#enfusion_ai
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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
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?
via script not via gamemaster
Nope, i written a 1200 lines Script to make this happend
i have the ai spawning in the truck and the waypoints assigned and the truck engine started but he just wont move...
DID IT!!!
took me about the same
now have working helis!
Today you ask for that and now you have that working without copy it from another mod? I dont think
yep coded it myself
do yours land and let ai out and take off again?
just added that to mine
Yes, they can... Show me
well he did, no need to be so condescending, gatekeeping is quite lame in modding too
was not tha hard after all 
Just surprised, I worked on it for 4 weeks
What the name of the Mod?
i mean some people learn faster
What's the name of the mod?
Should tell bohemia it wasn't that hard so they can add it to vanilla!
Is there a way to get currently running BT from script?
Also the wiki does not explain when decorator abort is executed
Does it abort when fail?
Or when success?
woah
Im Impressed
what are some good ways to make behavior tree cancel whatever the AI is doing?
for example I have a move task and this task blocks everything else
it should works like Force Move WP
Not the behavior tree only the behavior with: m_UtilityComponent.GetCurrentBehavior().
There are multiple behavior trees running in the background ( Soldier.bt ) all the time so you would probably need a way to avoid them.
If you ask for the move task you could use the stop node somewhere to cancel the move task.
Another way would be to fail the behavior scripted.
Get the behavior by casting to it and use: MyRunningBehavior.Fail();
This should cancel given behavior.
Is anyone from Bohemia able to respond to my thread https://discord.com/channels/105462288051380224/1391773340657516555
This is an ongoing issue with AI sometimes just not responding to commands
Is there some scripted way to cancel whatever the AI is doing currently? I dont mean specific to tasks, behaviors, behavior trees - just cancel the AI brain so it returns to root
Hello for ia animal do you have trick ?? Because y have 1 animal ia but im dont look what is need
surprised too
write some heli script currently
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.
Make an override on the trigger and check the faction. i did the same on the barbed wire, because AI always walking close to it and dies. So i added an option to disable the effect by FactionKey
Ah not a bad idea! I tried spawning in multiple sized objects and re-generating the navmesh around them, but they still drove straight through them like they were not there. If you do that, does it not even explode for anyone in that faction?
Ai does not care about mines, they just follow its path. You can also filter by entity type. So only trigger if faction == US and !isPlayer... for example
Good idea
You could try to cancel all active and queued behaviors.
There is a methode to get all of them iirc.
Guess you ask for your Robot or Zombie mod so not quite sure what will still be running in the background ( scripted ) like target maintaining or target cluster stuff if you even use any of this?
Movement
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? π What can i tune in my vehicle settings?
The Waypoint and path is straight in front of the AI, why the Move-Node failed?
Maybe it thinks the vehicle cant fit where the destination is
Or there's only one way to the destination and the vehicle is too fat to cross?
Just guessing I don't actually know
can i manually set the obstruct size of the vehicle?
I'm not sure but turning on BTRLike navmesh visualization might help see which places it doesn't fit into
Yeah its a Problem of the size i think, because if i use LowRes, its working. Do you know which collider will check the Vehicle size? VS / VC ?
I think its like a bounding sphere or something, not sure sorry
Use Path Smoothing on BTRLike will fix it
Basically here's the problem - when the AI starts move order to a waypoint they do not cancel that move when they get shot lol
Nvm they do, I guess I needed to restart wb
You can call a "Complete" on the currentWaypoint
Yes normal "Move" wp has priority of 30 where low priority attack is 90 and high priority attack is 1130.
So as long as you don't use "Force Move" they should always prioritize to attack.
I am only talking about the AI move task, I do not use ANY vanilla decision making behavior
But it seems like if the parent of the move task is inside parallel then it cancels so it's fine
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.
Hi, is the Danger_Deadbody AI danger event implemented yet?
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?
Nope, not implemented yet.
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? 
Yes it will always be null on client.
I already tryed multiple things without any luck.
Guess you would need to RPL if possible.
Found a way 
SCR_EditableCharacterComponent editableCharacter = SCR_EditableCharacterComponent.Cast(ent.FindComponent(SCR_EditableCharacterComponent));
SCR_EditableEntityComponent editableEntity = editableCharacter.GetAIGroup();
SCR_AIGroup aiGroup = SCR_AIGroup.Cast(editableEntity.GetOwner());
yea but that won't be the "same" group as is on the server cause groups are not replicated.
Actually it's just remnant of the past - sorry for the hopes but that's something we won't implement as we don't need it basically.
morning, anyone? Tryed the whole weekend to figure this out, but does not find any setting that worked. Already reduced the steering PID.
can you share the video with debugs(AI->Driving->PIDDisplay) and screen what you have in PID parameters?
I dont really need the "same" group, just the group info like name, faction and agents
Morning Viktor, sure i will record one later
ok - not sure if it will be in what you have found but maybe yes.
But Group_Base does have a RplComponent, or is that only for rpcs
I think "SCR_AIGroup" and "SCR_AIGroupInfoComponent" do work this way.
I use it myself to display group movement type and stuff and it does work properly in MP.
Only thing which doesn't work is the AIAgent ( GetAIAgent() ) methode which will always be null in MP on client.
@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
}
}
}
}
i tryed a lot of different PID, but nothing worked, not even the default truck settings
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 π
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).
i already tryed this to 5 min and 8 max π¦
This maybe could case the state switching problem
so I woudl try to place there e.g. 8 and 9
and into steering PID
max path was set to 0.5 - 1 - 1.5 - 2 - 3
1 - 0 - 0 for start
will try
so you eliminate the efect of PID itself
not sure what do you mean?
The values im tryed
but for which parameter?
MaxDistanceToPath
yea silly me - I lost context π
I would put there let's say 3 as it's realy huge but shouldn't be that important.
π No problem, i will now try the new values
ok, its a bit better now, but still makes one 360Β° turn until rolling to the WP
show me the video pls π it's difficult to judge otherwise
only important debug for me is path, and those PIDs with checked "states" checkbox so we know what is happening inside
Need to record and upload
btw... i love this path generator.... not π
https://www.youtube.com/watch?v=9P0a5OyAqXE
from WP to WP its a straight line.. Why he generate such crap? π
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.
well simply because pathfinding is using roadnetwork and navmesh and all the detail hos it is made... and here most likely as it's recalculating due to failed movements. simply you shouldn't judge pathfinding on something not working as intended.
i was thinking he just creates a line from WP to WP, because there is enougth space
I can tell that something wrong happend at 0:21 you can see resulted path it's totally fine
and imeediately got aborted
When it would started to move there than it wouldn't get into that madnes of changing stat every second
Do we have a Debug for the Movement results?
not sure if there is a dbug in console with fail reason from top of my head
My lucky guess is that what's happening in the begining is movement stuck as it takes long time to start
so I would try to increas it to approx 15
This ist he first path that gets created:
Its not even geration a straight line to the WP
yes that's totaly correct
aplication of reeds shepp algorithm
and pathfinding prefference to use road network instead of navmesh
you can disable road network here
The runway is a straight road on BTRlike
Yea but you have there a road nearby
If i try the same way with a regular vehicle, the path will be generated straight
But i think this is fine?
just untick the "Use roadnetwork" as you don't want them to use it
and setup -1 here
this will turn off the reeds shepp algorithm part
Ty i will try. Because if i set the TurnRadius to 0 it will not even start driving
that could be becaus of some setup - at longer distance it simply hit treshold and will prefer roads over navmesh
π π we did not have such settings π
that's strange
It should be the same 0 and -1 but not hundred percent sure without code investigation
i try - 1 now
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
but that's not much AI
it's realy difficult to say with sotmething so diffferent from vanila unfortunately :/
i can drive without issue
which doesn't mean that some part for AI logic doesn't run into some wrong if statement :/
Thanks for your help Viktor. I will try more at the evening. Need todo some work.
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
Maybe u need to change what type of road they use. i think standard the RunWay is blocked for pathfinding
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?
The yellow sphere should be on the front?
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.
Alelujah!
Glad it helped.
3: that's just nature of navmesh and pathfinding
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.
i will try to get BTRlike working, but like you written, i think the problem is the size.
if you debug the obstruct, ist a big fat box
can somebody help me with AI add?
AI add? If you describe the goal in more detail, someone can probably help you.
AI with patrol points and respawn system there anymods?
Such stuff is Scenario related -> https://discord.com/channels/105462288051380224/976159829628444682
You can use Framwork to place your own AI Spawner and Waypoint/Patrol handling
i want spawn on Aircraft car. but AI is on ground spawn can i fix it? should i edit prefab Aircraft car.?
and they shoot throw texture
killed inside bridge
middle of bridge they shoot throw walls
Collider Issue?
Hi Viktor, may i ask another Question? Now they drive fine, but the "OnWaypointComplete" will always be triggered 10 -15m away from the WP. Is this because the high Perception settings?
well WP move is completed when completion condition is completed.
Not sure how it looks in your case.
But here you can see based on this condition of default move WP is completed if anybody from group reach within given radius
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?
it should be vehicle
I'm not sure if in your case even the plane is nowhere near completion radius?
It could be something slaugthered in calculations in such case as we simple wasn't able to observ it with our vehicles.
Its close (like 10m in front of the WP) not in radius
that's sus
But it does nothing todo with the heigh perception values?
no no
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.
BBox i can find in? π
in diags World->Show AABB real
yea but you have aligned model to XY axes when it will move diagonally than it should be visible
Ahh i see, while its moving. then it touch the WP
ok i will just move my WP by 5 - 6m
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?
Anyone know how the perception manager LVs influence the AI?
I've set some custom values, but I want to know what it means
And how to roughly gauge it
I would think 0 is not illuminated at all
I dont remember if the perception LV is 1 = fully illuminated or not
I see
What about the illumination factor graph?
1 IF = -1 LV
Also, what would the angle be refering to?
the ai shooting throw walls player inside tunnel can i fix it?
some component missed on bridge?
you already got the answer.. Collider Issue check ViewGeo and this is model related
??
where i can viewgeo
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?
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
How can I fix ai crashing when in a helicopter they just donβt fly at all and go falling to the floor
@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.
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;
}
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.
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.
Buildings are taken into account while generating a navmesh.
So you don't have to do anything extra/specific.
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!
@charred condor exactly what ATiM said.
Even if you place a loiter point if you don't add a navmesh they sometimes teleport or jump to the point which looks unnatural.
ALWAYS update navmesh when placing new objects on the map/terrain.
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
Could you explain how to generate updated Navmesh?
Can you draw a custom Navmesh using that Navmesh tool button? I thought it was something like Polyline creation, but I am very new to Workbench, so I am still learning
Thank you
It's pretty easy once you get it.
Check it here: https://community.bistudio.com/wiki/Arma_Reforger:Navmesh_Tutorial
ARMA Reforger - Generating Navmesh tutorial
Check out this document for additional FAQ. Credit goes to its original author.
https://docs.google.com/document/d/1viZSm7OquK8vhahskP0Bthy9uQufmz2PA01g1SHzFd0/edit?tab=t.0
Tutorial published by ARMA Developers
Arma Reforger Modding Boot Camp #11 - Environmental Design
https://www.youtube.com/watc...
Just a note
Partial regeneration of the tiles doesn't always work for me, it sometimes crashes.
I always opt for full navmesh generation.
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.
Thank you
Thank you
Hello,
It's there Γ possibility like in Arma3 to make an headless client to have more IA but less impact for server ?
@shy lake @spice narwhal
Hey, guys, I had a question about AI Patrols
-
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?
-
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.
-
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?
-
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.
"Ambient Patrol" A.I. should cycle their waypoints if more than 1.
If you like to have them spawn/despawn instantly or with a more random spawn timer value, to prevent spawning them all at once you would probably need to mod the SCR_AmbientPatrolSpawnPointComponent.
I'm not very familar with all the ( vanilla ) A.I. spawn stuff so it's just my 2 cents about it.
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
It was more about the waypoints and cycle but yeah i've got it wrong.
I don't really know what will happen once the time runs out.
You should be able to use game master and watch the A.I. so you could tell what will happening.
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 π
Gramps is doing a lot with the Ambient stuff, so you may have to wait for him to answer if no one else does.
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
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.
"TimeAndWeatherComponent" i think.
Are you setting it using that weather icon near tools?
I think this is what you are talking about
Through here:
?
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.
I will have to look again, as I really need weather fixed on Tools side to prevent the light differences.
Thank you either way, I hope someone can just answer a question about AI respawns
I can make you a screenshot somewhat later when i'm back on PC.
I appreciate it π
I will also report back (as long as I remember) how AI actually respawns, I might have to do it myself π
If you're using the respawn timer, a new squad will only spawn in once the previous squad is eliminated.
So this full navmesh -is this what now allows you to put soldiers on roofs in Takistan etc and they never (rarely) fall off? Its a big deal over the previous Armas
There you go:
Yes.
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.
Also they seem to have updated the navmesh for 1.5. all my custom regenerations were obsolete and required me to regenerate them.
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
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
anyone know why my characters and groups from my faction dont have icons?
dead units do (probably a global icon though)
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
where can I find the voicelines? I want to change some AI voicelines
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.
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.
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.
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.
This is how i thought it would work like all the time.
Just tested yesterday to find out they spawn all at once.
Initially i thought LOD or something may messed up.
Why spawning all at once and deactivate them when there is no player nearby anyways?
The lag it creates is really huge.
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.
FEEDBACK AR 1.5 submission
https://feedback.bistudio.com/T193870
https://youtu.be/6HykHmN4QWk?si=LLqq3lCfFRp-Q9lT
AI crash into each other and then stop moving. 1 AI retains it's state "Following Orders", 2nd AI changes state to "Idle".
Arma Reforger Experimental 1.5 | AI Stop moving
AI stop moving after bumping into one another.
Thank you so much for suggestions
I have never done scripting as of yet, it's still very foreign to me, I don't even know the basics of scripting as of yet.
I want to learn some of it, but know nothing of it now.
Since I am completely new to scripting the code you have provided needs to be edited to do a delay, or am I going into SCR_AmbientPatrolSystem to do so, in case I am misunderstanding something.
I see timer is at 0 in the code itself, so I wonder if that's the delay as well IndexToCheck is also 0
Might be easier to use scenario framework, if you can even accomplish what you need to there, I have no idea. The scripting Ive done is not that easy to get into, I've had experience with this language since about 2020 with DayZ modding. Thats also why I suggested maybe looking into using my scenario as a dependency, if the features Ive added are of any use to you.
Understood π
Yes, scripting looks very complex, to a person like me that knows nothing of it
I will take a look at your mod project
Well you have to mod the class and edit/override the methode.
I can make you a example mod with the modded 1.5 second delay, so you can look it up how it works.
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.
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
I think this is normal.
At least there is a stuck fallback where A.I. movement will be cancelled if they get stuck for more than 5 sec. iirc.
The timing seems right, so i guess this is what happens in your case.
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.
when ai helis?
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
HOW
What mod does that?
Well currently itβs only available in my game mode but iβll 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
- « QRF » system that drop troops and go away
This would be huge for Reforger.
our gamemode...
right lmao
That would be an amazing add on to my pve scenario! Would love to incorporate qrfs with my existing counter attacks
What kind of scenario do you guys run?
We run a game mode weβve made. Focuses on very arcade and fast paced PvPvE with a class system similar to battlefield. Etc
Did you ever find a solution for this? Tried to look through this channel but could not find an answer.
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?
I don't think it's possible directly like that.
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?
I have never looked at the aiβs movement components but would it be possible for you to override a class, set a boolean value such as m_movementDisabled and when itβs false you call the base and when itβs true you return to prevent any movement?
That was something I was thinking too. For now, I did an ugly solution which suits my needs - deactivate the AI and it will stand still. You can still eliminate it but it will not respond to any threats.
There is "CharacterControllerComponent > SetDisableMovementControls(bool other);" methode.
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?
Shouldnβt be too much of an issue just would have to spawn the building and then set the spawn vector within the prefab .
That could get very tricky due to spawning into walls.
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".
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.
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.
Yes.
I think they should already use the ObserveSystemBehavior which should make them react to weapon fire by running away or taking cover.
If not this can be added by modding some conditions but they should already use it iirc.
Roads should provide faster travel but zero camoflage and AI should plan accordingly
How do I add more ai or max it out? Without using game master? And my server config for ai is at -1
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.
What's the name on the workshop?
yo what's the mod
Good evening to you too
Is it called gatekeeping? 
?? I just think itβs rude to demand the name of the mod without even saying hello
It was kind of a joke, I've seen a lot of people ask, yet still nobody knows your mod. Don't seem too keen to share.
Oh i really donβt care about that.
https://reforger.armaplatform.com/workshop/654F22D1392E959D
the reason i donβt go around sharing it is because you canβt really run it without a key
Oh I see, so it kind of IS gatekeeping! π©
iβm not a fan of hardcoding api keys
But you do you
Anyway, this discussionis pointless
Iβm running into an issue with a custom Arma Reforger terrain Iβm working on using Enfusion Workbench. The map uses a prebuilt SCR_AIWorld prefab thatβs locked, and I canβt change its Navmesh file path directly, I cannnn but it wonβt save
If it's your custom map why is it using a AI World prefab from another map?
I didnβt say it was mine, itβs A custom terrain I got off of workbench
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
Check collider on the trench it needs to collide with navmesh
If the prefab uses config for navmesh files you can override that config. Otherwise you can override the prefab, but if it's used somewhere else it might break those maps
Iβm honestly new to all this so you just spoke an entirely different language ππgoing to see if chat gpt can dumb this down for me
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...
That's not possible unless you script it yourself. Afaik nobody has shared that ability outside of their own scenarios and the devs have said they're not going to do it for reforger. The ai can only operate ground vehicles.
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?
I donβt want to give out false promises since we have a fuck ton of things to work on. But me and quint might post a framework to allow ai flying helis.
But the thing weβve made is definitely not polished to the extent that the vanilla AI would be
That would be great. I just started learning C# and the capabilities of Enfusion Workbench out of desperation... For me, everything that's happening seems crazy)
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
There is a few ways to do this.
Easiest would be just override the USSR soldiers with your custom loudouts.
Or
You created your character loadouts and then override the USSR entity catalog in configs, this way is more involved and will require further steps to get right.
what's the difference between Waypoint Attack and Waypoint Search and Destroy?
Attack: The group moves to a hostile group or entity specified by name in the WP parameters with the purpose of destroying it
Search And Destroy: The group searches for hostiles within the waypoint radius, then holds it for a given amount of time
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.
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
If you want the group to search for enemies within the radius and fight them, use Search And Destroy.
If a search is not necessary, you can often also just use a simple move waypoint.
There is a middle ground for priority, I recommend simply testing values until they behave the way you want them to. I would except that's somewhere between 10 and 60.
Alright thanks for the reply!
do you know if there's a way to increase LOD in offline play? for some reason AI only starts moving when I'm at 600m distance to them or something like that
There is a method that disables the final LOD on AI groups.
If you want to do this globally, you can do something like this:
modded class SCR_AIGroup
{
override void EOnInit(IEntity owner)
{
super.EOnInit(owner);
PreventMaxLOD();
}
}
Or alternatively call it only an individually placed group via a component. Maybe the scenario framework also has an option for it, idk.
Thanks I did something similar to my spawner
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!
You are calling it on the member agents, not the group, maybe that's why.
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.
How do I get military Ai to spawn on an oilrig? They just spawn in the water. Any help would be much appreciated
https://www.behaviortree.dev/docs/learn-the-basics/BT_basics Great guide, helped me understand how BTs are working in concept better than Reforger wiki.
Question -
How do I adjust the default difficulty of AI in Enfusion? Like set them to either Noob or Cylon?
Hello. posted elsewhere but figured is more fitting here.
Can anyone help me? In offline single player, AI units donβt seem to "activate" on in it. They only start following waypoints once Iβor the cameraβmove 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 doesnβt happen. If this isnβt related to LoD, whatβs the proper fix?
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
afair the prevent does not remove them from last lod. it only prevents them from getting there, so I would recommend setLod once after prevent
Thanks. what exact function did you mean? I canβt find a SetLod method
appreciate any help. thank you!
awesome thank you
works just fine in server, but in offline single player AI still doesn't react until players or other AI gets near them around 600m or so
it's very weird and annoying. could be related to draw distance in offline play?
ambient patrol system uses view distance to determine when to activate and deactivate AI
Makes sense. I still can't figure out why when hosting a server AI activates on game start but when playing offline they only get activated when I get close to them physically or with the GM camera or when they perceive danger.
AI that are close to where I spawn they activate immediately but AI around 1km away don't.
how do you determine that the AI 1 km away on server is active? by default they are frozen until in range
Because in my game mode, two AI factions battle for control of bases positioned between them, with each faction starting from opposite ends of the objective. On a server, the enemy AI reaches the objective at the same time I do. In single-player, however, they donβt start moving until after Iβve already arrived.
any idea why when i give the ai just the olive green clothes they are still wearing the BDU camos in the world editor
alos how would i go about changing the ai voices
You will need to look at the faction config then look under identity.
Then look at a faction that has the voices you want and copy it.
Depends on how you giving them the M65 (Olive clothes) it could be that material override is not a reliable way to override clothes materials.
gotcha thank you boo boo
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?
GTA VI Beta
This made me laugh so much... thanks for the good laugh. π
would you happen to know if there is way to make certain sound like the getting shot or pain noise only for the RU side? im on the player one for voices and it does it for both sides
I forgot what the actual name for it is but I assume it may be in the sound component within your character prefab, I will send a screenshot later when I can.
thank you boo boo
{30C6D89341B1EA1A}Sounds/Character/Character_Voice_Code.acp This is where it's handled for US and USSR
feel free to use my mod as reference: https://reforger.armaplatform.com/workshop/650E6158AC648629-VoiceOverhaul-USSRtoNarco
hey man thank you if you ever need anything dont be afriad to ask and again thank you so much
so i check that its just for the US side is there one for the RU side?
Same problem..
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.
Probably whoever made the Stinger mod never implemented functionality for AI to use it.
You will need to allow the "fire without lock" option
In the prefab
@halcyon fiberCould you please tell me where to set it up?
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?
How to modify AI skills?
Reforger Modding FAQ This document answers some of the most common Workbench related questions. If you see someone ask a question covered in here, just send them the link. Content: Why does my grass look weird? 3 How can I add dependencies? 4 Why do vehicles not drive smoothly on my terrain? 5...
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.
The first ai problem you mentioned it was on stable long time ago lol.
First time ive seen it tonight! Kinda made me lol though! π
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.
is the primary weapon american
Hey? i do not understand π The primary is added on both Arsenals (US and USSR) and the faction itself cannot set on the weapon.
How to change the character in the ConflictPVERemixedVanilla2.0 module?
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.....
Study the patrols in vanilla conflict. Its an ambient patrol spawnpoint component, with waypoints as children. You have to use Patrol hierarchy waypoint, or add the hierarchy component to the waypoint you're using if it doesn't have one.
Thats conflict though, if using scenario framework, I think thats different.
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?
Well got em to walk.. but not to the waypoints i placed... xD I just needed to make proper NavMesh i guess..
What game mode are you using? Cause those examples you mention are for Scenario Framework game mode
I switched to GameMode_SF when i made the Scenario AI Slot
YAAAY.. Finaly got it to work.... I didnt nest the Waypoints into the Area layer where the AI Group is existing...
Layers always need to be nested in an Area. Doesn't matter which Area tho.
Hi π , Does anyone know which entity is responsible for spawning birds?
AIWorld, or something else?
I have the same entities as Everon, but I canβt get them to spawn.
Is anyone able to help me make an ai replacer mod?
In experimental the AI do not seem to know how to route themselves out of the water.
Its always an issue, also in older versions. They do not have PathGeneration on water.
I've never seen them find their way our of water in stable
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...
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.
i am working on something like this for my next game mode, but i'm trying to implement a scripted solution since vanilla doesn't seem to have the means to achieve this.
me too. Very early thinking though.
How do I add a vehicle to the AI ββin PVE?
that is a very broad question!
@cinder gulchDo you know how to solve it?
What game mode? What do you want them to do? Are you looking for vanilla methods or are modded solutions okay?
ConflictPVERemixedVanilla20
@cinder gulchI used the conflict mod, ConflictPVERemixedVanilla20MOD
OK in that case you should ask the creator of the mod his name is Gramps or go to their discord thread in #1049297536617291827
I think his PVE mod already supports vehicle patrols so maybe look into that first
the vanilla ambient patrol and scenario framework slot can use vehicle tooπΈ
And also Gramps PVE and my IPC autonomous capture
How to modify the accuracy of AI rocket launcher
Is there an AI mod that doesn't allow AI to shoot at Medical vehicles? This would be awesome for the PVE community.
I think there is a component in the prefabs for vehicles so Ai can "see" them, I don't know if disabling this would make them not shoot at a player inside though.
So it sounds more like you would have it in the vehicle mod so the AI won't see it. I wonder if there is a way to have any other entity deactivated while attached to the vehicle as well. π€
That would probably be script work, and that I'm afraid is well well beyond my skill set. I try not to even open that editor.
Yeah I do software for a living but haven't done much on the gaming side. I really want to get into modding and I really need to find someone that knows what they're doing to learn from them. All the videos I'm finding are either they don't really know what they're doing or they're just all over the place and it's hard to follow.
I have a mod that makes vehicles appear "occupied" even when empty and it causes AI to attack empty vehicles. Maybe the reverse could work for your case.. A script that makes vehicles always show as empty even if occupied. My script affects all vehicles tho but I'm sure a component can be created instead
Thanks for the input! ππ
Oh what's the name of the mod?
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
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.
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.
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
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: ""
Nice, any modder who takes this on will get banned because of the money offer.
Yeah I see that
Did you ever get an answer to this?
nope
has anybody gotten an AITaskMove or AITaskMoveToEntity to work in a behavior tree?
@echo minnow
I think it's still available in perception manager. I think you can override default vals if you want.
Ah thanks! Why do I remember it being somewhere else at some point π
cuz it was π
I don't recall details at this point. But I think it was maybe even project settings?
That would explain it then. Oh well, I like the LV factor way of doing it better
@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?
@elder belfry would you know?
this should be the easiest thing to do tbh
Not sure what to suggest. Maybe check you have navmeshes setup etc. ?
That sounds like a bug, yeah
Iβll look in to that. Thanks.
How to modify kill experience
this is what it was thank you. I didn't know I needed to setup a navmesh. Once I did it worked!
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?
Wowie a whole bunch of changes in behavior trees huh
Yup π©
documented?
Any documents for AISmartAction and use them in scripts?
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?
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"
it happens in local testing too, and I specifically mentioned "dismount" but it really happens with any order that should make them dismount like the "follow me" command. it's extremely annoying because the group no longer do anything since one member is still inside the vic.
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
Crude mockup, but maybe some sort unstuck script specifically called after a command is given?
Interesting. thanks, I will try!
AI slop begone 
Yeah it was more so just for sparking ideas 
any way to use AI to build?
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;
}
}
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
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?
Did you try send to
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
I think you can check how CRX make that. We can do that with CRX
Is there a mod for AI that hunt players? π€
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.
I find hold gadgets in hand task for AI and how the building action plays amination. I think a custom AI behavior tree are needed for this.
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 weβve 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
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
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?
Okay, the problem was with NavMesh before, but it manifested itself differently, so I didn't bother looking there. Maybe this will help someone.
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 Iβm 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?
Would anyone be willing to help me with Behaviour trees?
Go ahead.
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 π€
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
So you are looking for a way to make an A.I. move from A to B scripted?
I did watch the A.I. Modding video but can't remember what they were doing so i will have to re-watch this part.
In general the easyest way is by using the "MoveIndividually.bt".
You just have to setupthe position and priority param and add the behavior to the A.I. agent.
Just have a look at the "MoveIndividually.bt".
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?
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.
Thanks, I can't seem to get this way to work though.
Works fine in my scenario π€·ββοΈ
I have a hunch this has to do with Everon having a fuller vertical navmesh
I honestly am just guessing though. I'll go poke around your scenario, where do you have Ai spawning on roofs? I see- Airfield
Yeah also eastern radio relay in the sea
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
You DO NOT have to watch the videos in order. The playlists are organized to the contents listing on the left side of the page.
Each playlist contains 5 sections for better channel formatting. This channel is for those using the scenario framework with Arma Reforger Tools to create scenarios and other items. Enjoy the channel, hope it helps in ...
Thank you- You guys are all so nice, I have not made a map in probably 20 years so I am learning from scratch. I don't know anything about code or scripting but want to learn how to put AI in my custom map, thanks again! cheers π
BlackHeartSix tutorials really helped me a lot.
Also ask questions in the scenario section a lot of people will help another tip is to look at how BI made their missions and using those as a reference you can learn a lot.
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.
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?
What goes in, the in if anyone knows pls?
Well you need to amke sure you turn off the component on server and not only one the one on client I guess. π
Thanks. how do i do that? do I need to create a new script?
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.
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?
I am just editing a character prefab and just disabling the SCR_CharacterPerceivableComponent on it. I thought since this is a vanilla system it would be properly replicated from the get go. I am not using any custom scripting for this.
ah I tought you are disabling it in runtime....
nope π any ideas why it doesn't work tho?
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
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>
if anyone has any ideas i'd really be appreciative
really no idea
btw. why do you want such a thing?
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
I need a way to make certain Ai characters not targeted by other AI for "Kill HVT" missions. I want players to be the ones to kill the HVT, even if there are friendly AI around. Not sure if I explained myself correctly π
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. :)(
Another way around that is to just make the designated HVT have infinite ammo and indestructible to everything outside of player and environmental damage.
Thanks. I already try that approach using custom scripting (maybe I didn't do it right) but had the same replication problem. Works fine in local test but not in the dedicated server tool for some reason
Ever since 1.5 I have had goofy anomalies with server vs local replication.
Third time the charm...
BI Feedback
https://feedback.bistudio.com/T196093
Problem: In a dedicated server environment AI won't stop blowing their horn once they start
BI Feedback | AI continuously blow horns
In a dedicated server environment, the AI will not stop blowing the horn once they start.
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)
{
// π 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;
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
modded map?
Yes but I actually think I've sorted it... was being stupid and using the wrong waypoint for a different ambient patrol
Correct aiworld navmesh?
Yeah
how do i edit ai difficulty in single player ff
Base game I don't think you can unless you use the workbench - Might be mods that can do it though
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?
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
Do they have a navmesh to run around on?
You might want to make sure itβs setup properly, because that would be the number one reason for them not being able to move around
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!
How do I do that?
unless you are the creator of such map you do nothing but wait until the creator updates the navmesh
The author says the navmesh has been updated for version 1.6
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.
If you don't give them patrol waypoints, I think they do just kinda stand around until they see you or are shot at.
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!
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?
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?
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
@elder belfry pls if you can π
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. Iβm not sure if simple scripting can fix this. I assume Iβd need to mess with behavior trees and such?
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 β€οΈ
what do you mean by that? they spawn and go to wp?
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
fixed. Needed to use:
AddAIEntityToGroup
not
AddAgentFromControlledEntity
is there support for having a group that has a player in it, but doesn't have a player leader?
Hello, is there a place I can discuss your Solo Event Spawner mod? Thank you!
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??
having sim issue, AI Spawn for QRF, and either despawn and attempt to respawn elsewhere - but mostly only the commander moves to the waypoint - all other units remain on the outskirts.
I have seen that before. If you kill the squad leader it seems to trigger the rest of that group to start moving.
Is there a way to kill SL on the tools area? As they just stay there keep respawning and one bloke comes to QRF like Iβm all happy for Rambo
But yah
so I take it it's just impossible to sneak up on AI at all?
Why do they have super hearing lol
In fairness, that doesn't seem that unreasonable to me. Stood around with nothing happening? You're probably fairly aware of your peripherals
But I am moving very slowly behind him. Unless he's got eyes on his back I don't think he should be able to see me even with his peripherals. Only reason I can think of is he's hearing me which okay maybe is fair but would be fun to be able to get to him by surprise and killing him with my fists when I want to keep stealth π
not to say they would definitely detect you - it's maybe a little harsh.
But there's a lot to consider
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
i set up a new one but all he does is just sit there no walk no shoting how i fix that
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.
AI doesn't react to logi requests
Question: Why don't the American AI shoot at me? How can I change it so that they shoot at players?
be more specific, there could be multiple reasons
they simply do not shoot at me, the behavior is set to fire at will. The USSR soldiers shoot me right away
USA doesn't shoot at you, but USSR does?
are you perhaps in the USA faction as a player?
I am in us clothing, but I don't know how to check exactly which faction my player is in when i spawn in camera position
I think I am, how can I fix it, I followed a vidoe now Im all messed up
Have you, have faction perception on? If yes, then they saw you as us faction by your clothing.
A ha thank you!! where is that setting located?
In gamemode manager
Can anyone help with AI logi please?
https://discord.com/channels/105462288051380224/1452643827616714833
Oh in the comb menu in that prefab? thanks man Merry Christmas π
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 π β€οΈ
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"
How to make AI attack players with melee?
Move very close to them like within 1 - 2 meters.
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?
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.
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 π
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.
Down the rabbit hole I go ππ
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. π
Thanks man I'll take a look tonight π
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?
Did you change the waypoint name in World Editor in the left side hierarchy window and assign the waypoint name to the A.I. group in static waypoints?
The default names do not work so you have to rename it.
Ahhhh! let me try that
Thanks mate - you're a legend
Yeah enfusion can be a bit tricky at times.
Glad to see you've got it working. π
Oh lord⦠so they got in and I thought job done.
In GM once they get in they operate the tank fairly competently.
I drove up to check their behaviour and they didnβt shoot me, but it was kinda funny because the wee viewport on the tank was following me so I know the AI was aware of me
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
Is there a single value to increase an ai's max health or do you have to increase every hitzone?
Hey folks, Iβm not sure if Iβm going crazy but AI driving seems to have been broken for us. Iβve been away since just before 1.6 dropped so Iβm not sure itβs 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 Iβve messed up the navmesh.
Any clues?
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 
They would usually stop moving before opening fire
Ah, so no active movement while firing? Dang
Not a biggie, just curious why that was the design choice
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.
Looking at CRX, it looks like it's a feature that is included in the mod, so maybe have seen it from that
I did this by using two separate groups (single characters), one for driver with waypoints set, one for gunner with no waypoints set. This was done in scenario framework though so not sure how to do it in campaign
Iirc they can shoot while the vehicle is driving but their aim accuracy may will be affected and therefor they are unable to keep within their needed weapon aiming angle or whatever it is called...
So they can't aim precisely enought ( within their weapon aiming zone ) ( while the vehicle is driving ) to fire the weapon? Maybe.
Has been quite some time since i messed with A.I. in vehicles so may something broke or changed.
Ah, Iβll have to look into it then and see if itβs possible to adjust. I donβt even know where to start with AI when it comes to the behavior editor or w/e itβs called so weβll see lol
Does anyone know how to increase the distance at which an AI manning a turret detects vehicles?
I believe that would maybe be the danger event distance? And depending on how youβre spawning the AI is how youβd go about setting it
I was looking for a way to increase the detection range through the AI prefab.
I think it's handled through the AI Group prefab of it. So you'd have to inherit from Group_Base.et, and it's in the SCR_AIGroup entity of the hierarchy at the very bottom of it
Thank you for the reply. Iβll try applying it.
Are you using modded stuff?
I just tested in vanilla and it seems they do fire while driving, at least the M2 guy which i tested with.
They have to be very far away from the target to drive like 200+ meters iirc.
As soon as they are within 200m to the target they don't drive anymore.
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.
does anyone know how to get AI to lockon with manpads. they will fire them but not lock. enfusion crx
Is it possible to force AI to complete waypoints far away? They are out of replication zone of players and dont want do anything.
I'm running into the same issue currently with having AI move to a waypoint across the map. They'll seem to sometimes enter the vehicle on their own, but won't actually drive till a player is in the network bubble.
Have you tested on a dedicated instance and seen if this is any different? Or just within Workbench? Something I was gonna try, but haven't gotten around to it yet
same as workbench and dedicated server - AI dont want do anything until player come to them
i tried play with replication component on group and waypoints - no success
and no function in code to force command.
You have to set/force their LOD to 0.
agent.SetPermanentLOD(0);
This way they will keep active/simulated even without any player or GM camera nearby.
@outer axle
will give it a shot, ty!
thx. ill try
π

i tried in code SetPermanentLOD(0) and in editor "Dynamicsim Lastlod Distance" - no result. im doing smf wrong i think
Where is the "Dynamicsim Lastlod Distance" in editor?
I can't find it anymore....
SCR_AIGroup ->Unsorted->Dynamicsim Lastlod Distance
In your project folder create the folders: ( If you don't already have them )
Scripts > Game
Put the file into the Game folder.
Now you may need to compile in Script Editor > Build > Reload Scripts
After this all A.I. should have LOD 0.
So it will be kinda hard-set for all A.I. of the map.
I dont need all AI - its not good for performance. I have 1-2 patrol groups and want to move them.
my code was:
IEntity ent = GetGame().GetWorld().FindEntityByName(groupName);
SCR_AIGroup g = SCR_AIGroup.Cast(ent);
if (g)
{
g.SetPermanentLOD(0);
}
or it works only in Init function?
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.
Good to know you know about scripting.
Makes it a lot easier.
Still if you need any help with the code feel free to ask.
I tried that code and it works correct. Now i thinking how to make correct implementations without performance issues.
Thx for help 
Your code did not work?
If not you can post the code you wrote and i will check it.
No. It doesnt work with scr_aigroup. I should find where is SCR_ChimeraAIAgent
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
So this is your code you are using?
It works this way like it gets executed properly?
You still using the group not the characters
I will add the code
then i should get list of characters in group and call SetPermanentLOD from every AI in group?
i thought group can do it itself
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);
}
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?
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.
I known about that. Im making checks inside and i save status of backup outside of SCR_AIDangerReaction_WeaponFired (SCR_AIDangerReaction_WeaponFired cant save data - it is out of replication). But i want create componet and just call component of owner and make all ligic there
Alright. π
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);
}
}
You are missing [BaseContainerProps()] on top of your modded class.
its not needed for modded classes. modded class works fine, my own class doesnt want work
You sure?
I use it for my modded WeaponFired class as well.
Nope sorry so far it looks right to me.
Classic case of trial and error i guess... π
Hmmm. Ill check one more time
Why you even like to use your own class?
Using a modded class should be fine in this case?
OOP logic, code supporting and functionality (everyone can enable or disable it for different group prefabs if needed)
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. 
True.
Also true. π
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.
Its classic in coding
You cant create perfect code, never 
Hello, has anyone been able to get ai to lockon with WCS stingers or iglas? they fire them
but no lockon
WCS is PvP so probably they not designed to work with AI
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 π©
@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
Sorry no exact clue but i would guess something broke or changed from 1.4 to 1.6.
There are quite some ways to debug A.I. stuff.
Is the thing you are doing vanilla or does it require 100+ mods?
If vanilla you can send it if you like and i will have a look.
I'll DM you, thanks!
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?
Does anyone know the name of the component that increases the maximum LOD distance for AI?
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
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
SCR_AICombatComponent > UpdatePerceptionFactor methode.
SCR_AICombatComponent has constants with the values, in your case: PERCEPTION_FACTOR_SAFE = 1.0;
So you could simply mod/change the PERCEPTION_FACTOR_SAFE constant from 1.0 to 2.0.
Speaking of the distance in which they are active/simulated?
Is there a way to tell a pilot/driver/gunner that "do not leave your compartment even if there are enemies"?
Your phrasing sounded perfect to me. π
So far the only way is by fail/cancelling their get out behavior.
You would need to add a check so it fails for the specific A.I. agent(s) only, if you just mod it in, it will affect every single A.I. agent in the world.
Thanks for the reply. Can you point me to the right direction where to look for their get out behaviour?
Another idea that came to mind - how about giving them an empty bt? Like, just sit there and do nothing. I don't even know if that would be possible run time.
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?
Yeah, they should still use the weapons. OTOH, helicopter pilots seem not to understand anything about rockets. I want mainly keep the pilots in.
I will investigate OnActionSelected(). That seems to be a clever way to go around this.
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?
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 )
The more I think, vanilla actually works as expected. Game modes that handle the AI phase out/phase in to save resources is the one I have trouble. Not actually a vanilla issue so I need to come up with other ways to handle this.
For spawning I use SpawnEntityPrefab().
Thanks for the code. I need to modify the behaviour of AI pilots in certain helicopters.
Well you could modify the code to check for A.I. pilots.
So the get out behavior would be cancelled for them only.
Would already be a good step forward.
SpawnEntityPrefab()?
Is it a vanilla function to spwn them?
I know all the different game mode spawner but this one is new to me... π€ͺ
Yeah, it's vanilla.
Where can i find it?
GetGame().SpawnEntityPrefab()
Nevermind got it.
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. π
And how do they despawn?
Is there any logic? Do you know?
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. π )
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.
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.
No, I am using AIGroup.GetAgentsCount() for the times when I need the amount of AIs left in groups I've spawned.
Exactly.
What exactly are you trying to do again?
With the agents count?
You need the agents count for despawned groups?
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'.
Got it.
(The AI pilot thing is completely different thing and not related...)
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.
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.
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.
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.
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}HNΒΓΆ' RESOURCES (E): Unknown resource type, missing extension! AI (E): Resource name: "HNΒΓΆ"is invalid RESOURCES : GetResourceObject '{BA2D3BB4FC986965}HNΒΓΆ' 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?
Hello as ba2d3bb4fc986965 isn't in Reforger data of 1.6
Isn't it some of your changes by anychance? π
Have you reloaded scripts? Maybe con you figure out simpliest repro?
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. ππ
Bet its a me problem as usual...
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. π
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.
Can I ask you to resend the file please? π we will try to check it out
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);```
Answering to myself and maybe help others. This works:
β¨```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);
}```β©
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.
Hi, π
there are multiple ways of how settings of CRX can be hard-set like for example:
#1050433454388547644 message
There is also a dedicated showcase for CRX, where you can post any CRX related questions:
https://discord.com/channels/105462288051380224/1050433454388547644
Hello, i searching guy to help me with my campain mod with AI, i've proposition
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
Vanilla map or modded?
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.
We put the file on a dedicated serv and still no chance. It's on a modded map
Modded you may have to do a full re-scan Soldier + LowRes and add the new navMeshs to the AIWorld.
already done that part
Is it true that AI pathfinding cannot be modded at all? Are we just stuck with pathfinding that doesn't work? xD
The path itself will be generated engine based yes.
But you can ofc set/choose where they should move to and it will generate the best path to this position.
Like you can not choose, where the path will/should be generated.
If this make any sense at all. π
hi, anyone know the author's contact info of this mod?
i have lately observed AI walk backwards as well as Cars driving backwards - is this a known bug? 
(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.)
So far i have never seen this and i spend quite some time watching A.I. doing their thing.
But i guess it must be funny to watch A.I. doing moonwalk.
it kind of is, same for vehicles driving routinely backwards and even taking slight turns correctly
Very strange.
No clue what could cause this.
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?
I would say, when it comes to infantry combat they are a pretty good step up.
They have much more different behaviors and are pretty active in general.
However its still A.I. and they still have their own ( new ) problems.
Enfusion is still pretty new compared to RV so they still lack in depth.
But in general i would prefare Reforger A.I. over Arma 3 A.I. every day.
i can vouch for this π―
Just a matter of opinion. Reforger ai are not usable simply because they cannot drive any vehicles and pathfind properly. Saying they are better than arma 3 ai is misleading depending on what you plan on using them for.
Thats why i wrote infantry combat.
Infantry combat dawg, don't cry 
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.
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.
That sounds good. In previous arma, the AI was designed for outdoor combat. How is it now? Do they enter buildings and use them properly as cover ?
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
Last question: do they understand and follow orders now properly? Arma 3 was a mess when it comes to vommand & order
Hmmm. not sure how to answer that one as the commanding options are much, much more limited in Reforger. While they created a basic comma rose type ordering system -it doesnt have the fine detail like order menus that previous Armas had
Alright, i skip arma reforger and save the money for arma 4
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
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.
Yeah like I said matter of opinion. Itβs 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. Donβt cry
Cool story.
Mad? Just think next time before communicating π
What Reddit style mental gymnastics are you cooking up bud just give it up lmao
You're right. Dealing with trolls is a stupid idea.
Iβm so sorry to troll you with a correction. What a joke.π
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?
Maybe their default vehicle speed is too low?
vehicle.SetVehicleSpeed(speed);
Not sure, where or how to set this in the vehicle itself.
That's an interesting suggestion, I'll have a look
May also have a look at: AICarMovementComponent > SetCruiseSpeed(float speedKmH); in Script Editor.
If you need any further help with the script stuff, feel free to DM.
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
Hello,
Iβm 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
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.
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
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. π
BI finally found the much rumored "Optimize Me Now !!" button under a stack of papers and booze
Guess. π
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
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.
I don't think so?
Well question is to what you compare it?
Before 1.0 release there was no AI LOD system. So it was easy to burn performance with AIs. I can't point out anything other that significant. We worked on it a lot in general but it's not one localized thing.
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. π
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. π
General Question ive had for all games like this ie large AI sandbox with Npc vs npc combat happening at a distance. Does a lower LOD also then simplify hitbox calucations? Meaning, if its not fully rendered is a leg shot still a leg shot (hitbox wise) if they're too far away for a player to really see? Or does that Hitbox simplify into a more abstract target?
Is there a way to replace the FIA forces with other forces?
like there is a lot of optimization work all the time so it's little bit here and there what counts
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 π 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.
Got it. π
Well i'm pretty happy with the current state of the A.I., so i don't complain. π
Thank you. π
π
Sorry for ping ViktorP...
Accident... π€ͺ
My apologies. π
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.?
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:
Generating all three navmeshes for Zimnitrita takes about an hour though π
Coffee time i guess. π
Lot's of coffee!
dyno we're even now.
Right?
Yup lmao
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.
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.
Thanks! ItΒ΄s modded. I will take a short clip later.
Alright. π
You can try to re-generate the full navMesh, if you have access to the SCR_AIWorld.
This should fix it.
The cause wasn't an external mod, but my own custom-built bridge. This resulted in the vehicles being caged. I'm still not entirely clear on the "RoadNetworkBridgeComponent." I thought the centerline had to be on the points.
Yeah with this kinda stuff i have no clue.
Maybe better in #enfusion_terrain?
In this case its probably more of a map thing.
Thank you anyway, you put me on the right track. ItΒ΄s a difficult road situation.
That was pretty good ai there i thought. You got 2 levels and their perpendicular with also an added AI unit in the way while crossin a bridge. thought for surer he was gonna try and crash thru that concrete barrier to get to the road below
π― Points to AtiMπ
That was also the ultimate test. I'm Happyπ€
This is a mod?
And what exactly are you doing?
A map?
I'm not really up to date, when it comes to mods.
So i have no clue.
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.
Yes it looks relly cool. π
Wasn't even aware something like this already exists in Reforger.
Is baking a navmesh for a GM placeable ent a thing?
It does auto-rescan, whenever something was placed by a GM.
If i get your question right?
Yep you got it. I think my issues is the GM placeable in question needs to be placed over water (for now) and AI just stand still not knowing what to do when inside of it. Its a large building placed over water, lakes/oceans etc
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.
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
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?
Is the disguise feature working for you?
Should be possible with some scripting i guess.
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? )
Ive just read on reddit that AI still cant fly helis. Is that still true? it was an old post
yes still true
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"
darn it but ok
Reforger isn't arma4, there are entire systems missing that A3 has that Reforger doesn't but A4 will have π 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 π
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
well i guess so, however i still think arma 4 needs to be a more complete game at release than what reforger was/is, and that way is only possible if reforger gets closer to completion.. i just mean i hope we get that feature in sooner rather than later
Jets and Tanks DLC's and so on
I mean.. nothing suggests it won't have those things but also arma3 has had more than a decade of development so realistically they can't do everything out the gate
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
yeah ofc, thats not what i ment really.. like the Eden editor for Arma 3 didnt come until a while later for example.. but there are some things that needs to be in - like AI capable of flying. i honestly dont remember what we had and not had at launch of arma 3 since its been so long
the fact that people have already done such amazing things with the tools that Reforger supplies also bodes well
hah it took me like 40 hours in workbench to realize how powerful it can be in the right hands, while Eden editor was a bit more for the casual but still pretty darn good
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
3/4 of my arma 3 time is spent in eden im sure
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
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.
Is anyone familiar with dynamic AI spawning?
Not yet. π
Suddenly a wild Darc appears π
But as was mentioned, AR does not provide AIs flying the helicopters yet. Here is something I'm working on to fake them flying, shooting and doing other fun stuff. https://discord.com/channels/105462288051380224/1467159734543978506 .. WIP
is it like ambient spawner from BI Prefab?
I have no idea. Iβm trying to figure out how to make AI spawn and roam the map
yo
AI roaming isnβt plug-and-play in Reforger it depends on whether youβre using scenario framework, GameMaster scripts, or custom prefabs
Are you trying to make dynamic patrols, random spawns, or zone based reinforcement logic?
Patrols and random spawns
For game master
Oh Thatβs not beginner territory especially inside Arma Reforger Game Master
Iβve been modding for about a year now
Iβve just never messed with AI
Pretty much lol
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
AI in Reforger is a different beast compared to normal prefab or map work
Once you start touching patrol logic and randomized spawn handling, youβre basically dealing with behavior systems, not just placement
Got it, thank you for the help
Youβre welcome but If you want, I can also set up a clean Game Master ready AI module for you patrol zones, random spawn pools, proper pathing, and performance safe despawn logic
You can use ambient patrols, those are the standard for conflict AFAIK, or you got scenario framework patrols, which work pretty well too - do you want to have like a pre-populated map that you then load game master on?
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) π
I have used SF patrol methods in other game modes, they did work also but idk maybe not recommended to mix gamemodes
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?
Dears, hi
I started one small scenario project to lear the arma reforger tools, there is several issues i stuck with:
- AI cannot fly/control the helicopters
- 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
I don't think AI can fly just yet
closing behavior editor still randomly crashes wb
Looking at it as a feature, will make it less painful.
Same for the contantly poping-up warning thing's. 
If I didnt have nostalgia goggles on I wouldnt use this garbage software
Well what can i say to the ceo of bacon beside's...
I'm glad you are wearing them.
Personally I really like the way that the publish system asks multiple times if you want to publish, I feel like pressing publish should ask me again for no useful reason just on the off chance I've tabbed out and then I have to remember to go answer the silly question and tab back in, it's one of those papercuts where the pain is delicious /s
"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 π
Well probably safety reason.
If someone is uploading licensed stuff they can say "we ask you multiple time's".
Is there any API for navmesh modifier? or component?
There is a method for requesting local navmesh regeneration at runtime
IIRC it e. g. gets called when structures are placed/constructed
Yes that's it, IIRC it indirectly calls a method that rebuilds individual tiles
What do you mean by "region cost"?
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?
This is probably the best you can get: #enfusion_ai message
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
yep found no clue on whats im looking for
Something similar to this
like Navigation Modifier Volumes
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.
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
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. π
Yep, hopefully we get more flexibility in A4
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. π
β°οΈ
Behavior Tree Editor 2022 - 2026
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
It's probably some logic directly from the game mode?
I'm looking at it as a feature, to prevent ppl from copy > paste APL-ND logic. π
Why is float called scalar in "Behavior Tree" editor variables?
Bool = bool
Int = int
String = string
Float = scalar? π

You guy's really don't like us to use it right? lol
this is so true
i much prefer the previous version of BT
Got my reminder why i switchd from .bt modding to script modding back than. π
Yep, i tried it like multiple times
Thought it was because of the amount of nodes i was about to copy.
or you try to copy it into another BT
guarantee crash
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
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
True
1.6 is pretty broken in general so maybe 1.7 will also fix some stuff in terms of .bt editor.
Amen
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
Civilian A.I.?
AI will not follow waypoints > If I select them in GM and give them a move order they work as expected.
This is a bit confusing zo understand.
What exactly is the problem?
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.
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.
Glad to hear you found the problem. π