as to whether urban AI is working properly or not. Now granted -the windowed AI are doing better than arma2/3, but i think theres still alot of work to be done. Especially as concerning AI units crouch height position and window frames (cant hit enemies close to building due to sharp angle), parts of the window frame being impenetrable, and Street Ai having too good of vision spotting interior AI. Please forward to the next AI guy as well as house model design team. )

shy lake
#

Right now vanilla A.I. ( combat ) behavior is very generic and mainly focused on most common case combat scenarios.
However they already improved A.I. a lot and switching to behavior trees + object oriented programming offers a lot of potential to create some very dedicated A.I. behaviors.
It's still quite some time to A4 and even during A4 i guess they will keep improving and expanding vanilla A.I. overall.
Not sure what their plans are but from looking at what they already did there is a very good chance to see some more dedicated and in depth A.I. behaviors at some point in the future.

shy lake
#

What exactly does those do?

m_CoverQueryProps.m_fScoreWeightDirection = 2.0;
m_CoverQueryProps.m_fScoreWeightDistance = 1.0;
There is some description but it's a little hard to fully understand.
Esp. m_fScoreWeightDirection is sometimes 1.0 sometimes 2.0 and sometimes 10.0.
What is the max. and how exactly does it affect the cover search?

valid grove
#

Hi, I have been following along with Boot Camp number 12 for the Behavior Editor. I can't find an option in my debug menu. Apparently there's an option AI->AI Script->Open debug panel but it doesn't appear in my workspace

#

Has it been moved? or have I set somethign up wrong in my scenario?

valid grove
#

Also, could I get advice on something. I'm trying to setup a GetInNearest waypoint then a Move waypoint. But, if the group is separated, then only the nearby characters board the vehicle and all of the group members travel towards the move mark. (So the characters separated from the group leader are traveling to the move mark on foot.)
I've been editing the default behavior trees for WP_GetInNearest and WP_Move. So, I have the GetIn waypoint completing when nearby characters have boarded, but the move waypoint seems to cause the group to wait for everybody to enter the car. Would anyone know what I should look out for? I've done a fair bit of scripting but I'm new to behavior trees.

ocean harness
vocal path
#

@shy lake Hi, do you know, we talked about Civilians take over static LMGs. I now set UseTurrets to false, but the CIVs still joining a turret until the enemy is dead.

shy lake
#

They should not do this on their own let alone CIVs.

vocal path
#

But anyways why does CIVs use turrets?... this is the question 😄 They have loiter WP which is SCR_Defend. So i change the UseTurret bool to false. But still they always using static turrets.

shy lake
#

Oh okay.
Yeah defend wp does this.
I never tryed it with civilians nor does i use it a lot.
Maybe the bool is just a place holder without any linked functionality like many other vanilla settings.

#

You could mod the node in the .bt with a m_UtilityComponent.IsMilitary() check to prevent them from doing this.

#

Or if the UseTurret setting is not implemented yet, you could implement the check which may would be the easyer thing to do.

vocal path
# shy lake Oh okay. Yeah defend wp does this. I never tryed it with civilians nor does i us...

look like the bool will not handle by the node. Maybe placeholder. I fixed it with this:

modded class SCR_AIAllocateActionsForDefendActivity: AITaskScripted
{
    override protected bool OccupyTurret(AIAgent who, BaseCompartmentSlot slot, bool teleport)
    {
        SCR_ChimeraCharacter agentCHar = SCR_ChimeraCharacter.Cast(who.GetControlledEntity());
        if(agentCHar && agentCHar.GetFactionKey() == "CIV") return true;
        
        return super.OccupyTurret(who, slot, teleport);
    }
}
regal terrace
regal terrace
slim pebble
#

I heard from various other fellow scenario/game mode creators that you can lock AI units in vehicles so they don't jump ship on smallest malfunction of their vehicle or when they're stuck on obstacle. How it could be achieved? 🐸

shy lake
#

I use the scripted part of the SCR_AIGetOutVehicle behavior.
You could expand the void OnActionSelected() part of the class with some custome conditions to check and if they should stay inside of the vehicle cancell the behavior by using Fail(); or Complete(); so they will never execute it.

slim pebble
#

Thanks for the info, I'll take a look!

I still believe that vanilla behaviours regarding this should be tweaked by BI themselves though, they jump ship too frequently to the point only 2-3 vehicles out of 10 could reach the destination even when having the roads to it (usually they stuck in the tree on near some steep country road turn, and after multitude of attempts to drive vehicle out of stuck they jump out and try to reach waypoint by feet, not only the passengers but the crew too).

shy lake
#

Yeah i too hope this is still being worked on and improve at some point in time.

halcyon bridge
#

I dont need to worry about that since with my custom AI behavior they dont know how to

shy lake
#

How to drive or how to get out?

halcyon bridge
#

how to get in and how to get out lol

halcyon bridge
#

but I would love if I could make my tank not drive over friendly units

regal terrace
#

With vanilla behavior, they stop and honk the horn until they're out of the way.

halcyon bridge
#

Wonder what controls that

shy lake
#

SCR_AIDangerReaction_Vehicle and SCR_AIDangerReaction_VehicleHorn.

halcyon bridge
#

That would be for agents to move out of the way of a vehicle yes? Not for vehicle stopping before it drives someone over, or am I wrong

shy lake
#

SCR_AIDangerReaction_VehicleHorn is using SCR_AIMoveFromVehicleHornBehavior.
Hmm... Yeah now i'm not sure...

#

Well the moment he uses the horn SCR_AIDangerReaction_VehicleHorn get's triggered.

#

But yeah probaply just another/alternative car avoidance behavior?

#

No clue where they do the honk.

ocean harness
left owl
#

if player adds an AI agent to his group, will the AI agent still be managed by the AI group?

regal terrace
#

Can AI really not see guardrails? I just watched one in workbench on everon ram into one over and over again trying to get on the road.

shy lake
#

If i got this part right.

#

His main original group will remain the master group.

#

Slave/Master like in HDDs.

left owl
shy lake
left owl
shy lake
#

Yeah guess that's the best thing to do to tell for sure. 👍

regal terrace
#

Why would an ambient patrol that is not paused and is active with a waypoint, spawn into idle state and not move at all? This typically happens near Morton on Everon. How can I force them to not be idle and go to their assigned waypoint?

#

I know I can use GM to do this, but I'd prefer to automate it, with scripting if needed.

regal terrace
#

I've got to be missing a simple move to waypoint command somewhere.

regal terrace
#

Im now able to detect that a group is in idle mode, and have managed to add a move action, but i cant seem to get them to actually move to the waypoint they are related to.

shy lake
#

Maybe a navmesh problem if you can tell it happens at a specific location?

regal terrace
#

yeah Its just NW of Morton, Morton Valley along Morton Stream. Maybe I can regenerate that area with an override!?

regal terrace
#

welp, I think that kinda worked! They still get stuck on those little wooden fences, but I dont think theres anything I can really do about that.

shy lake
#

Yeah jumping over stuff, opening doors and using ladders all have a chance to fail/not work.
Sometimes they do after A.I. tryed couple times but sometimes they simply don't work at all.

ocean harness
shy lake
#

Could they ever vault something in any previouse vanilla Arma?
I can't remember...

left owl
#

hey guys, how dose the "indirect target type" option in ammo prefab work?

halcyon bridge
#

It is used for fire when target is not seen. Must generate ballistic tables including indirect. My robot howitzers use it.

sinful palm
#

Is there a function that returns all AIGroup?

wise pebble
#

Depending on the use case, it can make more sense to insert groups into a system on creation and process them that way

ocean harness
young summit
#

Is the perceived faction setting broken because when i dress as another faction AI still shoot at me. Isnt the point of being perceived as that faction is so they dont shoot at us

shy lake
#

The A.I. part is disabled by default.
You can enable it manually in "GameMode > PerceivedFactionManagerComponent > AI Settings".

halcyon bridge
#

still havent solved how to make my AI agents aim at the target instead of 1 meter above the heads of enemies or 1 meter to the right

#

custom ai agents + custom weapons

#

Like bro just take the gun and point it at the target this shouldnt be this hard

regal terrace
halcyon bridge
#

No they do aim just with a weird offset

ocean harness
shy lake
#

Would be pretty cool if the "ChimeraCoverManagerComponent > GetBestCover" methode would return all covers found within set angle/radius as well.
The "m_bCheckVisibility = false" and "m_bUseCoverSearchDirectivity = false" doesn't seem to help much to make A.I. to just move to any cover point.
There is still some restriction to cover search.
So what i'm looking for is to make A.I. to move to any found cover point without checking anything so to speak.

#

The "Cover System" is such a nice piece of work but the lack of additional parameters in and out is still restricting it in many ways.

native hull
#

Does anyone know why when I upload my map and place AI down they dont move when I set a waypoint? Only time they move is if I have CRX in and they only run South. Struggling here if anyone can help. Thanks

regal terrace
#

Check aiworld for navmesh

#

If there is none, they simply run to 0,0,0

native hull
native hull
native hull
outer furnace
# native hull

you got to generate all three. One is for character, one is for vehicles and last one is for other two to work

shy lake
#

Is there something i can do to help A.I. to find and use any cover point ( position ) without all the cover search conditions met?
Like can i change anything here to get this done?
query.m_fScoreWeightDistance = 1.0; const float NAVMESH_AREA_COST_SCALE = 1/3.0; const vector NEAREST_POLY_HALF_EXTEND = "1.0 2.0 1.0";

#

NEAREST_POLY_HALF_EXTEND = "1.0 2.0 1.0"; what does it even do? Offset?

halcyon bridge
#

AI seems to ignore the speed settings of character aiming components

#

Snaps to target instantly

short igloo
#

Why would adding an action to a door stop the ai from opening the door?

#

How can i debug this?

short igloo
#
WORLD        : UpdateEntities
 WORLD        : Frame
  SCRIPT       : <0x00000261A2A00EF0> SCR_AIGroup: Move failed with result STUCK
  SCRIPT       : <0x00000261A2A00EF0> SCR_AIGroup: Move failed with result STUCK from <2966.394287,108.566940,6148.577637> to location <2971.354248,107.633392,6160.964844>, failing action.
strange violet
#

Action order?

short igloo
#

I tried messing with SCR_AIOpenDoor but no luck. Nothing even prints out for any actions

halcyon fiber
#

Hey, i'm running into an issue in my gamemode with AI, Basically they do not see me as hostile which is annoying. I've added a SCR_AIworld entity to the map but all they do is run away from me and take cover if they get shot at, however they do not ever aggro me. which is a bit annoying.

Anyone know if there is a config regarding that ?(in the faction manager my faction and the AI are not friendly)

final tendon
hollow sinew
#

Oh wait.

#

I remember now. It was because they didn't have ammo on them, or they couldn't access the ammo they had on them.

halcyon bridge
#

Is it possible to slow down how fast AI turns and aims?

#

character modifiers from weapon dont do anything to AI

#

also stuck teleport is not a thing in movement component 😦

#

@shy lake Do you know where in the vanilla behavior trees are danger reactions processed? I want to hook a few vanilla danger reactions into my custom agents

#

Is it this thing?

shy lake
halcyon bridge
#

Alr thanks

ocean harness
boreal quiver
#

Why does the AI take like 5sec after spawn to react to the waypoint that I also set right after spawn?

shy lake
#

There always is a short delay from move order till they start moving.
Not sure if its 5 sec. but at least 3 sec.
Guess its done to allow individual A.I. of the group to get back to their formation bevor the group starts moving.
At least thats the only good reason i came up with related to this move delay behavior.

boreal quiver
#

Do you know where and if you can remove that delay?

shy lake
#

I think i've seen it in one of the group behavior trees like PlanMovement.bt or whatever it was called.
There should be a Idle node somewhere.
I can check and tell you a little later when i'm at the PC.

boreal quiver
#

I will check too, thanks for the help meowheart

halcyon bridge
#

Was there a change to AI LOD in recent game update? It seems in conflict AI might be active even without players on the server?

ocean harness
#

It has begun .........

shy lake
shy lake
halcyon bridge
#

whats a destructible flag vs hard destructible

#

in pathfinding component

#

also wat do navmesh colors mean

#

in navmesh tool preview

halcyon bridge
#

I didnt see anything about this in the changelog

left owl
#

with preventMaxLOD for both groups and agents

halcyon bridge
#

So all AI in the game now uses this so they never deactivate?

left owl
#

No sure about how they act exactly. But the conflict is not stop after I left the server. Base captured numbers and AI amounts are changing based on your server state mod.

halcyon bridge
#

I think you misunderstood my earlier question

left owl
#

They can even take back captured base from enemy back and forth

left owl
#

You mean a global method?

#

I find similar setting inside vanilla scenario framework slots, which is usable to longrange patrol with vehicle

mighty granite
#

Hey i am so sorry but i am too dumb, i have a testmap for ai etc. everything works fine but when i want to transfer it to a map like "Arland" my ai doesnt recognize the opposite faction as enemy anymore. Even with just factionmanager setting up as the same as in my testmap and only 1 ai soldier it plain dont work. I cant get my head around what i am missing.
I have aiworld, factionmanager, game mode inside the map

mighty granite
#

omg... thank you

#

the curves wasnt setup...

wise pebble
#

you should always use prefabs from the resource browser instead of entities from the create tab, they usually come with everything configured already

mighty granite
#

yeah that was my bad

halcyon bridge
#

So is there no solution to make AI aim at the character without it shooting 2 meters above the target with a custom weapon and bullet? I've lost count how many times I regenerated ballistic tables

#

Only works on short distances

#

Nvm figured it out it was the scale of the character/weapon quadrupling speed of the projectile

halcyon bridge
#

Is there a sequence node that runs everything one by one even if they return fail?

wise pebble
halcyon bridge
#

Is parallel actually parallel

random owl
# halcyon bridge Is parallel actually parallel

in a way that all branches will be simulated at same frame - no there is no splitting work to different threads. But it shouldn't concern you that much I would say. Running int problems of shared resources in both branches would seem as somtheing wrong with deisgn of given BT more than anything else.

halcyon bridge
#

Okay so it does not wait until lefthand task finishes is what I wanted to know

shy lake
#

Yes, everything connected to the parallel will be executed immediately.

random owl
halcyon bridge
#

Parallel is super useful for aiming and firing at the "same" time

random owl
halcyon bridge
#

If you dont put aiming and firing under parallel then your AI will miss moving targets a lot

random owl
proven dagger
#

Anyone know if there’s any docs about the perception system?

echo roost
#

Hello hello!!! Quick question:

#

Does anyone know how AI works when it comes to decisions and secondary weapons? For example, the standard AT bloke will generally shoot at you with his rifle, but if you drive up to him in a vehicle, will switch to his RPG and aimbot you into oblivion

#

But then I have created my own AI guy with an RPG secondary and M16 primary - he will happily shoot you with the pew pew but absolutely refuses to switch to his RPG and use that, any ideas?

wise pebble
shy lake
# random owl like if you would change value of some variable and than you read it in next bra...

True.
Well what i meant was more about the general behavior of the parallel.
Like each branch connected to it can kinda run on its own so it does not have to wait for left branch to complete.
Ofc if variables are used they can affect other connected branches.
But lets say if 3 idle notes with 1 sec. delay are connected the 3 branches will just be ( looped ) executed without waiting for the left hand idle.
If this makes sense.

proven dagger
wise pebble
dapper bear
#

Anybody know where the mortar AI behavior is handled or where I could look to see it?

left owl
#

Then you can find how the waypoint interacts with AI mortar active module.

shy lake
#

You can also find the behavior trees by using the "Behavior Tree Editor".
They should be in "AI\Chimera\Soldier".

dapper bear
#

Will look there as well, ty!

dapper bear
#

Still having a hard time finding what I am looking for. Specifically I want to find how the AI calculates its firing solution for mortars

#

Actually I think I found it: SCR_AIGetArtilleryAimDistanceCompensation

dapper bear
#

SCRIPT : Mortar Pos: <2040.845337,51.929089,2100.509766>
SCRIPT : Target Pos: <1500.000000,60.000000,1500.000000>
SCRIPT : Horiz: 808.162 | Vert: 8.07091
SCRIPT : GetResourceName 'scripts/Game/Components/Gadgets/SCR_MortarShellGadgetComponent.c,46'
SCRIPT : GetResourceName 'scripts/GameCode/Components/BallisticCalculatorComponent.c,39'
SCRIPT : Using charge ring 1 with speed coef 1.321
SCRIPT : === Mortar Fire Solution ===
SCRIPT : Elevation: 1008.75 mils
SCRIPT : Azimuth: 3946.8 mils
SCRIPT : Flight Time: 16.2969 sec

Really getting somewhere with this I think

boreal quiver
#

Does perception only work on server? Cause my perceptionComp.GetTargetsList(targets, ETargetCategory.ENEMY); seems to only works on server

halcyon bridge
#

AI is simulated on server

#

In general

regal terrace
dapper bear
regal terrace
#

very cool! 😎

dapper bear
#

Now I need to figure out how to implement it UI wise haha but thank you for the leads

regal terrace
#

hahah good luck with that! 👍

tough rover
#

Is there a way to make AI shoot at certain props?

#

Like for example i have a custom drone where would I even start on getting the AI to shoot at it.

halcyon bridge
#

perceivable component perhaps

tough rover
#

I have a VehicleFactionAffiliationComponent set to US and a vehicle perception component and no dice

#

AI perceives other ai but not the drone, there is no characters in the drone either so it might as well be an empty prop

regal terrace
#

typically the faction is assigned when a character eneters the vehicle

outer furnace
tough rover
regal terrace
#

Just a heads up, I believe Everon could use a navmesh update. I was having a problem of AI that would spawn in and just stand there idle when they should be moving to a defend waypoint. I regenerated these specific areas and it fixed the problem. Also, if theres any way you guys can prevent the AI from getting stuck on little wooden fences that are waist high, that would be awesome. They just stand there on the fence and dont even try to get around another way, nor try to hop over it.

halcyon bridge
#

bro they get stuck on the tiniest thing and it annoys me

regal terrace
#

Given the SCR_ChimeraCharacter (character) I used to do c SCR_EditableCharacterComponent m_ECComp = SCR_EditableCharacterComponent.Cast(character.FindComponent(SCR_EditableCharacterComponent)); AIAgent agent = m_ECComp.GetAgent();
to get the agent in an action (in CanBeShownScript), however now this is only called on the server. How do I get the agent this action is attached to now? GetOwner doesnt seem to work, neither does GetAIAgent() from the AIControlComponent.

shy lake
regal terrace
#

I ended up having everything i really needed in the SCR_ChimeraCharacter. I have an action on the prefab so I can just Cast from GetOwner() to get the character. I was using the method I posted above for a while now so IDK why it suddenly stopped working a couple of updates ago. 🤷‍♂️

shy lake
#

Yeah its a bit strange we can not do this from the client at least the way it was in RV where the A.I. variable was marked with ( Remote ) but we were able to get something to work with.

halcyon bridge
#

how does vanilla AI movement component check if its blocked by a door or something? for example using pathfinding component on non-character entity it will just phase through doors

regal terrace
#

even when they get stuck, if I move them to where they wont be stuck anymore in GM, its like their brains are just shut off and they still wont move even if theres nothing around them anymore.

digital pagoda
#

@wise pebble How are Random Flags called? I am searching your documentation, but I don't see them mentioned! Is it just 'Random Flags'?

regal terrace
# shy lake From my MP testing the agent will always be null on client. The closest i could ...

I actually did need to remove the agent from the group from a client action, so I ended up doing it under PerformAction which is executed on both the client and server. Given the character, I used this: ```c
if(Replication.IsServer())
{
AIControlComponent AICComp = character.GetAIControlComponent();
AIAgent agent = AIAgent.Cast(AICComp.GetControlAIAgent());
AIGroup group = AIGroup.Cast(agent.GetParentGroup());
group.RemoveAgent(agent);
}

#

not sure if these are essential to make this possible, but thought I should also note that I did use both these: ```c
override bool HasLocalEffectOnlyScript()
{
return false;
}

override bool CanBroadcastScript() 
{ 
    return true;
}
halcyon lance
#

Hi, can someone tell me how to put bots in the BRDM? I tried using "AIWaypointGetIn" - the order is ignored, I tried using "E_AIWaypointgetin" - the server crashes with the error "JIP_Error". I would be grateful for help

#

I don't care how, either by team or immediately in the vehicle the bots would spawn

echo roost
#

In the waypoint did you set the vehicle as well?

#

If using groups best way I found was to just add the vehicle to the group as "spawned vehicles" or something, can't remember the exact name - works well for cycling vehicle patrols

slim pebble
#

Is it possible to add additional voice cue for soldier (in same voice event pool as “suppressing fire!”, “I’m under fire!” etc) and play it via script code or BT node?

halcyon bridge
#

we need a basic ground-level movement component

#

it took me unreasonable amounts of time to create one

#

I dont want anyone else to have to go through this

proud hill
#

Anyone know how to set up individual ai?

wise pebble
proud hill
wise pebble
proud hill
proud hill
#

@wise pebble you’re MVP of the day my guy😂‼️was trying to figure that out for HOURS

#

it worked^

cinder gulch
#

Hello. anyone knows if a player stops being a player when they die and become a regular character instead like the AI?

wise pebble
vocal path
#

@random owl Hi Viktor, question: Is it necessary that an AiPatrol Vehicle is stopping on each Waypoint? Would it not better to calculate the path to the next one if we get close to the current, so the vehicle not need to stop?

ripe willow
#

Any1 know any mods or scenarios with an ai commander, Like Alive Or NR6 from arma 3

slim pebble
#

Is there any way to check if AI group is in combat (or calm)?
upd: apparently, it's possible to grab highest threat state from group SCR_AIInfoComponent

    protected void UpdateThreatState()
    {
        // Exit if no agents
        float count = m_aInfoComponents.Count();
        if (count == 0)
            return;
        
        EAIThreatState highestThreat = EAIThreatState.SAFE;

    
        foreach (SCR_AIInfoComponent infoComp : m_aInfoComponents)
        {
            EAIThreatState currentThreat = infoComp.GetThreatSystem().GetState();
            if (currentThreat > highestThreat)
            {
                highestThreat = currentThreat;
            }
        }
    
        m_eThreatState = highestThreat;
    }
random owl
halcyon bridge
#

Ah sorry I just now noticed you said group

#

How does game master do the little indicator?

#

On the group icon

slim pebble
#

group utility comp grabs threat level in same way (by polling states of each soldier in group and getting the highest value as group threat measure score) , so I did it the same way for state

halcyon bridge
#

wow is that efficient

slim pebble
# halcyon bridge wow is that efficient

well, I don't know, but it's the BI way ¯_(ツ)_/¯
in SCR_AIGroupUtilityComponentClass.EvaluateActivity, this func is called periodically (every second) to update threat measures, suppression clusters and illumination flare usage eval

halcyon bridge
#

One more thing to turn off for my zombies thonk

slim pebble
#

so I just overrode UpdateThreatMeasure and added threat state grab there too, so at least it's not got much worse than before 🫠
I needed evaluation mechanism for support calls in escapists (so soldiers could call for mortar barrage if they felt that shit hit the fan), and seems that it's the most convinient way without messing too much with AI goals and activities

yeah, zombies could benefit from lightweight group utility component, it probably would allow to field more zombies simultaneously

#

btw, what's the name of your zombie mod? I want to do zombie escape one day 🐸

halcyon bridge
#

bacon zombies, the AI is already quite simple, one zombie is half of vanilla character in terms of compute cost on server

#

biggest fps drain is the visuals and ragdoll physics

slim pebble
#

wonder if there will be some more lighter vanilla character entity, similar to A3's agent
I guess you already removed everything unnecessary (inventory comes to mind), also they probably could use MatPBRBasic materials wherever possible and clothing done as single slot (so no separate pants, shirt, headwear etc)

halcyon bridge
#

being able to change LOD, animation LOD would also help

#

I simplified ragdolls by removing some ragdoll colliders also

regal terrace
valid grove
#

Hi, this might be an annoying question, can I have a group which is spread out, to all move to a waypoint separately? Normally they take really long to join together first, to get into formation, then move to the waypoint. In my recent attempts I've been overriding the WP_Move.bt behavior tree on a move waypoint. Idk if that's how I should be getting to the solution.

vocal path
halcyon bridge
#

Anyone know how to configure a turret for AI to be very fast at aiming it with no overshoot etc

vocal path
halcyon bridge
#

Yeah idk if this is even possible with PID system

halcyon bridge
#

Is it impossible to make AI character not rotate 180 degrees in a single frame?

#

They completely disregard character aiming components having a max aiming speed that works fine when player controlled

shy lake
# vocal path <@544492934792216587> i have the same question. How can i add an waypoint to an ...

I don't think you can use waypoints with an individual A.I. agent of a group.
Rn waypoints are a group task only.
You would probably need to create a new waypoint + behavior for the individual A.I. to move but still encounter problems due to the system was not build with individual A.I. waypoints in mind.
However if you just need a individual A.I. to move from A to B you could use/execute the "SCR_AIMoveIndividually" behavior.

shy lake
ocean harness
#

Its so refreshing to be able to put AI on Takistan balconies and they can move around firing without just walking off anymores. What would it take to be able to get AI to "Hard reach aim" a target right below them? Kinda like skyrim guards can literally lean real hard to fire just below them when up on a fort. New animations or a config?

limber crow
#

is there a way to force AI to load in to a vehicle gunner seat at the start of a scenario? i know i can command them to Get In, but I want them to spawn inside the gunner seat at the start of the mission, even with no driver in the vehicle. If anyone has any advice on how to do this, would greatly appreciate it 🙂

random owl
vocal path
random owl
random owl
random owl
halcyon bridge
#

It's fine with slow turrets, but with turrets that rotate fast they overshoot constantly unless I lower the PID values but in that case they are no different than slow turrets

#

the AI aiming and AI movement components have PID I think but it does nothing

#

AI head aiming does not expose options

#

something like that

#

if you give the AI a weapon that has an aim modifier that slows down aiming they still act like counter strike 1.6 aimbot hackers

#

I think that was one way I did it but it worked for players

random owl
#

I think tuning PID should be the option for fixing the overshoot.
Basically I think you need to decrease integral part (Y part of setup).

#

X is proportional part - that basically says how fast it will be.

halcyon bridge
#

OK I also need fast turret acceleration and deceleration then it's a bit better

timid light
#

AI Commanding woes

stable wagon
#

i have a problem with the ai and mortar, every time i want to use the SCR_AIWaypointArtillerySupport i get the error: SCR_AIStaticArtilleryActivity: FAILED, noone can shoot at the target position: %1, or there is no ammo.
the ai says no ammo everytime but there is the ammo box and they cant use it? is there a way that they use them or something majiiShytlarShyPeepo

regal terrace
#

I believe it costs supplies for each round they take. I gave the operator a backpack and spawn more mortars in it every few shots.

regal terrace
#

I also get that same error when I delete the group operating the mortar emplacement

glass coyote
#

For future reference, for anyone who gets the error of "Unable to open navmesh file "

I solved it by saving the mesh files directly in the primary terrain folder for the world. I used the auto generator, and it generated the SCR_AIWorld in the sub instance. I also moved that into the default folder of the primary instance. I'm sure there's other combos that would work, but this is what I did.

The main title name is hidden.

halcyon bridge
#

can a decorator under parallel node not cancel the rest of the children under the parallel node?

random owl
halcyon bridge
#

OK gotcha

vocal path
#

Hi, what i need to change when my AI is driving to slow in my Vehicle? I set CruiseSpeed to 60 and maxSpeed to 80.. but they only drive 40 km/h

random owl
#

Or actually it could happen to you that you have somewhere script tweaking the speed void SetCruiseSpeed(float speedKmH);