AI
勢力推移
上=バフ、下=ナーフパッチ履歴
- ▲🐛Bug fixOff-road connections
ストリーミングナビメッシュを使用するマップでオフロード接続が常に作成されない問題を修正し、AIの移動を改善しました。
ナビメッシュの修正
- ≈🐛Bug fixLook Atrole check
Fixed the role check for the 'Look At' command.
bugfix
- ▲🐛Bug fixPathfindingnavigation
Improved AI pathfinding in tight spaces to prevent getting stuck.
bugfix
- ≈🎯BehaviorSuppressive Firetargeting
Fixed AI performing suppressive fire on the last known position of helicopters.
bugfix
- ≈🐛Bug fixGrenade Throwinganimation
Fixed an issue where AI could get stuck in the grenade-throwing animation.
bugfix
- ▲🐛Bug fixBTR Exitexit behavior
Fixed AI failing to exit the BTR.
bugfix
- ▲🎯BehaviorVoice CommandsMP response—→Enabled
Commanded AI now provides voice responses to commands in multiplayer.
behavior
- ≈🎯BehaviorGroup Leadershipdeath behavior
Improved AI behavior when the group leader dies.
behavior
- ≈🎯Behaviordriving—→Tweaked
Updated AI driving and PID setups for vehicles to improve navigation and handling.
PID setups
- ≈🐛Bug fixMove Inwaypointbroken→Fixed
Fixed the 'Move In' waypoint behavior when AI are operating within a forest.
forest terrain
- ≈🐛Bug fixseatingincorrect→Fixed
Fixed an issue where the leader would incorrectly take the gunner seat in a 2-member group.
2-member group
- ≈🐛Bug fixGet Inmountingfailed→Fixed
Fixed AI failing to mount static turrets when given the 'Get In' waypoint or command.
static turrets
- ≈🐛Bug fixGet Invalidationincorrect failure→Fixed
Fixed 'Get In' specific vehicle command not failing correctly when the subgroup was already in that vehicle.
subgroup vehicle
- ▲🎯Behaviordanger reaction—→Added
AI will now realistically evacuate and distance themselves from burning vehicles.
AI gets out and moves away from danger when vehicle is on fire.
- ≈🐛Bug fixspawning
Fixed a bug where AI units could spawn inside supply containers.
Fixed AI spawning inside supply containers.
- ▲🐛Bug fixattackanimation
Fixed an issue where some soldiers in large groups would remain stuck with raised weapons during attacks.
Fixed stuck weapon animations.
- ≈🎯Behaviorcollision—→dynamic layer
AI characters now correctly collide with the dynamic layer for better environmental interaction.
AI now collide with dynamic layer.
- ▲🛠QoLpathfinding
Optimized the usage of the pathfinding component in AI movement for better performance.
Optimization
- ≈🐛Bug fixAILimit counter
Fixed the AILimit counter condition when removing AI agents.
Agent removal
- ≈🎯Behaviorcombat behavior
Fixed AI getting stuck in the aiming state after attacking or investigating.
Fixed
- ≈🎯Behaviorrotation
Fixed AI rotation when provided with a lookAt location for more natural movement.
Fixed
- ▲✨Newnavigation—→Added
Added a new navmesh area type for ladders, allowing AI to navigate them properly.
Added
- ▲🐛Bug fixDoor Interactioninteraction
AI will no longer fail to open doors when positioned too close to them.
bugfix
- ▼🐛Bug fixVisionsmoke penetrationcan see through→cannot see through
Fixed a bug on Dedicated Servers where AI could see through smoke, restoring tactical utility to smoke grenades.
bugfix
- ▲🎯Behaviorspawning
AI no longer spawn inside walls at the Quarry Conflict spawnpoint.
tweak
- ≈🎯Behaviorpathfinding
Implemented various pathfinding and navmesh generation tweaks to reduce AI getting stuck.
Navmesh and pathfinding tweaks.
- ≈🐛Bug fixrequest handlingstuck→fluid
Fixed an issue where AI units could become stuck while performing specific requests.
Fixed AIs getting stuck during requests.
- ▲🎯Behavioridle behavior
AI in Idle behavior now correctly checks its surroundings, improving situational awareness.
behavior
- ≈🎯Behaviorperception
Tweaked AI perception during nighttime operations.
behavior
- ▲🐛Bug fixvisibility
AI now correctly detects players in very dark areas even at close range, improving combat consistency.
Fixed AI blindness in dark areas
- ≈🐛Bug fixPossessioncollision
Fixed bad collisions when using the 'Take Over' AI feature in Game Master mode.
Fixed Game Master AI collisions