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![]() Will Arma 3 take advantage of the “ headless AI ” that's recently emerged in the A2 co-op community? We want to be able to proudly show off our advanced AI by making sure it's properly configured.Ĭrowe: Looking at it from the perspective of our Alpha, we can say there's still some way to go, but it's rewarding to see progress and the alpha helps us focus on our goals. Their initial focus has been on the regular infantry squad and their weapons, and now they are moving on to specialized weapons and vehicles. They are trying to find the best balance between authenticity, realism and fun to match our design vision. Internally we've set up something we refer to as “Task Force Balance,” headed by our Lead Sandbox Designer, Lukáš Haládik. Only when that is carefully done, can we see which things still need tweaking in the AI technologies. Van 't Land: A lot of work goes into the actual configuration of all game content. ![]() It's something our programmers often shout at us about. I mention it because this kind of work improves AI behavior through appropriate design. We've improved some of our tools so the terrain developers can see how their compositions are traversed by the AI. "New functionality means we need to train our AI to do more things."Ĭrowe: Little fixes like the use of UGLs makes a surprising difference-even if they do sometimes cause friendly-fire problems! We've also tried to take care of certain things that impact upon AI. Now we are teaching them to engage in underwater combat (this adds a third dimension compared to walking on land), to detect and avoid minefields and flames, to drive using the PhysX vehicles, and to use Under-Barrel Grenades well. It's a lofty goal that sometimes will mean the AI is seen doing less than intelligent stuff. We try to refrain from trickery and simulate AI behavior in all aspects letting them walk around, engage in infantry combat, fly gunships, drive boats and do many of the things players do. Van 't Land: New functionality means we need to train our AI to do more things. Now, it's our job to make sure they work and integrate well alongside the existing behaviors. We've given ourselves some quite big challenges with some of the new headline features. What new AI behaviors does Arma 3 implement?Ĭrowe: With Arma's AI it will always be a case of carefully evolving it. We get some great support from our studio in Prague when it comes to distribution and publishing!Ĭrowe: One of the best things about the A3 Alpha is that we've dealt with some of these risks up front, and we're in a stronger position because of that. Doing this for the Alpha now, let's us get things out of the way for the Q3 release and should help it be smoother. Doing multiple public releases within the project (last year's expo versions started this) helps train the team to deliver a final product. We needed to really start looking towards the finish line and stop adding new functionality and content. Van 't Land: Learning from TKOH certainly helped us to evolve the Arma 3 team. Take On's development wasn't perfect, but it's tight, focused structure helped highlight these aspects. Particularly in the context of longer or delayed developments, you've got to maintain a real focus on “product” completion and have an awareness of the trials, tribulations and rewards associated with getting your work outside of the development bubble. Our programmers would kill us if we tried to suggest sharing tech was that simple! That being said-from Take On-there's a bunch of stuff like render-to-texture and the environments tech but, for me, the best cross-pollination is found simply in the finalization and release of other games. Never is it quite a copy-and-paste job, but we don't have to reinvent the wheel every time.Ĭrowe: Exactly. You can also notice that the engineer unit from the MARSOC faction is holding an invisible Foregrip.Van 't Land: It can certainly help us as a relatively small development team to be able to assimilate tech from other projects on the RV engine. Just spawn few units and edit their loadouts to add foregrips to their RHS weapons, than view your mission and notice that each and every one of the AI soldiers won't grip the rifle properly, and their hands bond with the foregrip. I would be very thankful if you can fix this issue With the player it works fine, but when seeing other AIs holding rifles with foregrips, their hands will clip in the foregrip. You added each foregrip accessory as a Bipod attachment but since you did it, all foregrip will clip with AI solider's hands. I Saw you removed a long time ago all the different variants of each weapon ( m4a1 pip with foregrip, M4a1 angled grip, etc.), to minimize the amount of weapons that will appear in the Editor. Did you used any other mod when the error occurred?Ġ003782: AI will clip in foregrip attachments ![]()
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