Great video really appreciate what you and your team are doing (and all AI modders). Also I really enjoy these videos and the information you share on AI behaviors and pathfinding and how some of these things are very complex and can be difficult to change. Keep up the great works you guys!
@Machiya0074 жыл бұрын
Would really love to see this on groups. This formation.FSM looks like it might radically change group behaviour. I did a number of identical video tests (here on KZbin) using Vanilla AI skill tweaks, LAMBS (current Steam) and VCOM 3.4 beta (GitHub). The MAJOR find (aside issues with squad cohesion) was the effect of aimShake; putting ^^much higher^^ (>0.5+). This reduced 'spraying' in favour of picking shots -- this really changed the way Ai moved -- more time was spent 'finding cover' & 'engaging' than shooting (obviously with less shooting). The movement was better tactically. Combined with your new formation.fsm. This could be interesting.
@KenMikkelsen4 жыл бұрын
I'll give that a try!
@pureevil294 жыл бұрын
The elimination of the excessive default arma 3 Ai going prone when using LAMBS alone makes it worth it! Still it does so much more! Now that formation stuff is very interesting as long as it is not more resource consuming it could be the way to go...
@BernardLangham4 жыл бұрын
did you say in a previous video that you'd implemented a fleeing animation which makes the broken state more obvious? if so i'm not seeing it at 17:47
@KenMikkelsen4 жыл бұрын
Wanting to. I've been experimenting with the animations that already exist in Arma3, and none of them really fit the bill. As the project progresses we might reach out to animators to fix this ourselves. In fact it is one of my main complaints of A3 AI on a whole.
@69Dobby4 жыл бұрын
Great work,keep it up.God knows the AI need help.
@NicoleUK923 жыл бұрын
I really love your LAMBS mods i use them all the time! they make SP missions so much better... Thank you for making them!!! Im wanting to watch your videos on here to better understand how to use your mods and how they work but im really struggling to hear you. The gunshots are SOOOO loud and your voice is so quiet lol can you please make your voice louder and the gunshots quieter so i can hear what your saying or add subtitles please. Id love to watch these but its really difficult :(
@KenMikkelsen3 жыл бұрын
Thanks. Later videos are much better in this regard. Especially check the philosophy of... videos for clarity of many of the features.
@NicoleUK923 жыл бұрын
@@KenMikkelsen thank you it’s just im a bit deaf lmao so I struggle at the best of times hearing anything 😂 I’m literally watching all your vids at the mo trying to properly understand them all I’m doing at the moment is putting a waypoint for ai wanting to see what else I can do 🤗👍🏻
@Workd054 жыл бұрын
wish it was compatible with campaigns, instead, it just takes over my squad and starts issuing orders it's self :/ or it'll auto put my team into combat mode even if I have it disabled. PVE within milsim units or coop this is fire tho
@kylehaskell89162 жыл бұрын
Is there any updates to this? How far along have you come on formation.fsm, or has this project been dropped? Thanks!
@Mirut882 жыл бұрын
Hi Ken, Can you tell me how to enable this debug bullet tracing? it would be great to have that to define AI difficulty and test it out.
@KenMikkelsen2 жыл бұрын
Enter spectator mode and press 'o' on your keyboard :)
@KenMikkelsen2 жыл бұрын
community.bistudio.com/wiki/BIS_fnc_moduleTracers Can also be used on individual units. It's what I've done in some of my testing. :)
@Mirut882 жыл бұрын
@@KenMikkelsen It's so freaking simple... thank you mate! BTW both LAMBS and tutorial videos are awesome, great work you guys!
@anangrysalad82564 жыл бұрын
Assume the AI finding cover would come back at some stage? Otherwise it might feel a bit 'arcade-y', particularly in a defence situation. I've found with LAMBS even the AI getting down prolongs a player on AI engagement. The players stare at their target for longer waiting for him to stand or reveal himself and inevitably miss the rest of the AI group flanking / pushing up on them. It induces tunnel vision. Question though, is there any chance assessment of high ground could be worked into the formations fsm? BCombat used to do something like that back in the day. Edit: I have my own right now but how about a surrender instead of flee? Or both? Could also hook it as an event that we can use elsewhere. I use mine that if you get a soldier back to a trigger, he gives intel on a last known location of a nearby enemy group.
@KenMikkelsen4 жыл бұрын
In the group level manoeuvres there is an appreciation of height when evalution flanking manoeuvres. The AI will prefer to be in positions where they can shoot _down_ on the enemy. Surrendering can actually be accomplished with our custom eventhandlers! Check the wiki page for an example. Cheers
@scar86454 жыл бұрын
Hi Ken! Thank your for an amazing job! Keep on! Is it possible to update the mod for AI to climb over the fences ( to hide or to continue the path) by own will as it made for the player in the "Enhanced movements" mode? May AI leave the turrets or vehicles when the ammunition had finished? May the crew start to fix the vehicles after the partical damage (tracks, turret, engine etc.)? May AI throw the grenades and GL in the windows and count the bounce? May AI stop to getting too close the enemy if no cover in between?
@KenMikkelsen4 жыл бұрын
In some of these cases we are slave to default settings. Check my previous videos for an introduction into the design philosophy of LAMBS. I'll take your suggestings into considerations as I continue my investigation. :)
@solowingpixy81904 жыл бұрын
Does the AI still continue to shoot a downed player i.e waiting for a medic to heal.