AI Behavior – Arma 3

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(stub)
 
(fixed a few typos and rephrased some sentences)
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==Behavior modes==
==Behavior modes==
===Stealth===
===Stealth===
* cancels ''dismiss'' waypoint
* Cancels ''dismiss'' waypoint
* AI turns the lights off
* AI turns the lights off
* AI tries to move along objects
* AI tries to move along objects
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* AI in a vehicle cargo space disembarks
* AI in a vehicle cargo space disembarks
* AI calls out contact reports more frequently
* AI calls out contact reports more frequently
* AI takes takes cover (even from unknown targets)
* AI takes cover (even from unknown targets)
* AI ejects aircraft when it's damaged
* AI ejects aircraft when it's damaged
* AI tanks avoid running over the trees
* AI tanks avoid running over the trees


===Danger===
===Danger===
* cancels ''dismiss'' waypoint
* Cancels ''dismiss'' waypoint
* limited speed waypoint parameter gets ignored
* Limited speed waypoint parameter gets ignored
* AI turns the lights off
* AI turns the lights off
* AI crouches and gets prone more often
* AI crouches and gets prone more often
* AI in a vehicle cargo space disembarks
* AI in a vehicle cargo space disembarks
* AI calls out contact reports more frequently
* AI calls out contact reports more frequently
* AI takes takes cover (even from unknown targets)
* AI takes cover (even from unknown targets)
* AI ejects aircraft when it's damaged
* AI ejects aircraft when it's damaged


===Aware===
===Aware===
* AI reacts to danger causes (goes prone)
* AI reacts to danger causes (goes prone)
* When driving vehicles the AI prefers to follow roads and move in convoys
* When driving vehicles the AI prefers to follow roads and moves in convoys
* AI stays in formation
* AI stays in formation


===Safe===
===Safe===
* AI reacts to danger causes (goes prone)
* AI reacts to danger causes (goes prone)
* AI (on foot and in vehicles) prefers to follow roads and move in convoys or column
* AI (on foot and in vehicles) prefers to follow roads and moves in convoys or column formation
* AI moves with the weapon lowere
* AI moves with the weapon lowered
* AI in vehicles turns out
* AI in vehicles turns out
* AI moves head to check surroundings and updates contacts less often
* AI moves head to check surroundings and updates contacts less often


===Careless===
===Careless===
* same as Safe but without autonomous switching to other modes and danger reactions
* Same as Safe but without autonomous switching to other modes and danger reactions


==Combat modes (ROE)==
==Combat modes (ROE)==
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* Free to fire. Keep in formation.
* Free to fire. Keep in formation.
* Units will fire upon any suitable target in effective range, while staying in formation.
* Units will fire upon any suitable target in effective range, while staying in formation.
* If a leader calls Target, the unit with aim without breaking formation.
* If a leader calls out a target, the units with aim without breaking formation.


RED
RED
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===Suppression===
===Suppression===
* AI which is under fire becomes suppressed and its aim deteriorates. The speed of AI's recovery from the suppression is based on AI's Courage skill. AI with final skill close to 1.0 recovers almost immediately (doesn't suffer much suppression). Conversely just few shots around a 0.2 skilled AI should disturb it's aiming for longer period (up to ~ 12s).
* AI which is under fire becomes suppressed and its aim deteriorates. The speed of AI's recovery from the suppression is based on AI's Courage skill. AI with final skill close to 1.0 recovers almost immediately (doesn't suffer much suppression). Conversely just few shots around a 0.2 skilled AI should disturb it's aiming for longer period (up to ~ 12s).
* When path planning the AI will try to avoid beaten zones and areas that are visibly within enemy's fire sectors
* When planning a path, the AI will try to avoid beaten zones and areas that are visibly within enemy's fire sectors
===Fleeing===
===Fleeing===
* Can be disabled by allowFleeing
* Can be disabled by allowFleeing

Revision as of 19:18, 2 August 2016


Behavior modes

Stealth

  • Cancels dismiss waypoint
  • AI turns the lights off
  • AI tries to move along objects
  • AI goes prone more often
  • AI in a vehicle cargo space disembarks
  • AI calls out contact reports more frequently
  • AI takes cover (even from unknown targets)
  • AI ejects aircraft when it's damaged
  • AI tanks avoid running over the trees

Danger

  • Cancels dismiss waypoint
  • Limited speed waypoint parameter gets ignored
  • AI turns the lights off
  • AI crouches and gets prone more often
  • AI in a vehicle cargo space disembarks
  • AI calls out contact reports more frequently
  • AI takes cover (even from unknown targets)
  • AI ejects aircraft when it's damaged

Aware

  • AI reacts to danger causes (goes prone)
  • When driving vehicles the AI prefers to follow roads and moves in convoys
  • AI stays in formation

Safe

  • AI reacts to danger causes (goes prone)
  • AI (on foot and in vehicles) prefers to follow roads and moves in convoys or column formation
  • AI moves with the weapon lowered
  • AI in vehicles turns out
  • AI moves head to check surroundings and updates contacts less often

Careless

  • Same as Safe but without autonomous switching to other modes and danger reactions

Combat modes (ROE)

BLUE

(Never fire + Disengage)

  • Hold fire. Keep in formation.
  • The group will never fire under any circumstances. When hostile units are detected, they will track them, but will never fire back, even when fired upon.
  • This mode can only be set through the editor or script. No in-game commands to subordinates can set them to combat mode Blue.

GREEN (Hold fire + Disengage)

  • Do not fire unless fired upon. Keep in formation.
  • Individual units will open fire on any enemy units that are both aware of their individual presence and can harm them.
  • When a player orders his units to "Hold fire", the units are set to combat mode Green.

WHITE (Hold fire + Engage at will)

  • Do not fire unless fired upon. Pursue targets. (Seek a position that allows for a possible firing solution on the target)
  • Individual units will open fire on any enemy units that are both aware of their individual presence and can harm them.

YELLOW (Fire at will + Disengage) DEFAULT MODE

  • Free to fire. Keep in formation.
  • Units will fire upon any suitable target in effective range, while staying in formation.
  • If a leader calls out a target, the units with aim without breaking formation.

RED (Fire at will + Engage at will)

  • Do not fire unless fired upon. Pursue targets. (Seek a position that allows for a possible firing solution on the target)
  • When a leader commands his units to Engage at will, combat mode RED is set. The AI does not keep formation and each member moves individually. The leader command Disengage will set the units back to fire at will (YELLOW)
  • If Attack and Engage is called, the unit will break formation to find the best place to attack from (combat mode RED).

Morale

Suppression

  • AI which is under fire becomes suppressed and its aim deteriorates. The speed of AI's recovery from the suppression is based on AI's Courage skill. AI with final skill close to 1.0 recovers almost immediately (doesn't suffer much suppression). Conversely just few shots around a 0.2 skilled AI should disturb it's aiming for longer period (up to ~ 12s).
  • When planning a path, the AI will try to avoid beaten zones and areas that are visibly within enemy's fire sectors

Fleeing

  • Can be disabled by allowFleeing

Courage of an AI group is based on the group's leader Courage skill. Each group has an initial strength (sum of undamaged armor and health of all units). If the group losses are higher than the initial strength multiplied by leader's Courage then the group will start fleeing. Primarily it goes to a supply point, secondarily it will try to find a safe position within a 600m radius from the initial waypoint (danger, distance, amount of cover positions are taken into account). After the fleeing has been finished the group's initial strength is reset.