#enfusion_ai

1 messages Β· Page 7 of 1

vocal path
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Hi Viktor, thank you verry much. Friction is the issue. If i lower it, the Ai will only drive verry slow, like 10 km/h on dirt roads, if i increase it, they will reach the desire cruise speed, but will also not brake in sharp curves and crashing. To get my 60 kmh i had to set a float of 0.720 into friction.

vocal path
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Update: Played with the Throttle and Brake curve of the Controller, now i could lower the friction to 0.170 and they will still drive good with 65 km/h. Only the Path generating need to be improved, but this is already notice is think. Thanks

feral burrow
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Hey guys I am pretty new to the whole AI system are there any good ways to spawn helicopters running with AI already in them that have set patrol paths?

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via script not via gamemaster

vocal path
feral burrow
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i have the ai spawning in the truck and the waypoints assigned and the truck engine started but he just wont move...

feral burrow
feral burrow
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now have working helis!

vocal path
feral burrow
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yep coded it myself

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do yours land and let ai out and take off again?

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just added that to mine

vocal path
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Yes, they can... Show me

halcyon fiber
feral burrow
vocal path
vocal path
halcyon fiber
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i mean some people learn faster

regal terrace
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What's the name of the mod?

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Should tell bohemia it wasn't that hard so they can add it to vanilla!

halcyon bridge
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Is there a way to get currently running BT from script?

halcyon bridge
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Also the wiki does not explain when decorator abort is executed

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Does it abort when fail?

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Or when success?

urban furnace
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Im Impressed

halcyon bridge
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what are some good ways to make behavior tree cancel whatever the AI is doing?

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for example I have a move task and this task blocks everything else

urban furnace
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Set it to High Priority?

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on AI Action Score

urban furnace
shy lake
shy lake
timid light
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This is an ongoing issue with AI sometimes just not responding to commands

halcyon bridge
analog sleet
left owl
left owl
regal terrace
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Can you guys script some type of at mine detection/avoidance? I still have some vehicle patrols that will drive right over their own factions mines, blowing themselves up.

vocal path
regal terrace
vocal path
mortal path
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Good idea

shy lake
halcyon bridge
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Movement

vocal path
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Problem: Ai join my Vehicle as driver, creating the path to waypoint and start driving. But after 4 - 5m he stop, get out the vehicle and moving without vehicle... WHY? πŸ˜„ What can i tune in my vehicle settings?

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The Waypoint and path is straight in front of the AI, why the Move-Node failed?

halcyon bridge
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Maybe it thinks the vehicle cant fit where the destination is

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Or there's only one way to the destination and the vehicle is too fat to cross?

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Just guessing I don't actually know

vocal path
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can i manually set the obstruct size of the vehicle?

halcyon bridge
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I'm not sure but turning on BTRLike navmesh visualization might help see which places it doesn't fit into

vocal path
halcyon bridge
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I think its like a bounding sphere or something, not sure sorry

vocal path
halcyon bridge
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Nvm they do, I guess I needed to restart wb

vocal path
shy lake
halcyon bridge
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I am only talking about the AI move task, I do not use ANY vanilla decision making behavior

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But it seems like if the parent of the move task is inside parallel then it cancels so it's fine

vocal path
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Hi, what could be causing the AI in my vehicle to not follow the path? It needs to go right, but turns left, and the front wheels (steering) constantly twitch from left to right in the debug.

gaunt mason
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Hi, is the Danger_Deadbody AI danger event implemented yet?

charred condor
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Hey, guys, how do you program AI to spawn from further away distance? I understand you can make patrolling AI, but if you are close to spawn point, it can literally spawn in your face

What happens for patrolling or travelling AI if the timer is set to respawn AI at that point? Do they despawn and new squad spawns, or do they stay alive and no respawn happens at all as that patrolling AI is still alive?

shy lake
boreal quiver
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Im trying to get the AIGroup from a character entity clientside but I cant even get the AIAgent:

AIControlComponent control = AIControlComponent.Cast(GetOwner().FindComponent(AIControlComponent));
AIAgent agent = control.GetControlAIAgent();  //Server only?
SCR_AIGroup aiGroup = SCR_AIGroup.Cast(agent.GetParentGroup());

Does this only work on Server? thonk

shy lake
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Yes it will always be null on client.

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I already tryed multiple things without any luck.
Guess you would need to RPL if possible.

boreal quiver
# shy lake Yes it will always be null on client.

Found a way blobcloseenjoy

SCR_EditableCharacterComponent editableCharacter = SCR_EditableCharacterComponent.Cast(ent.FindComponent(SCR_EditableCharacterComponent));
SCR_EditableEntityComponent editableEntity = editableCharacter.GetAIGroup();
SCR_AIGroup aiGroup = SCR_AIGroup.Cast(editableEntity.GetOwner());
random owl
random owl
vocal path
random owl
boreal quiver
vocal path
random owl
boreal quiver
shy lake
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@boreal quiverthis is what i use on GM client in MP:

SCR_EditableGroupComponent editableGroupComponent = SCR_EditableGroupComponent.Cast(entity);

if (isEditableGroupComponent)
{
    GenericEntity owner = editableGroupComponent.GetOwner();
    
    if (owner)
    {
        SCR_AIGroup group = SCR_AIGroup.Cast(owner);
        
        if (group)
        {
            SCR_AIGroupInfoComponent groupInfoComponent = SCR_AIGroupInfoComponent.Cast(group.FindComponent(SCR_AIGroupInfoComponent));
            
            if (groupInfoComponent)
            {
                // doStuff
            }
        }
    }
}
random owl
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Ok I think several things happening there.
My guess it somehow fails in switching states and start jumping between forward and backward state(that's why the big yellow cylinder is blinking as it's movement request) and as it's most likely not possible for go backward for this thing it gets broken. You would be able to detect that in this debug.
Not sure if we will be able to improve it as it's a bit nonstandard vehicle lets say πŸ˜„

random owl
# vocal path https://youtu.be/0ieX7DFhgY4

I would start increasing predictions as it can be an issue it's too close to the vehicle. (it's possition of the yellow small ball when PID debugs is on)
I would place there something a big bigger like 5 and 6 maybe(when it's too close it's problems like this, when it's too high you have problem of vehicles cutting corners).

vocal path
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i already tryed this to 5 min and 8 max 😦

random owl
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This maybe could case the state switching problem

random owl
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and into steering PID

vocal path
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max path was set to 0.5 - 1 - 1.5 - 2 - 3

random owl
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1 - 0 - 0 for start

vocal path
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will try

random owl
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so you eliminate the efect of PID itself

random owl
vocal path
random owl
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but for which parameter?

vocal path
random owl
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yea silly me - I lost context πŸ˜„
I would put there let's say 3 as it's realy huge but shouldn't be that important.

vocal path
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πŸ˜„ No problem, i will now try the new values

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ok, its a bit better now, but still makes one 360Β° turn until rolling to the WP

random owl
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show me the video pls πŸ™‚ it's difficult to judge otherwise

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only important debug for me is path, and those PIDs with checked "states" checkbox so we know what is happening inside

vocal path
vocal path
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from WP to WP its a straight line.. Why he generate such crap? πŸ˜„

random owl
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DO you have some changes in movement behavior trees or so? It's doing all sorts of strange things which shouldn't. Maybe movement it self is failing. I guess whet it's not possible to go backwards which is not with plane than it simply can get act strangely like this as it's something we haven't even tested.

vocal path
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AiMovement Behaviour is untouched

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Also nodes are untouched

random owl
vocal path
random owl
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I can tell that something wrong happend at 0:21 you can see resulted path it's totally fine

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and imeediately got aborted

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When it would started to move there than it wouldn't get into that madnes of changing stat every second

vocal path
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Do we have a Debug for the Movement results?

random owl
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not sure if there is a dbug in console with fail reason from top of my head

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My lucky guess is that what's happening in the begining is movement stuck as it takes long time to start

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so I would try to increas it to approx 15

vocal path
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This ist he first path that gets created:

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Its not even geration a straight line to the WP

random owl
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yes that's totaly correct

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aplication of reeds shepp algorithm

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and pathfinding prefference to use road network instead of navmesh

vocal path
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The runway is a straight road on BTRlike

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So the path can follow the yellow line

random owl
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you can disable road network here

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The runway is a straight road on BTRlike
Yea but you have there a road nearby

vocal path
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If i try the same way with a regular vehicle, the path will be generated straight

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But i think this is fine?

random owl
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just untick the "Use roadnetwork" as you don't want them to use it

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and setup -1 here

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this will turn off the reeds shepp algorithm part

vocal path
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Ty i will try. Because if i set the TurnRadius to 0 it will not even start driving

random owl
vocal path
random owl
vocal path
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i try - 1 now

random owl
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essentialy that could be whole root cause of the issue that something is slothered somewhere... like maybe automatic gear shifting doesn't work with your setup or so? or automatic break could actualy cause the issue

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but that's not much AI

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it's realy difficult to say with sotmething so diffferent from vanila unfortunately :/

vocal path
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i can drive without issue

random owl
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which doesn't mean that some part for AI logic doesn't run into some wrong if statement :/

vocal path
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Thanks for your help Viktor. I will try more at the evening. Need todo some work.

random owl
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rule of thumb - the path debug shouldn't blink and states in PID debug should switch "reasonably" if it's erratic something is pretty wrong and tweaking PIDs can't help you most likely

stable wagon
muted marlin
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my navmesh isnt working at sec as the option to create nav mesh for lodgers btrs ect is not there and ideas how to fix?

vocal path
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The yellow sphere should be on the front?

vocal path
# random owl rule of thumb - the path debug shouldn't blink and states in PID debug should sw...

Good morning Viktor,

After another 3 hours, I was finally able to solve the problem, and the main issue was the person behind the keyboard.

1: I had defined both the pilot and co-pilot as PilotCompartment. This seems to only work with helicopters, because the co-pilot tries to operate the vehicle at the same time. This fixed the jerking and uncontrolled behavior.

2: I have to set Min and Max Perception to 16-18, otherwise the shape is always behind the front wheel.

3: Navmesh: It's not possible to create a reasonable and straight path on the runway (even with a vanilla vehicle). I was only able to fix this by using low-res. This way, it drives exactly in the center of the waypoints without any jaggedness to the left or right.

random owl
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Alelujah!
Glad it helped.
3: that's just nature of navmesh and pathfinding blobdoggoshruggoogly What you did is possible only it will run in to problem that it will hapilly go into obstacles as on lowres the navmesh is almost everywhere. For something of this size it would be natural to create it's own navmesh but that's a lot of data etc. (we don't have more navmeshes in vanila for a reason) It's strange to me that it would be doing a big wiggles on BTR navmesh but can't confirm without more investigation.

vocal path
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if you debug the obstruct, ist a big fat box

haughty ivy
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can somebody help me with AI add?

vocal path
haughty ivy
vocal path
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You can use Framwork to place your own AI Spawner and Waypoint/Patrol handling

haughty ivy
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i want spawn on Aircraft car. but AI is on ground spawn can i fix it? should i edit prefab Aircraft car.?

haughty ivy
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and they shoot throw texture
killed inside bridge

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middle of bridge they shoot throw walls

vocal path
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Collider Issue?

vocal path
random owl
vocal path
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i understand, but the vehicle is still 10m away from the WP and not in radius. Which part (Point) need to be in such WP range? Character or Vehicle?

random owl
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it should be vehicle

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I'm not sure if in your case even the plane is nowhere near completion radius?

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It could be something slaugthered in calculations in such case as we simple wasn't able to observ it with our vehicles.

vocal path
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Its close (like 10m in front of the WP) not in radius

random owl
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that's sus

vocal path
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But it does nothing todo with the heigh perception values?

random owl
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no no

random owl
# vocal path But it does nothing todo with the heigh perception values?

ok I think I understand what's happening. The criterion for completion of vehicle distance is if bounding box of the vehicle is inside. As you have wings the BBox will be huuge and thus completing the WP seemingly earlier.
It's guess from top of my head but you can try verify by showing BBox in debug.

random owl
vocal path
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close to the nose

random owl
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yea but you have aligned model to XY axes when it will move diagonally than it should be visible

vocal path
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ok i will just move my WP by 5 - 6m

languid aspen
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How do I stop the AI constantly healing each other? Is there a way to make it so that only AI medics can heal their team mates?

latent nexus
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Anyone know how the perception manager LVs influence the AI?

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I've set some custom values, but I want to know what it means

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And how to roughly gauge it

halcyon bridge
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I would think 0 is not illuminated at all

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I dont remember if the perception LV is 1 = fully illuminated or not

latent nexus
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I see

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What about the illumination factor graph?

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1 IF = -1 LV

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Also, what would the angle be refering to?

haughty ivy
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the ai shooting throw walls player inside tunnel can i fix it?

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some component missed on bridge?

vocal path
vocal path
haughty ivy
cinder gulch
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what is the second AI Behavior three for? this is the Get In Nearest waypoint prefab. Is this composed of two different waypoints? WP_GetInNearest and WP_Move? What happens if I choose WP_Defend instead of WP_Move? basically I want AI to get in a vehicle and start moving towards the danger, just like AI does when they have the Defend waypoint. Is this possible?

valid grove
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So uh I've been watching the modding bootcamp #12 tutorial. Has anyone been able to make their own Goal Reaction/Message? I can download and import the looting example and have it's goals work but my own reactions won't work

haughty ivy
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How can I fix ai crashing when in a helicopter they just don’t fly at all and go falling to the floor

valid grove
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@cinder gulch I'm new to modding but, I believe the second behavior (WP_Move.bt) runs first, then once it completes the first behavior starts. I don't think they're separate waypoints they just seem to have WP in their name. You might need to use two waypoints for your example, so one large GetInNearest waypoint then place a seperate defend/search&destroy waypoint.

valid grove
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I would like to post this incase someone searches my question in the future. I have a bandaid solution for making your own goal message-reaction pair.
Easiest way to start is downloading the LootingSupplying example from the workshop, then temporarily adding it as a dependency to your project. Then, create new empty files in your addon and copy-paste the scripts used from the Activities through to the Behaviours (Obviously rewrite code once working). Bellow I'll list the intended procedure:

  • A waypoint gives your (AI) group an activity. (Activity run on your AIGroup)
  • The activity (send goal message node) then sends your message. (in this case the Agents of your characters are the receivers)
  • Then the reaction sets the behavior of your receivers. (The behavior will be your desired action, like loot or dropoff loot on your specific units)

However there seems to be a file todo with the reactions which didn't end up being mentioned in the bootcamp. (which is okay because the bootcamp wasn't intended to teach this.) So, for a work around, in the function which sends the message, you can instead find the AIAgent's AI utility component and manually start the reaction. Bellow I have my implementation of this, inside SendGoalMessage_modded.c:

#
//------------------------------------------------------------------------------------------------
    override ENodeResult EOnTaskSimulate(AIAgent owner, float dt)
    {
        AIAgent receiver = GetReceiverAgent(owner);
        SCR_AIMessage_YourMessage msg = new SCR_AIMessage_YourMessage();
                
                // ... code which sets msg's attributes if it has them ...        
        
        SCR_AIConfigComponent cfgComp = SCR_AIConfigComponent.Cast(IEntity.Cast(owner).FindComponent(SCR_AIConfigComponent));
        
        AIGroup grp = AIGroup.Cast(owner);
        array<AIAgent> outAgents = new array<AIAgent>();
        grp.GetAgents(outAgents);
        if( !outAgents ) Print("Warning no Agents in this Group", LogLevel.WARNING);
        
        foreach( AIAgent a : outAgents )
        {
            if (!a) Print("Error SendGoalMessage_Modded.c",LogLevel.ERROR);
            
            SCR_AIUtilityComponent utility = SCR_AIUtilityComponent.Cast(a.FindComponent(SCR_AIUtilityComponent));
            if (!utility)
                Print("Error SendGoalMessage_Modded.c no Agent utilities",LogLevel.ERROR);
            
            cfgComp.PerformGoalReaction(utility, msg);  // Fix is here
        }
        
        if (SendMessage(owner, receiver, msg))  // Intended method
            return ENodeResult.SUCCESS;
        else
            return ENodeResult.FAIL;
    }
charred condor
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When you create your own map, do you need to create custom Navmesh or does the Game Mode plugin auto generates Navmesh for AI?

I am new to Enfusion, but I want to understand the real function of Navmesh tool when it comes to your own map creation.
I have tested AI on the map already, and because it is generally pretty flat, I see AI navigating pretty easily through it, but do I need to mess with Navmesh tool to improve their pathing? Is this generally suggested or not necessary?

I assume you can create custom paths through buildings for AI (correct me if I am wrong), but is it generally necessary for general AI activity, such as Patrolling AI and such?

I have added a lot of water spots, so I am wondering if AI will navigate around it or through it.

shy lake
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Put couple rocks or trees right in front of them and they will not be able to move around cuz they don't know they are there.
You always have to create a navmesh.
If you change something in the world ( adding new objects of any kind ) you once again have to re-create the navmesh ( fully or partially ) to take the new objects into account, so A.I. knows they are there.

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Buildings are taken into account while generating a navmesh.
So you don't have to do anything extra/specific.

half cape
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Hi All, I am trying to spawn AI on top of an object above water using the SCR_AmbientPatrolSpawnPointComponent but they spawn in the water instead of the object. How can I archieve that they spawn on the object? thanks in advance!

spice narwhal
charred condor
# shy lake Put couple rocks or trees right in front of them and they will not be able to mo...

Can you explain how do I generate Navmesh?
I thought Navmesh is generated during Game Mode creation plugin function, but I am very new to Enfusion

What you wrote makes sense, I just want to make sure I am generating Navmesh correctly, as I will be placing lots of buildings as I progress

I just thought Navmesh tool is for directly drawing (manually) of AI pathing, such as going through buildings and such, and general routes to take
Thank you

charred condor
spice narwhal
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Just a note

Partial regeneration of the tiles doesn't always work for me, it sometimes crashes.

I always opt for full navmesh generation.

shy lake
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This is what i was about to write.
Better start with full navmesh generation, to prevent problems.
For partial you have to know what you are doing but still it can be a bit buggy.

low sequoia
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Hello,
It's there Γ  possibility like in Arma3 to make an headless client to have more IA but less impact for server ?

charred condor
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@shy lake @spice narwhal
Hey, guys, I had a question about AI Patrols

  1. When you spawn an AI Patrol by adding that prefab to the map, what happens when timer restarts and AI is still alive, meaning, let's say AI is alive somewhere else, but that respawn time kicks in? Does the current patrol despawn and new one respawns, or remaining soldiers remain as a block for the new respawn?

  2. I noticed that adding this to the map gives you about 10 or so seconds as you start the map for patrols to spawn in, is there a way to stop that delay, as FPS drops very hard unnaturally, and I would rather have a dip within first seconds of map loaded in. I am seeing huge dips in 0.1% and 1% lows when it happens, so I want to avoid this drop.

  3. Is there a way to minimize this FPS drop in general when new squads spawn in, or it's just the way the game is optimized currently?

  4. Any kind of advice to optimize AI load during respawn is appreciated, I want to create a dynamic map for PVP + PVE scenario, where you get both experiences, but I don't want to tank FPS heavily with mid-range GPUs and set ups.

shy lake
charred condor
# shy lake "Ambient Patrol" A.I. should cycle their waypoints if more than 1. If you like t...

I am sorry, I didn't understand, do you mean that if only 1 soldier remains they stop going through patrols and waypoints?

My main question is what happens when they are still on map, but timer for respawn kicks in, does existing AI from that patrol despawn and new one spawns in their place, or is the the respawn stopped if at least 1 soldier remains? I know very little of AI system, and I don't really see any good tutorials on how AI patrols behave

shy lake
charred condor
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It's hard to monitor this though, as they are moving and I can't watch 2 places, although I can try it, by making timer short then artificially killing them with another patrol, then wait at spawn point to see if they respawn

I just hope someone knows, so I don't have to backward engineer AI's logic πŸ˜„

shy lake
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Gramps is doing a lot with the Ambient stuff, so you may have to wait for him to answer if no one else does.

charred condor
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Game Master doesn't work until Game Mode is created, and I am avoiding creating Game Mode until last minute, as once Conflict is created then it starts randomizing weather and time of the day, and it's a pain as I am still at map creation stage, I want to make sure lighting stays consistent for edits

shy lake
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You can hard set time and weather in the game mode "WeatherComponent" or whatever it's called.
Also you could just add it temporary for testing the A.I. stuff and delete it afterwards.

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"TimeAndWeatherComponent" i think.

charred condor
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Are you setting it using that weather icon near tools?

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I think this is what you are talking about

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Through here:

#

?

shy lake
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Not sure about this one.
I was talking about the game mode.
The game mode comes with many pre-configured components, where one of them is the "TimeAndWeatherComponent".
If you add the game mode to a layer and you click on it, there should be many components in a window on the right side.
You have to scroll down a little towards the middle.

charred condor
shy lake
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I can make you a screenshot somewhat later when i'm back on PC.

charred condor
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I will also report back (as long as I remember) how AI actually respawns, I might have to do it myself πŸ˜„

regal terrace
ocean harness
regal terrace
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About regenerating navmesh: I found that doing the whole map made a file about a gigabyte in size for everon. Doing smaller problem/custom areas in ai world overrides will save a lot of disk space. However for a custom map that doesn't have a navmesh already, you'll have to do the whole thing.

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Also they seem to have updated the navmesh for 1.5. all my custom regenerations were obsolete and required me to regenerate them.

charred condor
# shy lake There you go:

I would have NEVER guessed that's where that option is.

When talked to you yesterday I had an Eureka moment, and I realized there is an easy way to do it, and got confirmed it was yesterday by @spice narwhal

charred condor
# regal terrace If you're using the respawn timer, a new squad will only spawn in once the previ...

That's good
So, I got a question, maybe you know

Right now I noticed AI has a tendency to show up sometimes next to you when patrol is generated, they just pop out of nowhere. Is there a way to make them spawn far away from you, or really there is no such thing?

I spoke to another gentlemen, and he stated that Scenario Framework will give you ability to have AI perpetually on the map or have a way to temporary disable them on the map until you approach them.

Do you need to use Scenario Framework for all of this?
I am building Conflict game mode with elements of PVE, so maybe Scenario Framework doesn't work for it.

I also wanted to make these patrols dynamic, while they move through the map and even fight other factions, but I really want to remove as much overhead as I can, so the fps is not tanking for mid-range systems.

It's a bit of a loaded question, but I want AI to feel alive on the map, but I noticed that when fireteam spawn in, there is a drop to about 70 fps and then it resets back to high fps again. Thing is, you can feel it on the server for like 1 second even while being solo

Having AI spawn far away from you would be ideal
But, I also don't know how to make AI temporary disappear from map until you approach them again, or how to make them stay perpetually on the map moving either.

I can't find any good tutorials on any of it, but I was told it needs to be done through Scenario Framework

fervent gust
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anyone know why my characters and groups from my faction dont have icons?

#

dead units do (probably a global icon though)

regal terrace
# charred condor That's good So, I got a question, maybe you know Right now I noticed AI has a t...

That's not necessarily true. Conflict ambient spawn patrol system has checks for player distances. I've heard of them spawning in too close, but that's a pretty rare occurrence. You may want to check out my pve scenario. Many have used it as a framework for their own pve scenarios. I have scripts for counter attacks, vehicle patrols, and mortar attacks which seem to be the main features people want to utilize. Here's my thread under showcases: #1113877580714614944

remote quest
#

where can I find the voicelines? I want to change some AI voicelines

charred condor
# regal terrace That's not necessarily true. Conflict ambient spawn patrol system has checks for...

I appreciate it
At default Ambient Patrol setting are soldiers despawning out of sight when you leave the area, or are they moving during that time as you left?

I am trying to understand what the system defaults to, before I start changing anything

Ideally, I would like to have 2 scenarios: some soldiers somewhere despawning out of sight when players leave the area, while in other areas it would be good for them to keep moving around without leaving server visibility.

regal terrace
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you can control it with scripting, but by default, all spawnpoints are spawned in on scenario start and then made active or inactive if players are nearby. I scripted it so the spawnpoints dont even spawn in until players are near because of performance issues with spawning them in all at once, I have a lot of spawnpoints.

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I would suggest reading through the SCR_AmbientPatrolSystem, which uses a lot of stuff from the spawnpoint, SCR_AmbientPatrolSpawnPointComponent

#

I also just read your questions in the scenario channel. The way I changed the way they spawn in with scripting, they will spawn in like a fresh group when players return to the area. I have a feeling, they will save the location and continue when players re-enter the area using the activate/deactivate vanilla system.

shy lake
# charred condor I would have NEVER guessed that's where that option is. When talked to you yest...

Good.
I think i never did it this way but good to know.
About the Ambient A.I. spawn delay:
It look's like they use the big spawn delay ( 25000ms ) to prevent problems with save/load.
I did mess with it a little and were able to find and mod the part which controls the delay.

It's in SCR_AmbientPatrolSystem.

override event protected void OnUpdate(ESystemPoint point)
{
    if (!GetGame().AreGameFlagsSet(EGameFlags.SpawnAI))
    {
        Enable(false);
        return;
    }

    float timeSlice = GetWorld().GetFixedTimeSlice();

    m_fTimer += timeSlice;

    if (m_fTimer < m_fCheckInterval)
        return;

    m_fTimer = 0;

    // HOTFIX: Don't process spawning at the very start - wait for a save to be applied if it exists
    // Otherwise full-size groups get spawned even if they are marked as eliminated in the save file
    // TODO: Come up with a better solution
    if (GetGame().GetWorld().GetWorldTime() < SCR_GameModeCampaign.BACKEND_DELAY)
        return;

    ProcessSpawnpoint(m_iIndexToCheck);
    m_iIndexToCheck++;

    if (!m_aPatrols.IsIndexValid(m_iIndexToCheck))
        m_iIndexToCheck = 0;
}

The SCR_GameModeCampaign.BACKEND_DELAY of the methode is the 25000 ms delay.
So if you mod the delay or the methode directly to use a lower delay they will spawn faster or even instantly based on the delay you use.
However you can see the comment says it's a HOTFIX so changing it to something much lower may lead to problems.
I used 1500ms, which just worked fine for testing at least in SP and while just messing around without any saving or loading.

shy lake
serene fossil
#

FEEDBACK AR 1.5 submission
AI driving went to hell. They now move the steering wheel back and forth and hit the brakes continuously.
It's like they drank too much slava beer.

serene fossil
charred condor
charred condor
regal terrace
charred condor
shy lake
shy lake
#

Since you are using your own map it's probably better, you just put ( extract ) the stuff into your project folder.
Simply copy > past or drag the zipped AmbientPatrolSystemModded.rar into your project folder root.
Un-zip it there.
Now you should have a new folder called Scripts in your project root folder.
Maybe you still have to "Reload and Compile" scripts in the Script Editor to apply the modded stuff.

low sequoia
#

It's there Γ  waypoint for ai to stay only in a selected area ?

I want to spawn Γ  group inside a house dans let them move only inside the selected building with the Scenario Framework SlotAi

shy lake
#

So far there is no logic to make them side step or look for an alternative path.
I have seen some character avoidance beeing worked on but no clue how and what it will be used for exactly.

waxen zodiac
#

when ai helis?

halcyon fiber
#

Is there a way to tweak the difficulty of spawned AI ?

AI seemed to be some... pretty powerful aimbotting machine at times in my game mode

halcyon fiber
echo roost
regal terrace
halcyon fiber
# regal terrace What mod does that?

Well currently it’s only available in my game mode but i’ll see if @feral burrow would be willing to turn it into a framework or something that can be used by others.

Tho currently it only serves the purpose we need it for

  • loitering attack helincopters that shoot on enemies
  • « QRFΒ Β» system that drop troops and go away
halcyon fiber
regal terrace
#

What kind of scenario do you guys run?

halcyon fiber
rotund ibex
#

Did you ever find a solution for this? Tried to look through this channel but could not find an answer.

shy lake
#

Is there a way to get the value of a node SetVariableOut(PORT_FIRE_TIME, fireTime);?
Like after the SetVariableOut can i somehow get/check the value which was set Out by script?

TStringArray varsOut = s_aVarsOut;

string fireTimeOut = varsOut[0];

// Now i would need something like:
float fireTimeOutValue = fireTimeOut.m_Value;

But ofc doesn't work this way cuz it's a string.
Any solution for this?

wise pebble
rotund ibex
#

I'm trying to come up with a way to tell an AI to stand in place and not to move. I saw you had shared a .bt for that and had my hopes up. AI seems to stand in place if I disable the movement component, but disabling is not possible runtime. Any ideas on how to get an AI to just stand there in one place?

halcyon fiber
rotund ibex
shy lake
vocal dragon
#

is it possible to create a building prefab with enemies spawned in it? what would be the right entity to add to building prefab? FIA ambient spawn?

strange moon
shy lake
#

GME has a pretty good solution for spawning A.I. into proper building positions but yes it still needs quite some stuff to check.

Possible to get: GetVariableOut(PORT_FIRE_TIME, fireTime); methode?
This would be very handy if super./vanilla. was used and i like to modify the vanilla "Out" value.
Right now there are quite some scripts, where i have to use the full vanilla code to be able to modify the "Out" variable.

#

One example being: SCR_AIGetFireTimes > EOnTaskSimulate where i have to use most of the vanilla code to be able to modify the "fireTime" value.
If something was changed in vanilla, i more or less have to check and compare the code every time after an update which could simply be prevented by using the "GetVariableOut".

languid aspen
#

Is it possible to make a BT (behaviour tree) to make civilians run for cover once they detect danger?
It's tiring watching them just walk around town without a care in the world, while shots are being fired off in all directions.

shy lake
#

Has there been changes made to flanking path?
Somehow it seems like A.I. flanking isn't as good as it was bevor, esp. in current 1.5 experimental A.I. very often is taking the very same flanking path and at some point they all meet at a specific point.
I remember in the early days when flanking was introduced, i've got some pretty cool results, where a group would kinda split up into several directions choosing very different paths.
So group of some multiple A.I. half were flanking to the left and the other half were flanking to the right and their paths were really flanking like moving all around to the target position.
Right now it doesn't feel like they are doing this crazy flanking anymore.
Also i feel like they are now prefare to generate flanking paths on roads even more.
It's a really nice feature but it still lacks a lot of modding/customization abilities.

shy lake
ocean harness
#

Roads should provide faster travel but zero camoflage and AI should plan accordingly

wintry kindle
#

How do I add more ai or max it out? Without using game master? And my server config for ai is at -1

serene fossil
#

VME when Civilian AI reacts to shooting.
Version 1.5.0.28
Scenario Framework Game Mode
SlotAI: Civilian AI
SlotWaypoint: AI Waypoint Loiter CO
Removed defend presets except Guarding | CustomPost

Restored defaults. No error.

cinder gulch
waxen zodiac
halcyon fiber
#

Good evening to you too

regal terrace
#

Is it called gatekeeping? hmmyes

halcyon fiber
regal terrace
halcyon fiber
# regal terrace It was kind of a joke, I've seen a lot of people ask, yet still nobody knows you...

Oh i really don’t care about that.

https://reforger.armaplatform.com/workshop/654F22D1392E959D

the reason i don’t go around sharing it is because you can’t really run it without a key

Arma Reforger

Theater of War(ToW) Reforger is an arcade-style game mode that lets you engage in aerial and ground combat over a designated battle zone. Take control of the skies to earn points and secure victory!

regal terrace
#

Oh I see, so it kind of IS gatekeeping! πŸ’©

halcyon fiber
#

But you do you

#

Anyway, this discussionis pointless

proud hill
#

I’m running into an issue with a custom Arma Reforger terrain I’m working on using Enfusion Workbench. The map uses a prebuilt SCR_AIWorld prefab that’s locked, and I can’t change its Navmesh file path directly, I cannnn but it won’t save

late viper
proud hill
shrewd dagger
#

Hey there, is there any way I could include this custom trench in the navmesh? I've tried simply generating it again and as far as I understand it didn't do anything for the trench but the bunker right next to it was processed as expected

outer furnace
outer furnace
proud hill
willow adder
#

hi everyone. How to make bots turn on the helicopter engine and generally make them control the helicopter? I set the helicopter option "can be piloted" turn on...

regal terrace
queen dirge
#

Hi AtiM, sorry for ping on old post. I was trying to use this fix of yours, but seems like its not working anymore. AI is staying in place but not returning fire. Do you have any idea why?

#

Or if anyone else managed to make static AI, that does not leave position and fight?

halcyon fiber
willow adder
remote quest
#

I'm struggling to understand the official documentation of how to get my custom loadout AI to just appear in the USSR faction, I don't want a seperate faction made

spice narwhal
cinder gulch
#

what's the difference between Waypoint Attack and Waypoint Search and Destroy?

wise pebble
#

You should not use the Attack WP unless you want to target a specific entity. It is not for generally attacking enemies within the radius.

cinder gulch
# wise pebble Attack: The group moves to a hostile group or entity specified **by name** in th...

thanks. so if I want groups of AI to go to a location and to fight I should use S&D? also how do WP priority work? default is at 0 but they get distracted waaay to easily they never reach the destination or take too long for my own taste. at 1000 they keep going and fight but more often than not ignore enemies. is there a middle ground for this? I don't know what is the max so not sure how it works lol

wise pebble
cinder gulch
wise pebble
cinder gulch
#

modded class EE_DynamicAISpawner
{
[Attribute(defvalue: "0", uiwidget: UIWidgets.CheckBox, category: "AI Spawner", desc: "If true, disables AI LOD so spawned groups and agents are never put to sleep.")]
bool m_bDisableLOD;

override SCR_AIGroup SpawnGroup(IEntity owner, ResourceName groupPrefab)
{
    // call vanilla spawn logic
    SCR_AIGroup group = super.SpawnGroup(owner, groupPrefab);
    if (!group) return null;

    // apply LOD disable if toggle enabled
    if (m_bDisableLOD)
    {
        group.PreventMaxLOD();

        array<AIAgent> agents = {};
        group.GetAgents(agents);
        foreach (AIAgent agent : agents)
        {
            if (agent) agent.PreventMaxLOD();
        }
    }

    return group;
}

}

#

but didn't seem to work in Workbench or offline solo play

#

I'll try your method to see if there's any differences!

wise pebble
#

You are calling it on the member agents, not the group, maybe that's why.

graceful dawn
#

Generic a navmeshs, whan try upload to SCR_AIWorld - have this error, some one know why it happens?
PATHFINDING : Navmesh Init 'Soldiers'
PATHFINDING(E): Unable to open navmesh file ".NavData/NM_S/navData_0.ntile"!
PATHFINDING(E): Not able to load data.
PATHFINDING : Navmesh Init 'BTRlike'
PATHFINDING(E): Unable to open navmesh file ".NavData/NM_B/navData_0.ntile"!
PATHFINDING(E): Not able to load data.
PATHFINDING : Navmesh Init 'LowRes'
PATHFINDING(E): Unable to open navmesh file ".NavData/NM_L/navData_0.ntile"!
PATHFINDING(E): Not able to load data.

runic merlin
#

How do I get military Ai to spawn on an oilrig? They just spawn in the water. Any help would be much appreciated

sinful palm
elder plover
#

Question -

How do I adjust the default difficulty of AI in Enfusion? Like set them to either Noob or Cylon?

cinder gulch
#

Hello. posted elsewhere but figured is more fitting here.

Can anyone help me? In offline single player, AI units don’t seem to "activate" on in it. They only start following waypoints once Iβ€”or the cameraβ€”move within roughly 600 meters of them. I assumed disabling LoD might fix it, but either I did it wrong or it simply has no effect in single player. On a dedicated server this problem doesn’t happen. If this isn’t related to LoD, what’s the proper fix?

halcyon bridge
#

I think it is LOD but it would happen on dedicated server also. I use SetLOD or whatever every frame in my stress test mod but that may not be necessary.

#

Or maybe it's something the original spawner code is doing

outer furnace
cinder gulch
cinder gulch
cinder gulch
halcyon bridge
#

ambient patrol system uses view distance to determine when to activate and deactivate AI

cinder gulch
halcyon bridge
#

how do you determine that the AI 1 km away on server is active? by default they are frozen until in range

cinder gulch
elder prairie
#

any idea why when i give the ai just the olive green clothes they are still wearing the BDU camos in the world editor

elder prairie
#

alos how would i go about changing the ai voices

spice narwhal
spice narwhal
elder prairie
#

gotcha thank you boo boo

lean zephyr
#

Hi everyone, has anyone managed to get the bots to drive correctly by creating a path from the workshop and preventing them from crashing at every intersection?

halcyon bridge
frank crag
spice narwhal
elder prairie
spice narwhal
elder prairie
#

thank you boo boo

cinder gulch
elder prairie
elder prairie
lean zephyr
gentle rain
#

How can I use the FIM-92 Stinger to lock onto a helicopter? My AI is currently using the FIM-92 Stinger, but it cannot lock onto a helicopter.

sinful palm
halcyon fiber
#

In the prefab

gentle rain
#

@halcyon fiberCould you please tell me where to set it up?

solemn bough
#

Question about controlling bots via gm, we created the scenario and recreated the mesh but the problem we encounter is that when we send orders to the bots, they do not respond to the command for example move, what could be the problem?

gentle rain
#

How to modify AI skills?

wise pebble
regal terrace
#

Ran into a situation in experimental workbench with AI driving patrols. An infantry group decided to post up near a gated fence. The vehicle approached and stopped to let out a crewmember to go open the gate, that was fine, except on the way back to the vehicle, the infantry guy decided to keep closing the gate every time the vehicle AI opened it. The driving AI would then get back in and then get out again to go open the gate, only to have it closed again by the infantry AI, and this repeated several times until finally the infantry AI near the gate moved out of the way once the vehicle got close enough and finally made it through the gate.

#

Also, the driving AI dont seem to honk at friendlies to make them get out of the way anymore.

supple jacinth
regal terrace
#

First time ive seen it tonight! Kinda made me lol though! πŸ˜‚

vocal path
#

What could it be, if an AiAgent prefer Handgun instead of primary weapon? Agent have enough Mags for the primary and also AICombarPropertiesComp on the Mag use default values.

halcyon bridge
#

is the primary weapon american

vocal path
gentle rain
#

How to change the character in the ConflictPVERemixedVanilla2.0 module?

narrow quartz
#

Man.... Can't get a grip how to make AI walk around waypoints.... I've probably missed something essential background thing..
Generating a Navmesh now is this is? But i've replicated as well as i can from several YT stuff... Anyone got the entirety in a nice format to share how to add? Just wanna place some AI group or so for some SP/Coop "scenario" easy peasy walk around / defend certain points or so.....

regal terrace
#

Thats conflict though, if using scenario framework, I think thats different.

narrow quartz
#

I'm litterarily copying from the devs like this easy peasy AI patrol they have as SF example.. Doesnt work.... Only thing i might not have i guess is a proper Navmesh? needed for it?

narrow quartz
#

Well got em to walk.. but not to the waypoints i placed... xD I just needed to make proper NavMesh i guess..

cinder gulch
narrow quartz
#

I switched to GameMode_SF when i made the Scenario AI Slot

narrow quartz
#

YAAAY.. Finaly got it to work.... I didnt nest the Waypoints into the Area layer where the AI Group is existing...

cinder gulch
ivory zephyr
#

Hi πŸ™‚ , Does anyone know which entity is responsible for spawning birds?
AIWorld, or something else?
I have the same entities as Everon, but I can’t get them to spawn.

wide meteor
#

Is anyone able to help me make an ai replacer mod?

regal terrace
#

In experimental the AI do not seem to know how to route themselves out of the water.

vocal path
cinder gulch
narrow quartz
#

Is it possible to Spawn a AI group when another AI group is in an Area using.. Area or ScenarioFrameworkTrigger?
It only works if myself enter either Area or ScenarioTrigger.. Even thou i've set it to "NOT" PLAYER.. IE, F.ex,,, Any_Character etc...
See what i've tested in pic..
WITHOUT doing your own scripts.. Only scrips if its ready made...

left owl
#

Hey guys, any idea to make AIs in a group autonoumously navigate into near buildings after spawned? e.g. a defender group. It will be very helpful to make large scale PVE scenarios, since you only need to place a spawnpoint near the base.

cinder gulch
left owl
gentle rain
#

How do I add a vehicle to the AI ​​in PVE?

cinder gulch
gentle rain
#

@cinder gulchDo you know how to solve it?

cinder gulch
gentle rain
#

ConflictPVERemixedVanilla20

#

@cinder gulchI used the conflict mod, ConflictPVERemixedVanilla20MOD

cinder gulch
left owl
#

the vanilla ambient patrol and scenario framework slot can use vehicle too🐸

#

And also Gramps PVE and my IPC autonomous capture

gentle rain
#

How to modify the accuracy of AI rocket launcher

scenic yoke
#

Is there an AI mod that doesn't allow AI to shoot at Medical vehicles? This would be awesome for the PVE community.

silent isle
scenic yoke
silent isle
scenic yoke
cinder gulch
scenic yoke
scenic yoke
soft furnace
#

place a Waypoint set it to "get in nearest" nest in the same area as you ai but different layer then in the ai's properties go to the waypoint section and reference the layer name

dusty nimbus
#

I'm trying to figure out AI & behavior trees. I made an entity called "Waypoint1" and made a behavior tree to get the player to move somewhere, but it looks like he's just heading straight down the Z axis. And he only starts navigating if the waypoint entity is within like 20 meters. If I move the waypoint down the runway he doesn't move at all. (The BT editor flashes red on the "Move" node)

#

I made a simple BT with the "AITaskMove" node which takes in the entity position vector. When I debug it I can see there's a position in the variable which appears correct.

regal terrace
#

not sure how you have it set up, but in conflict mode, if you use the ambient patrol spawnpoints, you have to set the waypoints as children of the spawnpoint. Those waypoints will need a Hierarchy component to function correctly.

dusty nimbus
#

i don't think im using that. it's just a gameentity to get a position, and a regular AITaskMove node

#

Oh, I also tried an "AIWaypoint" entity, again just getting the position from it and nada

gentle rain
#

How can I solve this problem? When I upload, I get the following error: BACKEND (E): [RestApi] ID:[13] TYPE:[EBREQ_WORKSHOP_UploadAssetFile] Error Code:403 - Forbidden, apiCode="", uid="", message=""
DEFAULT (E): Uploading failed! Reason: ""

regal terrace
#

Nice, any modder who takes this on will get banned because of the money offer.

true furnace
#

Yeah I see that

echo minnow
#

Did you ever get an answer to this?

halcyon bridge
dusty nimbus
#

has anybody gotten an AITaskMove or AITaskMoveToEntity to work in a behavior tree?

random owl
# halcyon bridge nope

@echo minnow
I think it's still available in perception manager. I think you can override default vals if you want.

echo minnow
random owl
#

cuz it was πŸ˜…

#

I don't recall details at this point. But I think it was maybe even project settings?

echo minnow
#

That would explain it then. Oh well, I like the LV factor way of doing it better

vocal path
#

@random owl Hi Victor, short question: Is it normal that the commandingMenu will no longer work on local host if a second player is joining? Or should i report it as a bug?

random owl
random owl
elder belfry
dusty nimbus
gentle rain
#

How to modify kill experience

dusty nimbus
real ferry
#

hey guys, does anybody know why when I assign a loadout (clothing) to a NPC: in the workbench and in localhosted server everything is fine but as soon as I play it in hosted multiplayer with an actual server the NPCs loose their loadout on the ground?

halcyon bridge
#

Wowie a whole bunch of changes in behavior trees huh

zenith sinew
#

Yup 😩

echo minnow
#

documented?

left owl
#

Any documents for AISmartAction and use them in scripts?

cinder gulch
#

After the 1.6 update for some reason when commanding AI to dismount from a vehicle sometimes 1 member will stay stuck inside the vehicle. Is this a known bug?

spring ether
#

Maybe an attempt at replicating a dismount behavior with gunner/driver staying inside?

#

They did specifically mention a fix on dismounting command previously not working as intended when the command was "placed too close to vehicle"

cinder gulch
spring ether
#

The commands have always been a little hit or miss. Though having the groups always adhere to formation on top of that starts to present some odd issues.
Is it maybe possible to work around by identifying and removing the group tethering behavior?

#

The stuck guy(s) would still be inside the vehicle, but at least the group can move on
If you're lucky he might unstuck eventually by cycling commands

spring ether
#

Crude mockup, but maybe some sort unstuck script specifically called after a command is given?

cinder gulch
halcyon bridge
#

AI slop begone duckchrist

spring ether
#

Yeah it was more so just for sparking ideas oldshrugguy

gentle rain
#

How to add maps and other items to a player's resurrected character?

left owl
#

any way to use AI to build?

tough rover
#

Is there a way to completely stop the AI from going prone

tough rover
# tough rover Is there a way to completely stop the AI from going prone

If anyone else wants to know

modded class SCR_AIGetCombatMoveRequestParameters_ChangeStance
{//---------------------------------------------------------------------------
    override ENodeResult EOnTaskSimulate(AIAgent owner, float dt)
    {
        SCR_AICombatMoveRequestBase rqBase;
        GetVariableIn(PORT_REQUEST, rqBase);
        SCR_AICombatMoveRequest_ChangeStance rq = SCR_AICombatMoveRequest_ChangeStance.Cast(rqBase);
        if (!rq)
            return SCR_AIErrorMessages.NodeErrorCombatMoveRequest(this, owner, rqBase);
            
        if (rq.m_eStance == ECharacterStance.PRONE)
            SetVariableOut(PORT_STANCE, ECharacterStance.CROUCH);
        else
            SetVariableOut(PORT_STANCE, rq.m_eStance);
        
        return ENodeResult.SUCCESS;
    }
}
limpid hull
#

is there any way to duplicate or inherit a BT instead of making one from scratch? I'd like to try making a variant of defend WP w/o overriding the vanilla one

limpid hull
# cinder gulch it happens in local testing too, and I specifically mentioned "dismount" but it ...

Maybe they are actually considering vehicle turrets now so the gunner loops back to mounting the turret if they are defaulting to defend WP / there is logic to skip dismounting if their next order would have them re-mount? I did notice AIs had a tendency to repeatedly mount/dismount stuff like mortars in 1.4 so could be related to an attempt to fix that.
I guess an easy way to test that would be give them a force-move order to go somewhere far away?

tough rover
#

Is there a way to make AI stop moving

#

Like if I wanted a single guy to stand still where he is at even if being shot

low sequoia
echo roost
#

Is there a mod for AI that hunt players? πŸ€”

strange moon
# left owl any way to use AI to build?

No… I have been banging my head on working one up for months.

I am trying to get them to follow repair, build, answer mortar requests, and push/pull.

left owl
safe bolt
#

Subject: AI Driving Behavior Issues in Arma Reforger

Hello,
We imagine this issue has probably already been reported, but we would like to confirm some persistent problems we’ve noticed with AI behavior when they are driving vehicles.

At the moment, AI drivers seem to react quite poorly in several situations:
If, for any reason, an AI driver uses the horn, it gets stuck continuously honking until a Game Master takes control of that AI.
When ordered to move from point A to point B and then return to point A, the AI often drives the return route entirely in reverse.
In general, AI driving appears chaotic and inaccurate, with frequent collisions against walls or fences, even when there is plenty of space to maneuver.

We understand that the AI driving system is complex and still under development, but we wanted to share this feedback as these issues significantly affect the gameplay experience β€” especially in missions that rely heavily on vehicles.

Thank you for your attention and for your continued effort in improving Arma Reforger.

Best regards,
Kaio | MOS Italia

merry blade
#

the Ai seems to ignore my turret on the vic any idea why this happends ? i cross checked it with the base game vic and its 1:1 the same

#

i see the gunner looking at them but he just wont fire at all

civic cedar
#

Hello, I've been writing scripts for a while. I had a problem that when switching to version 1.6, the bots just started standing still after they were created, as if they had no map data.
Previously, everything worked with version 1.4, but when switching to 1.6, everything broke in terms of AI. Can you tell me what has changed in this regard and what could have influenced it?

civic cedar
#

Okay, the problem was with NavMesh before, but it manifested itself differently, so I didn't bother looking there. Maybe this will help someone.

modern mulch
#

Does anybody know if they edited the AI for the campaign scenario where you are exfiltrating to the mine? They seem to be very unaware, with troops coming as close as 50m without spotting you

Trying to replicate this in GM is not hashing out. They have predator level detection ability even during the night, and will spot and shoot at anybody within 4km that is in the open

So I’m wondering if BI made any changes to the patrol team entities to get this effect where they are practically blind but will still detect and shoot?

echo roost
#

Would anyone be willing to help me with Behaviour trees?

shy lake
#

Go ahead.

echo roost
#

I've been slowly getting the hang of them, been going through the wiki and seen some videos, I can now make the AI do pretty basic things!! I'm trying to work out the follow player part in the wiki, but I'm not sure if I'm getting it wrong or just not getting it as it doesn't work πŸ€”

#

I found a couple of pages in the wiki and some videos but most of the videos aren't actually for Arma so they help in terms of understanding, not so much as a how-to

shy lake
tiny musk
#

How can I get AmbientPatrolSpawnpoints to snap the spawned Ai to a roof instead of always snapping to ground, is this possible? Is this the full navmesh talk?

regal terrace
#

I think on the entity there is a checkbox for "Relative to Y" or something like that. Check it if you dont want them snapping to the ground.

tiny musk
regal terrace
#

Works fine in my scenario πŸ€·β€β™‚οΈ

tiny musk
tiny musk
regal terrace
#

Yeah also eastern radio relay in the sea

warm harness
#

Hi guys I am making a map and I want to make AI checkpoints and patrols, can anyone recommend a video or something? I am a beginner

spice narwhal
# warm harness Hi guys I am making a map and I want to make AI checkpoints and patrols, can any...
warm harness
spice narwhal
warm harness
tiny musk
# warm harness Oh ok cool, thanks so much.. so Scenarios are a type of mission I gather?

Pretty much. You basically have a mission header file in your mod files, or multiple mission header files. The mission header is what you launch from your game or point your server at. Each one of those files points to a world file, and you typically would have different sub-scene world files that are like a layer on top of your terrain (base scene) for different game modes like Conflict PVP, PVE, GameMaster, Combat Ops, etc. Each of those different game modes require different variations of the Scenario Framework components to serve up a different user experience/menus/spawn systems/game conditions/etc.

cinder gulch
#

I'm trying to make an AI character "invisible" to other AI, so I thought disabling the SCR_CharacterPerceivableComponent was the way to go. However it seems to only work as expected in workbench local test, but it doesn't work in the dedicated server tool. Anyone has any ideas?

echo roost
#

What goes in, the in if anyone knows pls?

random owl
cinder gulch
random owl
#

Well I have no idea I how do you plan to invoke it. If from some UI script than it needs some replication code to be reflected on server.

sinful shell
#

Hi all, hope you can help. I've added AI to my conflict map and they work just fine, they track, shoot, kill players etc. However whenever they die they instantly dissapear. How can i fix this?

cinder gulch
random owl
#

ah I tought you are disabling it in runtime....

cinder gulch
spice narwhal
sinful shell
# spice narwhal Sounds like a garbage collection issue

Yeah i think so too, in my previous pictures i showed the SCR_GarbageSystem that i had overridden in my project inside of ChimeraSystemsConfig.conf . The AI seems to be a a ChimeraCharacter, i'm really baffled as to why this happens

sinful shell
#

If it helps this is what the log spits out when they die.

WORLD        : UpdateEntities
 WORLD        : Frame
  SCRIPT       : IEntity entity = SCR_ChimeraCharacter<0x0000014DB0420FF0> @"ENTITY:2305843009213694436" ('SCR_ChimeraCharacter','Assets/Characters/Basebody/Basebody_Male_01.xob') at <3932.157959 15.944680 8295.505859> @"{CE33AB22F61F3365}Prefabs/Characters/Factions/INDFOR/FIA/Character_FIA_Sharpshooter.et"
  SCRIPT       : sending dist0
#

Weirdly if i spawn AI as the same faction as the player and they kill the other AI, they dont despawn.

WORLD        : UpdateEntities
 WORLD        : Frame
  SCRIPT       : IEntity entity = SCR_ChimeraCharacter<0x0000014D4B06AF70> @"ENTITY:2305843009213694438" ('SCR_ChimeraCharacter','Assets/Characters/Basebody/Basebody_Male_01.xob') at <4014.255859 15.853706 8291.496094>
sinful shell
#

if anyone has any ideas i'd really be appreciative

random owl
frail harness
#

how do the variables for the dynamic behavior trees in Soldier.bt get populated? I see it moves things to other bt's like SuppressiveBehavior.btbut i can't find how the string "SuppressiveBehavior.bt" got in there in the first place

cinder gulch
warm harness
#

Hi guys, I dropped some Ai in my map with basic settings. is there a way I can optimize for better performance, spawn rates, etc? Also, how to get AI to spawn above terrain such as a roof or balcony? Thanks in advance. :)(

strange moon
cinder gulch
strange moon
serene fossil
sinful shell
# sinful shell Hi all, hope you can help. I've added AI to my conflict map and they work just f...

I found the issue. Turns out using ArmaConflicts mod had some jank code in it that was nuking AI's.

It's in SCR_NotificationSenderComponent

 if (victimPlayerId <= 0)
    {   
        // πŸ‘‡ THIS
        SCR_EntityHelper.DeleteEntityAndChildren(entity);//delete ai untill i make faction groups for viet/ww2

        PlayerController playerController = GetGame().GetPlayerManager().GetPlayerController( instigatorContextData.GetKillerPlayerID() );
        
        if(!playerController)
            return;
sudden folio
#

Having some serious issues with AI - anyone able to give me a hand / tell me how to fix the AI at bases? Setting up my own conflict mode but for some reason the AI either stands completely still (and will not move) or they start walking away despite there being a defend_small waypoint attached to the spawner

sudden folio
#

Yes but I actually think I've sorted it... was being stupid and using the wrong waypoint for a different ambient patrol

sudden folio
#

Yeah

dense viper
#

how do i edit ai difficulty in single player ff

echo roost
warm harness
#

Hi Guys I followed Bohemias instructions on SlotAI and Scenario Framework and the engine generates and regenerates the same errors, also it is creating errors on straight lines. The Spline Tool does not work at all as it should, the tool is making the mistakes creating sharp curves, can we expect some update? Can anyone help with this?

uneven coral
#

Hey everyone, I'm making a Day Z-style scenario. I started setting up the bot logic and ran into a problem: the bots react to danger (me) by shooting, but don't move. Can anyone tell me what I might have missed? Map Nizla, navmaesh Nizla

fathom zenith
#

You might want to make sure it’s setup properly, because that would be the number one reason for them not being able to move around

regal terrace
#

Also all custom maps need a navmesh update since 1.6 dropped. I'm surprised they didn't say that in the change notes, a lot of people didn't get the memo!

cinder gulch
uneven coral
#

What else could be the problem?

#

Do I need to duplicate or override the navmesh files? I just pointed to the ones in the map folder.

regal terrace
#

If you don't give them patrol waypoints, I think they do just kinda stand around until they see you or are shot at.

uneven coral
#

I made a mistake when I started working on a version 1.4 map for a contest. Thanks everyone for your help! I swapped the map for a normal one with the latest version, and everything works!

frank knoll
#

question, Hopefully i am in the right place.....Is it possible to enable AI commanding, remove kit restrictions, or other things of the such if editing a senarion from the workshop? there are so many great senarios that for our Unit uses but we would like to alter a few things. I dont really know how to modify workshop senarios but am going to purchase a com to do so. also, how would i make sure i give proper creadit to all you great modders when editing a workshop senario?

modern garden
#

hi all, looking to set a non factioned player set to USSR (RENAMED) For a pve config, trying to remove the need to change all prefabs?

analog gull
#

hello! Any idea why an AI group wouldn't be responding to orders?
This is after a player takes control of a the lead unit.
The commanding radial menu is showing, but the AI just stand still

random owl
cinder gulch
#

Is there any way to make AI react to suppression? Right now they ignore incoming fire and show no self-preservation when I hit them with full-auto fire. I’m not sure if simple scripting can fix this. I assume I’d need to mess with behavior trees and such?

modern garden
#

Looking for some advice on getting AI on PvE to be more varied, such as vehicles and QRFs to work properly - if you know how or whatever just reply here ❀️

urban furnace
analog gull
# analog gull hello! Any idea why an AI group wouldn't be responding to orders? This is after ...

managed to get it so the option to remove AI shows up for the player, so that seems like a step forward.
Achieved this by using AddAgentFromControlledEntity and later AskAddAiMemberToGroup, but they still aren't responding to orders
They do, however, if I allow the player to create a new group with the role menu, take leadership of that, then recruit an AI member of the other group with the radial menu

analog gull
analog gull
#

is there support for having a group that has a player in it, but doesn't have a player leader?

woeful sail
languid aspen
#

I have an issue with the the AI, in the world editor's game mode my AI spawn in get in their vehicle's and drive between their waypoints. However once I put it on my dedicated server, they spawn in and get in the vehicles, but they don't move... all the navmesh's are up to date. any idea's whats wrong??

modern garden
regal terrace
modern garden
#

But yah

cinder gulch
#

so I take it it's just impossible to sneak up on AI at all?

#

Why do they have super hearing lol

analog gull
#

In fairness, that doesn't seem that unreasonable to me. Stood around with nothing happening? You're probably fairly aware of your peripherals

cinder gulch
analog gull
#

not to say they would definitely detect you - it's maybe a little harsh.
But there's a lot to consider

ocean harness
# cinder gulch Why do they have super hearing lol

Walking on pavement in boots is louder especially at point blank range. I would like to see levels of suspicion first tho. Like head turning that are doing real LOS checks - anything in a periphery but not direct would make him shuffle uneasy etc

stable kettle
#

i set up a new one but all he does is just sit there no walk no shoting how i fix that

rotund ibex
#

Helicopter shooting .. Is there a way to tell AI to prefer or also to use the rockets? They shoot fine from the helicopters but I've never seen them use any of the rockets/missiles.

acoustic sky
#

AI doesn't react to logi requests

warm harness
#

Question: Why don't the American AI shoot at me? How can I change it so that they shoot at players?

wise pebble
warm harness
lime harbor
warm harness
warm harness
supple jacinth
warm harness
austere lintel
#

is ai allowed to be used in this game?

#

ai generative code

spice narwhal
acoustic sky
warm harness
#

I play Arma since the first. You guys are all awesome and make the game and community better- Thanks for always being so helpful and kind- Merry Christmas everyone πŸ™‚ ❀️

warm harness
#

Can anyone help me with this? DEFAULT (E): Unknown keyword/data 'm_sFactionRadioEncryptionKey' at offset 1023(0x3ff)
RESOURCES : GetResourceObject @"{078966960951BF1E}Configs/Factions/MEC.conf"
DEFAULT : Config load @"{078966960951BF1E}Configs/Factions/MEC.conf"
RESOURCES : GetResourceObject @"{078966960951BF1E}Configs/Factions/MEC.conf"
DEFAULT : Config load @"{078966960951BF1E}Configs/Factions/MEC.conf"

echo roost
#

How to make AI attack players with melee?

shy lake
#

Move very close to them like within 1 - 2 meters.

echo roost
#

Wait they actually will melee? I have never seen them do it before thanks!

#

Is it possible to make them actually advance and melee do you know?

shy lake
#

Guess.
But it would need some changes in their attack behavior.
You looking for some medieval kinda stuff or why you like them to melee?
Most of the time they will be dead befor even getting close enough.

echo roost
#

I thought it would be cool to have some bayonet boys lol

#

Of course they'll die quickly but they'd add to PvE getting jumped by some Ruskies w bayonets fixed πŸ˜‚

shy lake
#

Well you would "simply" make them move straight towards their enemy without any distance check.
So all they need to do is getting there.
As soon as they are close enough they will melee.

#

Depending on how you like to set and execute it ( specific A.I. only ) it would be more or less complicated to do.

#

Still would require at least some knowledge in A.I. modding and some good trial and error.

echo roost
#

Down the rabbit hole I go 😭😭

shy lake
#

Well i can give you a little hint to start with.
You need to mod the SCR_AICombatMoveLogicBase.c class.
In SCR_AICombatMoveLogicBase.c there is a methode called: ResolveOptimalDistance.
You have to override this methode and lower the distance check to allow them to move very close to their enemy.
Vanilla looks like this: return Math.Max(weaponMinDist + 5.0, 15.0);which will prevent them from moving any closer, if they are within ~15m to their enemy.
To make them move very close to the enemy to melee you would need to change it to something like:
return Math.Max(1.0); or maybe even closer than 1 meter.

#

Thing is they will move backwards once too close to each other so you would need to change this too...
Yeah like i've said trial and error.

But good luck with it. πŸ‘

echo roost
#

Thanks man I'll take a look tonight πŸ™‚

rich turret
#

Hey guys.. my head hurts

I've got a simple problem I can't seem to solve in Enfusion. I want to make a scenario with AI pre-placed on Arland. I want the AI to get in a vehicle (or start off in the vehicle.. I just need them in the vehicle).

I tried making placing the group and adding an AI waypoint for get in, but it errored out so I replaced it with get in nearest. They shuffled about a bit but no luck.

Switched it to using a one time spawn with a get in waypoint but it just resulted in more shuffling.

Any ideas?

shy lake
#

The default names do not work so you have to rename it.

rich turret
shy lake
rich turret
acoustic sky
#

What components are required for logi ai to start taking requests? I migrated a 1.4 scenario to 1.6 and logi ai ignore the task completely

gleaming notch
#

Is there a single value to increase an ai's max health or do you have to increase every hitzone?

stiff isle
#

Hey folks, I’m not sure if I’m going crazy but AI driving seems to have been broken for us. I’ve been away since just before 1.6 dropped so I’m not sure it’s related to that or not.

Initially I thought it was just a bit of jank on Kolguyev but Everon is just as bad. We are running CRX but just in the vanilla scenario so its not like I’ve messed up the navmesh.

Any clues?

outer axle
#

Can AI in vanilla shoot at you from a mounted gun on a moving vehicle? From my testing at the moment, it doesn't seem like they want to meowHmm

regal terrace
#

They would usually stop moving before opening fire

outer axle
#

Not a biggie, just curious why that was the design choice

regal terrace
#

I think I have seen it before though. If I had to guess, the gunner requests the driver to hold when a target is spotted. Similar to how players operate the guns.

outer axle
#

Looking at CRX, it looks like it's a feature that is included in the mod, so maybe have seen it from that

echo roost
shy lake
#

Has been quite some time since i messed with A.I. in vehicles so may something broke or changed.

outer axle
#

Ah, I’ll have to look into it then and see if it’s possible to adjust. I don’t even know where to start with AI when it comes to the behavior editor or w/e it’s called so we’ll see lol

daring jackal
#

Does anyone know how to increase the distance at which an AI manning a turret detects vehicles?

outer axle
daring jackal
outer axle
daring jackal
shy lake
elder wave
#

AIPathfindingComponent.SetAreaCosts seems interesting. I see no documentation for this, is this exposed at all? I assume it is for the node cost modifiers for the particular pathfinding request which would be useful.

hoary crypt
#

does anyone know how to get AI to lockon with manpads. they will fire them but not lock. enfusion crx

carmine vine
#

Is it possible to force AI to complete waypoints far away? They are out of replication zone of players and dont want do anything.

outer axle
carmine vine
#

i tried play with replication component on group and waypoints - no success

#

and no function in code to force command.

shy lake
shy lake
#

πŸ‘

carmine vine
#

notlikemeowcry
i tried in code SetPermanentLOD(0) and in editor "Dynamicsim Lastlod Distance" - no result. im doing smf wrong i think

shy lake
carmine vine
shy lake
carmine vine
#

or it works only in Init function?

shy lake
#

Nope can be done whenever.
But the A.I. has to be initialized.
Did you test the g variable?
Is it valid?

#

You have to do it for the A.I. agents of the group not the group itself.

#

So you have to use a foreach with the groups agents and set it for each of them.

carmine vine
#

Ok. i understand. ill try

#

thx

shy lake
#

Good to know you know about scripting.
Makes it a lot easier.

shy lake
carmine vine
shy lake
#

If not you can post the code you wrote and i will check it.

carmine vine
shy lake
carmine vine
# shy lake From where did you run/execute your code?

Im using SCR_AIDangerReaction to call reinforcements:

        void CallBackup(string groupName, string wpName)
    {
        IEntity ent = GetGame().GetWorld().FindEntityByName(groupName);
        
        SCR_AIGroup g = SCR_AIGroup.Cast(ent);
        
        if (!g)
        {
            return;
        }
        
        array<AIWaypoint> wp = new array<AIWaypoint>();
        
        g.GetWaypoints(wp);

        foreach(AIWaypoint w: wp)
        {
            g.RemoveWaypoint(w);
        }
        
        array<string> newWP = new array<string>();
        
        newWP.Insert(wpName);
        
        g.AddWaypointsStatic(newWP);
        g.SetPermanentLOD(0);
    }
#

And tried to call SetPermanentLOD(0) from SCR_AIGroup

g.SetPermanentLOD(0);

but it doesnt work

shy lake
#

It works this way like it gets executed properly?

#

You still using the group not the characters

#

I will add the code

carmine vine
#

then i should get list of characters in group and call SetPermanentLOD from every AI in group?

#

i thought group can do it itself

shy lake
# carmine vine then i should get list of characters in group and call SetPermanentLOD from ever...

Something like this:

        void CallBackup(string groupName, string wpName)
        {
            IEntity ent = GetGame().GetWorld().FindEntityByName(groupName);
            
            SCR_AIGroup g = SCR_AIGroup.Cast(ent);
            
            if (!g)
            {
                return;
            }
            
            // New Start
            array<AIAgent> agents = {};
            
            g.GetAgents(agents);
            
            foreach(AIAgent agent : agents)
                agent.SetPermanentLOD(0);
            // New End
            
            array<AIWaypoint> wp = new array<AIWaypoint>();
            
            g.GetWaypoints(wp);
    
            foreach(AIWaypoint w: wp)
            {
                g.RemoveWaypoint(w);
            }
            
            array<string> newWP = new array<string>();
            
            newWP.Insert(wpName);
            
            g.AddWaypointsStatic(newWP);
           // g.SetPermanentLOD(0);
       }
severe harness
#

hey all, i have a community server with mods using desert highlands map. i am trying to add ai patrols like helicopters and qrf. i can build the config file, validate,load order optimized, scan for conflicts, reduce ai for better performance things like that. no matter what i do i cannot get my streamline server to run when i upload the file. i have taken my existing working file and added the ai patrols and again no mattrer what i do the server wont start. im sure im missing a step(s) somewhere but am at a loss. there are moids called coe2 i think that run the patrols but i cannot find right one to do it. Any advice please?

carmine vine
shy lake
# carmine vine oh. i understand. The key is "GetAgents" function. Txh for help again!

Exactly this way you can set it for each A.I. agent ( character ) of the group.
Btw if you are using SCR_AIDangerReaction_WeaponFired this may not be the best part to do stuff like this.
It triggers every time any A.I. is pulling the trigger of a weapon.
You may better find a part to execute your code, which gets triggered once only, whenever A.I. gets aware of danger.

carmine vine
shy lake
carmine vine
# shy lake Alright. πŸ˜‰ Just wanted to let you know, in case you don't alrady know.

Do u known why danger reaction doesnt call PerformReaction function from my own class, based on SCR_AIDangerReaction_WeaponFired but it call PerformReaction from SCR_AIDangerReaction_WeaponFired?
That works:

modded class SCR_AIDangerReaction_WeaponFired
{
    override bool PerformReaction(notnull SCR_AIUtilityComponent utility, notnull SCR_AIThreatSystem threatSystem, AIDangerEvent dangerEvent, int dangerEventCount)
    {
          // my own code here
          return super.PerformReaction(utility, threatSystem, dangerEvent, dangerEventCount);
        }
}

Doenst work:

[BaseContainerProps()]
class SCR_AIDangerReaction_MyReaction : SCR_AIDangerReaction_WeaponFired
{
    override bool PerformReaction(notnull SCR_AIUtilityComponent utility, notnull SCR_AIThreatSystem threatSystem, AIDangerEvent dangerEvent, int dangerEventCount)
    {
        // doesnt call this
        // my own code here
        return super.PerformReaction(utility, threatSystem, dangerEvent, dangerEventCount);
    }
}
shy lake
carmine vine
shy lake
carmine vine
shy lake
carmine vine
#

with modded classes i cant do it correctly.
And without modded classes modmakers can safty use my addon without unexpected results

#

First rule of creating addons what i founded: yours logic must be outside modded classes, your modded classes uses only calls and checks. With that rule everyone can use your mode and be in safe

#

And i also try to follow the rule: if you do something, do it well, so you dont have to change it later. inUA_laughing_dogi

shy lake
#

Well thats a good mindset to begin with.
However in reality you will change/update your code many times cuz you always learn new stuff on how to do things better.
So its pretty hard to get it all right from the start.
I can tell some of my code already has been re-written 30x even tho i thought i did it right when i first wrote it.

carmine vine
hoary crypt
#

Hello, has anyone been able to get ai to lockon with WCS stingers or iglas? they fire them
but no lockon

sinful palm
acoustic sky
#

Is there anyone here who knows how to check AI logic errors? I.e. how to check why AI failed to load/unload suppliers and got stuck? I'm hopeless 😩

#

@shy lake maybe you know anything useful? I ported scenarios from 1.4 and AI successfuly picks up a logi task but as soon as they reach the supply harbour or just another lower priority base, they just stay there, nothing loaded or unloaded

shy lake
inner topaz
#

I read somewhere that FIA AI spawned in via dynamic despawn/respawn with a Area entity always fall back to being neutral even tho being changed otherwise. Is this correct? it seams to be the case for me. I'm using scenario framework. Will I have to use a script for this?

daring jackal
#

Does anyone know the name of the component that increases the maximum LOD distance for AI?

inner topaz
#

Progress has forced a move from ScenarioFramework gamemode to Gamemaster. So no longer have dynamic despawn/respawn of vehicles and ai. Which will be the best spawner.et to use to get the same effect. I would like the same performance benefits

echo roost
#

How can I change the default perception of AI to "2"?

#

Worked out "skill" to expert but not sure what to pop into the perception settings

shy lake
shy lake
rotund ibex
#

Is there a way to tell a pilot/driver/gunner that "do not leave your compartment even if there are enemies"?

hollow sinew
shy lake
rotund ibex
shy lake
# rotund ibex Thanks for the reply. Can you point me to the right direction where to look for ...

The class is called SCR_AIGetOutVehicle and you would need to use/mod/override the OnActionSelected() methode.
The OnActionSelected() methode will get triggered when the action/behavior is about to get executed.
Maybe you could name the A.I. in the editor and check for them in the OnActionSelected() so it will only fail ( be cancelled ) for them.
There is a way to run code in the editor by using the "Script" field like for example SCR_AIGroup but i'm not very familar with this.

#

If you would give them a empty behavior it would also breake their weapon usage.
Guess your goal is to keep them in the vehicle while using the weapon?

rotund ibex
rotund ibex
#

Another Q related to AI. I've spawned AI (groups) and I can easily count how many of those are still available. If they're 'despawned' due to the network bubble, I can't find them and their status. Is there a way to get all groups (SCR_AIGroup, AIGroup etc) even if they're outside the network bubble?

shy lake
# rotund ibex Another Q related to AI. I've spawned AI (groups) and I can easily count how man...

Did you use the AIWorld > GetAIAgents() methode?
Are you using ScenarioFramework by any chance to spawn/despawn them?
As far as i can tell if they despawn they will be deleted, which means they do not exist anymore.

About the get out you can have a look here as reference: ( This has no check for specific A.I. agents, so it would lead to none of the A.I. will ever get out of their vehicles anymore )

rotund ibex
shy lake
#

SpawnEntityPrefab()?
Is it a vanilla function to spwn them?
I know all the different game mode spawner but this one is new to me... πŸ€ͺ

rotund ibex
#

Yeah, it's vanilla.

shy lake
#

Where can i find it?

rotund ibex
#

GetGame().SpawnEntityPrefab()

shy lake
#

Nevermind got it.

rotund ibex
#

Pretty much my first pieces of code ever done on AR so could be that there is a better way. Not fixing as it's not broken. πŸ™‚

shy lake
#

And how do they despawn?
Is there any logic? Do you know?

rotund ibex
#

AR has this functionality that when AIs are far enough (same for other objects), they are not active anymore (..I said despawn but that probably was a wrong term). Once you get closer to them, they become active (and visible). Some game modes have modified this functionality and the vanilla functions do not return the right info (for me).

#

(You, as the AI-god, most likely knew this. πŸ™‚ )

shy lake
#

Yeah its their LOD based simulation.

#

So they should still be in the world.

rotund ibex
#

Yes, but some game modes seem to despawn them .. and then spawn them back.

#

I had to do specific handling for Freedom Fighters. Most likely there are others.

shy lake
#

Did you try the AIWorld thing i posted above?
AIWorld > GetAIAgents()

#

Depending on how they despawn they will be there or not.
If they get deactivated they should be there probably.
If they get deletet they will not.

rotund ibex
#

No, I am using AIGroup.GetAgentsCount() for the times when I need the amount of AIs left in groups I've spawned.

shy lake
#

What exactly are you trying to do again?
With the agents count?
You need the agents count for despawned groups?

rotund ibex
#

I have missions that are completed e.g. by killing all AI. I check this and once the count is zero, all good, mission completed. Loot is given. Works as expected.

If a game mode has modified the functionality the despawn them instead of deactivation, missions are immediately completed as the info returned gives 'all dead'.

shy lake
#

Got it.

rotund ibex
#

(The AI pilot thing is completely different thing and not related...)

shy lake
#

Yes.

#

You could create your own counter.
Every spawned A.I. increase it by 1.
If an A.I. is killed decrease it by 1.
If 0 all are dead.
I think they will all spawn at least once and get deactivated afterwards?

#

Or you may could check for the part where they get deactivated and count the deactivated A.I. only.

#

Guess there is a better solution to this.

rotund ibex
#

Maybe something for the future. Vanilla functionality works most of the time so I'll keep on using that. I just have to provide some compatibility mods for some specific cases.

shy lake
#

For example in SCR_AIGroup > OnAgentAdded(AIAgent child) every A.I. agent will execute this methode when spawned.

#

Yeah pretty much everything requires scripting/modding to some extend.

#

Maybe there is something already in the game counting all the A.I. incl. deactivated but so far i have not seen anything like this.

light phoenix
#

Hi, how could i make ai use trenches more?
( staying in the trench seeing it as a defensive position or navigating thru them when attacking)

It seems like they avoid trenches at all cost and prefer walking/fighting on top of them.

shy lake
#

Hey @random owl.
Sorry for ping.
I have a question please, whenever you have time and in the mood to answer.

I'm using SCR_AICombatMoveRequest_Stop rq = new SCR_AICombatMoveRequest_Stop(); quite often.
Now whenever it is used/applyed i get thouse errors:

WORLD : UpdateEntities WORLD : Frame RESOURCES : GetResourceObject '{BA2D3BB4FC986965}HN‚â' RESOURCES (E): Unknown resource type, missing extension! AI (E): Resource name: "HN‚â"is invalid RESOURCES : GetResourceObject '{BA2D3BB4FC986965}HN‚â' RESOURCES (E): Unknown resource type, missing extension!

I have tested many times with breakpoint and stuff and it is the SCR_AICombatMoveRequest_Stop giving me thouse error spams.
Why?

random owl
#

Hello as ba2d3bb4fc986965 isn't in Reforger data of 1.6
Isn't it some of your changes by anychance? πŸ™‚
Have you reloaded scripts? Maybe con you figure out simpliest repro?

shy lake
#

Thank you.
Yes i was already looking everywhere in the mod but there is no resource with this id as well.
Thing is whenever i use the Stop request it gives me this error.
I don't know why i get this, i tested all day long with breakpoints and step into but the only thing i can tell for sure is its triggered by the SCR_AICombatMoveRequest_Stop.
So i have to do some more testing tomorrow and i will also try in vanilla just to make sure.
Thanks for your time checking it. πŸ˜ŽπŸ‘

#

Bet its a me problem as usual...

shy lake
#

Hey@random owl
So i did test it in vanilla and it is there as well.
I made you the most easy way to reproduce.
Use the example "mod" i made and get A.I. to fight each other.
The moment they start fighting you should get spammed with the error in the workbench Resource Browser log console.
All the mod does is to apply and execute the SCR_AICombatMoveRequest_Stop in SCR_AICombatMoveLogicBase.
So its just a couple lines of modded code easy to check.

Thank you. πŸ™‚

#

B.t.w. it doesn't matter from where the SCR_AICombatMoveRequest_Stop request gets created/applyed.
It always gives the same error no matter where it is used.

random owl
shy lake
#

Thank you. πŸ‘

rotund ibex
#

I'm trying to tell AI to get out from a helicopter. Should this work .. as it does not.

            
ActionsPerformerComponent actionsPerformer = ActionsPerformerComponent.Cast(compartment.GetOccupant().FindComponent(ActionsPerformerComponent));
            actionsPerformer.PerformAction(action);```
rotund ibex
#

Answering to myself and maybe help others. This works:
⁨```ChimeraCharacter character = ChimeraCharacter.Cast(compartment.GetOccupant());
if (!character)
{
continue;
}

CompartmentAccessComponent compAccess = SCR_CompartmentAccessComponent.Cast(character.GetCompartmentAccessComponent());
if (compAccess)
{
compAccess.GetOutVehicle(EGetOutType.ANIMATED, 0, false, false);
}```⁩

reef yew
#

Good morning! I was hoping someone could help me with the CRX Enfusion AI mod. I wanted to know if there are command lines i can add to my server config file that will automictically set specific CRX settings? I havent found any documentation so far which is why im asking here.

shy lake
hollow phoenix
#

Hello, i searching guy to help me with my campain mod with AI, i've proposition

lunar trellis
#

Helluw, I have an issue on a scenario framework. My AI is stiff, they refuse to move even if I assign a zeus order or a waypoint defend. They stick to a wedge formation.

So far I tried regenerating the navmesh and it did not help. If you have ideas I would love to hear

shy lake
#

There was a guy or even some, which had to verify and re-download game files cuz they were corrupted and had messed up some navMesh stuff for whatever reason.
Maybe you try this too.
Their game worked fine but A.I. did not move as well.

lunar trellis
#

We put the file on a dedicated serv and still no chance. It's on a modded map

shy lake
#

Modded you may have to do a full re-scan Soldier + LowRes and add the new navMeshs to the AIWorld.

steady crow
#

Is it true that AI pathfinding cannot be modded at all? Are we just stuck with pathfinding that doesn't work? xD

shy lake
#

If this make any sense at all. πŸ˜…

barren finch
#

hi, anyone know the author's contact info of this mod?

knotty umbra
#

i have lately observed AI walk backwards as well as Cars driving backwards - is this a known bug? thonk
(in freedom fighters as well as a custom scenario with even less mods, even on vanilla maps - so likely not navmesh related. they can also go forward when interrupted.)

shy lake
#

But i guess it must be funny to watch A.I. doing moonwalk.

knotty umbra
#

it kind of is, same for vehicles driving routinely backwards and even taking slight turns correctly

shy lake
#

Very strange.
No clue what could cause this.

vale pollen
#

Guys , the last time i played arma was 5 years ago and it had a terrible AI. Now coming back, could you say in short the AI in reforger is much better than arma 3 AI or do they struggle with the same problems?

shy lake
urban furnace
steady crow
shy lake
#

Thats why i wrote infantry combat.

steady crow
#

Don’t cry

#

πŸ˜‚

late viper
urban furnace
#

Infantry combat dawg, don't cry coolfrog

shy lake
#

Looks like A.I. while prone are shooting 90% of their ammunition into the ground.
Esp. in medium or long range 200m+.
Feels like they should aim somewhat higher while prone.
As soon as they are crouched its okay.

ocean harness
# vale pollen Guys , the last time i played arma was 5 years ago and it had a terrible AI. Now...

Well they can now 'shoot while moving' meaning they dont just always drop to prone in middle of street to return fire. They also seem to understand and move to cover much better (tho I dont know if theyll stay smart and remain there or move on). Firing while moving whether it be sideways or back etc is welcome but I dont think they add the probable loss of accuracy giving the AI a disincentive to fire while moving so its kinda unbelievable the way they do this -like robotons. What is lost is Ai firing from vehicles and the old Convoy Driving ability from Operation Flashpoint that set up great missions like Bomber Man. Another plus to Reforger AI is that they now have an open NavMesh so they dont just move thru Houses on rails at snails pace anymore as well as they can now go pretty much anywhere the Mesh is covering -a far cry from vast swaths of land AI couldnt even step foot on in previous Armas.

vale pollen
ocean harness
# vale pollen That sounds good. In previous arma, the AI was designed for outdoor combat. How ...

Heh - well...they have the potential for using houses for better cover but I wouldnt say that they do or have an automated behavior that makes them act like you expect say a guerrila force would use in real world scenario. For example: they should , if town being invaded use the cover of buildings in which windows and doorways would offer up high concealment/protection, lowering visability while offering a nice place to attack from. Ai wont do this on its own on any level in my experience. So they can move around house (albeit still pretty randomly) but I wouldnt expect them to act smart on really any intelligable level. Unless something major changed in last year anyways

vale pollen
ocean harness
vale pollen
#

Alright, i skip arma reforger and save the money for arma 4

ocean harness
# vale pollen Thank u

I would just make a general statement in that while certainly some of the AI aspects are moving in the right direction (open Nav/AI Behavior Trees) its not in any way a "next -level/New gen" feel type technological advance. Meaning, if one were to look back at what the gaming AI was possible in 2001 OFP demo and think what they would/should be able to do by 2026 -its not remotely close to that trajectory. But if you were pretty happy with the AI thru all these builds and dont expect next level tech AI, then you might be ok with it. I would guess Arma 4 attempts this but theres really no way of knowing at this point

shy lake
#

I think the decorator "SCR_AIDecoTestIsInTurret" in Attack_Default.bt is broken.
The OnInit of the logic below always gets executed.
No vehicles, just infantry.
Still it keeps getting ticked.

#

Maybe i get something wrong but i think it should not be like this.

steady crow
# late viper

Yeah like I said matter of opinion. It’s weird to select a specific part of a message and ignore everything else. Until reforger AI pathfinding works which is a big part of using AI I think it can be misleading. Don’t cry

steady crow
#

What Reddit style mental gymnastics are you cooking up bud just give it up lmao

late viper
#

You're right. Dealing with trolls is a stupid idea.

steady crow
#

I’m so sorry to troll you with a correction. What a joke.πŸ˜‚

grave chasm
#

Is there a way to make an AI driving a car drive it a bit more... vigorously? I have some cars that I have modded, but the AI do not seem to be keen to go above first gear in them (I can). Could this be a vehicle configuration issue, or are the AI just quite cautious?

shy lake
#

vehicle.SetVehicleSpeed(speed);

#

Not sure, where or how to set this in the vehicle itself.

grave chasm
#

That's an interesting suggestion, I'll have a look

shy lake
#

If you need any further help with the script stuff, feel free to DM.

raw mica
#

not sure if this is the right place to make requests, but is anyone working on expanding the squad commands? i really need the ability to subdivide fireteams. you could have each fireteams radial menu bound to a different key so you dont have to worry about switching back and forth like in the old system

obtuse hull
#

Hello,
I’m having an issue where AI units do not use weapons from helicopter mods when playing on a dedicated server.

The strange part is that the AI works correctly in local play and in the Workbench, where they do use the helicopter weapons as expected. However, this behavior does not work on a dedicated server.

My goal is to have AI units that are able to properly use helicopter-mounted weapons on a dedicated server.

Thank you very much for your help

shy lake
#

Has there been something changed with the "PerceivedFactionAffectsAI" thing?
For some reason i'm unable to get it to work...

#

I tested in vanilla as well, just to make sure.

urban furnace
#

do anyone know which script or BT handle AI Opening Door or gate?

#

i tried override SCR_AIOpenDoor and play with SA_OpenGate.bt but seems no clue

shy lake
#

Despite all the current problems with Enfusion/Reforger.
Somehow i'm able to spawn a really huge amount of A.I. at the same time and i feel pretty much no lag or FPS drop.
I remember there were times, when i spawned 5 or 6 A.I. groups and my FPS alreadys started to get worse.
So thats a really good thing. πŸ‘

ocean harness
shy lake
#

Guess. 😎

vale pollen
#

In arma 3 it was terrible, you spawned 2-3 AI and as soon as they went to action, there were fps drop

#

And a larger number of AI made your fps drop even if the AI just stay around

shy lake
#

I think Reforger was much worse, since each A.I. is running its own logic.
But i have no clue if or how anything was changed at all.
It feels like it did.

random owl
shy lake
#

Hmm... Can't tell exactly.
Possible it is the A.I. LOD thing.
But somehow i noticed just couple weeks ago, when i did some huge A.I. spawns and already expected the FPS to drop to 30 or so, but they did not.

Well anyways it's good. πŸ‘

#

I don't think so?
Strange...
I can't get it to work anymore, even in vanilla its not doing anything at all...

Well anyways...

Thanks for answering. πŸ‘

ocean harness
woeful venture
#

Is there a way to replace the FIA forces with other forces?

random owl
random owl
# ocean harness General Question ive had for all games like this ie large AI sandbox with Npc vs...

afaik they are not simplified. There is special geometry for that - fire geometry and it's the same in all LODs. Also LODs and LODs can be different thing πŸ˜… There is geometry LOD which is completely different and independent system from our AI LODs... which is something we came up jsut for AIs and it's "smart" distribution of computing time between AIs with assumption you don't have to tick that often guys who are fart away form players.

shy lake
shy lake
#

@woeful venture

shy lake
#

Sorry for ping ViktorP...
Accident... πŸ€ͺ
My apologies. πŸ˜‡

echo roost
#

Wondering, why is it that I have to generate an entire navmesh for say campaign arland, even if I've only changed things in one tile? Is it not possible to just update that one tile, or is that only an option once you have the entire navmesh made and saved etc.?

shy lake
#

You can patch navMeshs.

#

However it's better to have the full proper navMesh and patch on top of it.

#

You can generate tiles with coordinates or index.

#

From - To.

#

I have my way how to do it but it's kinda over-complicated and annoying.
Bet there is a better way, maybe here:

high obsidian
#

Generating all three navmeshes for Zimnitrita takes about an hour though πŸ™ˆ

shy lake
shy lake
#

dyno we're even now.
Right?

steady crow
#

Yup lmao

hoary lichen
#

Hi everyone, I've been having problems with the BTR-like Navmesh since the last update. The crash barriers are completely ignored, and as a result, most AI vehicles crash. Is anyone else experiencing a similar issue? The AI route definitely worked in that area before.

shy lake
#

So it's about vehicles in general right?
Vanilla or Modded?
May if you can make a short clip to demonstrate?
But it's probably a modded problem.

hoary lichen
shy lake
shy lake
hoary lichen
shy lake
#

In this case its probably more of a map thing.

hoary lichen
shy lake
#

Alright.
Looks good. πŸ‘

#

Autobahn. πŸ˜‰

#

Never seen it bevor.

ocean harness
hoary lichen
hoary lichen
shy lake
#

I'm not really up to date, when it comes to mods.
So i have no clue.

hoary lichen
#

It will be a map, but it's still too early to open a showcase. But with the Autobahn, you've already guessed the location.

shy lake
#

Yes it looks relly cool. πŸ˜‰
Wasn't even aware something like this already exists in Reforger.

thick mica
#

Is baking a navmesh for a GM placeable ent a thing?

shy lake
thick mica
shy lake
#

Yes possible, it requires some solide ground.
Not sure about the water situation.

#

You know how to enable the navMesh debug?

#

So you can see the navMesh.

#

Did you try to place it and do a normal ( Soldier ) navMesh scan?
Just to see if it does something because i think it should, at least at the walkable areas.

#

Some ppl are using oil rigs and they seem to work as well.

thick mica
#

No ill try to place it on land later and see if that works. I would assume the oil rigs are placed in workbench and not slapped down via GM on the fly but ill def test it over land. TY

echo roost
#

Hi, is it possible to get the AI to see you as an enemy when you shoot whilst disguised? Right now you can put on a soviet uniform and just walk up to them shooting and they still don't care because of the uniform?

shy lake
#

Should be possible with some scripting i guess.

shy lake
#

Is the coverID linked to the cover object, or is it just the ID from the cover navMesh?
I'm trying to get the object used for cover, but somehow i guess, i will have to use QueryEntitiesBySphere() to do so.

#

( Which may wouldn't be the best performance wise? )

verbal estuary
#

Ive just read on reddit that AI still cant fly helis. Is that still true? it was an old post

high obsidian
#

there are limited mods that fake it within the confines of what they need to do (DarcMissions does it very well) but nothing like arma3 where you can say to an AI "get in there, fly over there and patrol, shoot people if you see them"

verbal estuary
high obsidian
# verbal estuary darn it but ok

Reforger isn't arma4, there are entire systems missing that A3 has that Reforger doesn't but A4 will have πŸ™‚ so unless they pull those over to Reforger we may never see some of them and that's fine, Reforger is Reforger, A3 is A3 and A4 will be the Arma we know and love πŸ™‚

#

hell half the things A3 has now it didn't have at launch, specific DLC's lead to them either fleshing out those systems or outright building new stuff

verbal estuary
high obsidian
#

Jets and Tanks DLC's and so on

high obsidian
#

every single thing I've seen in the Work Bench/change to the way stuff is done fills me with optimism though, as someone who spent far too much time swearing at Eden, I like Work Bench

verbal estuary
high obsidian
#

the fact that people have already done such amazing things with the tools that Reforger supplies also bodes well

verbal estuary
high obsidian
#

AI could fly but the huge upgrade came a couple of years after A3 launched with the sensors overhaul - that changed/added a tonne of stuff

verbal estuary
#

3/4 of my arma 3 time is spent in eden im sure

urban furnace
#

guys it seems SCR_AIDangerReaction_ProjectileHit is this Actually Missing from Danger Reaction?

#

and i seems cant add it?

#

Updated, its on that project only, so idk what happen

#

nvm i found the issue

#

i solve it

shy lake
#

Is it possible, the behavior tree "Move" node will complete multiple move orders from different behaviors once completed?
I have something, where i swich between MoveIndividually and Attack behavior, but if the A.I. is using the Attack behavior and it reaches a move position, it sometimes will also complete the move order ( behavior ) from MoveIndividually behavior.
So like once one move order was completed, it will also complete any other still running move orders/nodes.

#

From other behavior trees.
Pretty rare case, but i've seen it happening quite often lately.

surreal relic
#

Is anyone familiar with dynamic AI spawning?

shy lake
#

Which dynamic exactly?

#

Ambient or Scenario?

high obsidian
rotund ibex
urban furnace
surreal relic
#

I have no idea. I’m trying to figure out how to make AI spawn and roam the map

worn quartz
#

yo

worn quartz
worn quartz
surreal relic
#

For game master

worn quartz
surreal relic
#

I’ve been modding for about a year now

#

I’ve just never messed with AI

#

Pretty much lol

worn quartz
#

Okay that makes sense
For Game Master, patrols and random spawns need proper trigger zones and AI behavior setup otherwise they either stack, idle, or break pathing

worn quartz
#

Once you start touching patrol logic and randomized spawn handling, you’re basically dealing with behavior systems, not just placement

surreal relic
#

Got it, thank you for the help

worn quartz
surreal relic
#

I’ll DM ya!

#

Okay

echo roost
surreal relic
#

Yes

#

Then they respawn as they die

echo roost
#

Okay so for gamemaster gamemode I'd assume it'll be ambient patrols, can check out standard campaign world's to see how they work (I don't know the details as haven't worked with them for a year) πŸ™‚

#

I have used SF patrol methods in other game modes, they did work also but idk maybe not recommended to mix gamemodes

dire jungle
#

Is there a way to stop bacon zombies targetting helicopters? They tend to prefer someone in a helo 1km away rather than the players right next to them, im unsure how to change this?

chilly kite
#

Dears, hi

I started one small scenario project to lear the arma reforger tools, there is several issues i stuck with:

  1. AI cannot fly/control the helicopters
  2. I have RHIB BOAT mode (https://reforger.armaplatform.com/workshop/5994614FB5AD35C2), and i trying to make the AI drive the boat.
    Well i added for prefab manually ChimeraAiVehicleControlComponent and ChimeraAiPathfindingComponent

but they will not turn on engine and go if i will not put Navmesh project as "LowRes" and Use Road Network as "Unmark" in ChimeraAiPathfindingComponent settings.

It will cause that Ai will drive the boat, but here is another issue - they trying to reach the way point but seems like or path going wrong or they dont understand how to drive a boat. Maybe both.

What im trying to do its set up to drive a boat in water for simpe patrol, i think i close to solve the issue but dont understand where i need to dig.

Debug menu seems hard to me, but seems like AI make strange paths

echo roost
#

I don't think AI can fly just yet

halcyon bridge
#

closing behavior editor still randomly crashes wb

shy lake
#

Looking at it as a feature, will make it less painful.
Same for the contantly poping-up warning thing's. hmmyes

halcyon bridge
#

If I didnt have nostalgia goggles on I wouldnt use this garbage software

shy lake
#

Well what can i say to the ceo of bacon beside's...
I'm glad you are wearing them.

high obsidian
#

"You are about to upload XMB. Do you want to continue?" oh absolutely not, I just pressed Publish for funsies and have changed my mind in the .2s since hitting Publish and you asking 😈

shy lake
#

Well probably safety reason.
If someone is uploading licensed stuff they can say "we ask you multiple time's".

urban furnace
#

Is there any API for navmesh modifier? or component?

wise pebble
#

IIRC it e. g. gets called when structures are placed/constructed

urban furnace
#

RequestNavmeshRebuildEntity

#

but this doesnt affect Navmesh region cost or so?

wise pebble
#

Yes that's it, IIRC it indirectly calls a method that rebuilds individual tiles

#

What do you mean by "region cost"?

urban furnace
#

As you see, usually there are this Region = Area, or if we cant do anything with it, at least how can we Have like Navmesh Obstacle? so it will affecting AI Pathfinding?

#

can we set a small area of Navmesh Area / Region to define area type? or create it during run time?

urban furnace
#

So we can only use Flags?

#

so we use this to set it up or attach it to object?

#

nvm its Area Type

#

oh nvm i found how to configure it

#

I'll experiment on this first

urban furnace
#

yep found no clue on whats im looking for

#

like Navigation Modifier Volumes

shy lake
#

I would guess it's not possible with Enfusion yet.
But at this point, there is probably just one single person to give you a clear yes/no.

urban furnace
#

i tried to create invisible object without collider to affect AI navmesh pathfinding at least to make the navmesh obstacle, but it has no effect since i believe the navmesh baking using physics collider to detect object

shy lake
#

Yes it's one of thouse part's not very open to modding.
But that's fair.
Hopefully we will get some more flexibility/moddability in A4 for thouse things. πŸ˜‰

urban furnace
#

Yep, hopefully we get more flexibility in A4

shy lake
#

I think i found a flaw in the "ObserveThreatSystemBehavior", where A.I. in armed vehicles ( gunner/turret ) is unable to observe.
They do have the Observe action running, but they do not look.
Probably missing turret look logic, so he is trying to look with his head instead of the turret?

#

Also tested in vanilla.

#

Open "Behavior Tree" editor.
Copy behavior logic from duplicated .bt.
Past copied behavior tree logic into duplicated behavior tree. πŸ’€

#

⚰️

#

Behavior Tree Editor 2022 - 2026

acoustic sky
#

Does anyone have an idea why Logi AI reach a normal base and don't load supplies from it? Gamemode and base prefab might be modded. AI come to the base border and stay there. They stopped working at some point in December or January, but worked just after 1..6 release

#

I get that AI is not reliable even in vanilla but i get this issue in 100% of attempts

#

Which component do they need to trigger load? I tried to GM TP them closer to the tent, spawned supplies container next to them, still nothing

shy lake
#

It's probably some logic directly from the game mode?

shy lake
shy lake
#

Why is float called scalar in "Behavior Tree" editor variables?
Bool = bool
Int = int
String = string
Float = scalar? πŸ‘€

#

You guy's really don't like us to use it right? lol

urban furnace
#

i much prefer the previous version of BT

shy lake
#

I did not mess with it for like 6 month's +.

#

So i was kinda confused at first.

urban furnace
#

oh and we cant copy anything in BT then paste it

#

its guarantee RIP

shy lake
#

Got my reminder why i switchd from .bt modding to script modding back than. πŸ˜‰

shy lake
#

Well.

urban furnace
#

Yep, i tried it like multiple times

shy lake
#

Thought it was because of the amount of nodes i was about to copy.

urban furnace
#

or you try to copy it into another BT

shy lake
#

I tryed multiple things.

#

But yea into another .bt.

urban furnace
#

guarantee crash

shy lake
#

πŸ˜…

#

I remember times when this worked.

urban furnace
#

well, its not like i hate BT but the time it crashes makes me want to skip this part

#

and i need to copy paste it manually from the script outside .BT

#

and if we remove some of variables

#

delete i say

#

then some of the node will disconnected

#

or just yeeted

shy lake
#

Yeah bit messy to fiddle with it.
Well i ended up doing it manually one by one.
Wasn't the most amazing thing to do but at the very end it worked.
Still an experiance i don't really need on a daily basis. lol

urban furnace
#

True

shy lake
#

1.6 is pretty broken in general so maybe 1.7 will also fix some stuff in terms of .bt editor.

urban furnace
#

Amen

strange elm
#

CIV AI will not follow waypoints. What am I missing? I have tried with or without vehiclesm random or specific characters. I duplicated an FIA group and populated it with CIV randoms. I have even regenerated the NAVMESH. If I select them in GM and give them a move order they work as expected. I'm at a loss. TIA

shy lake
#

Editor pre-placed waypoints doesn't work?

#

Edito placed waypoints have to be re-named in the layer/hierarchy.
They show a name, but in reality it's just an empty string, until you assign a name to them.

strange elm
#

Correct, Civilian A.I.
They will not follow waypoints that are placed using the World Editor in the Enfusion Workbench. If I open the scenario and enter into GM I can select the character, assign a move waypoint with the button, and it works as expected.
I assumed they would work as any other faction. I am not having any problems moving US, USSR, or FIA characters and groups using the same methods.

....

I just found the issue. There was no class set for the waypoint in the slot properties. I missed it somehow.

Thank you for your time.

shy lake
#

Glad to hear you found the problem. πŸ‘