07-09-2015, 10:44 PM
^Good reading above. If someone is interested, additional recent results below (crude test mission attached in Debriefing-thread post). All tests done with vanilla A3, version 1.46.
Shooting up to air, away from AI:Â
-Silenced P99 (9mm). Forest. Light overcast, no rain. Distance 30m. Ridge between me and AI (i.e no visual)
- 1 shot. KN = 0 > No reaction.
- 3 shots. KN 0.31 > AI starts searching. No trigger detection.
Silenced Vermin (.45ACP). Same conditions.
- 1 shot KN = 0 > No reaction.
- 3rnd burst. KN = 0. No reaction.
- 30rnd full auto. KN = 0.5X. Starts searching. No trigger detection but damn close to.
For the rifles (6.5mm) 40m seems to be safe distance, providing you use single shots. This is pretty much ok. I wouldn't mind bit less detection range for pistols/SMGs for stealth gameplay purposes but can't really complain. Silencers in rl aren't like they are in movies and this is Arma, not Hitman.
Kills:
1-shot kill with a headshot from 40m. Helmet/no helmet or caliber used made no difference. Same conditions as above.
- In 99% cases KN jumps exactly to 1.35 and stays there at least for several seconds even if the shot has been made directly from the back and no one has witnessed it. If mission maker uses 'detectedBy' triggers, this is enough to fire the trigger. Treshold for 'detectedBy' trigger seems to be around 0.59-0.8.
1-shot kill with a headshot from 300m. Silenced .338 sniper rifle.
- KN = 0. No detection.
1-shot kill with a headshot from 120m. Silenced 7.62mm.
- KN = 0. No detection.
2-shot kill with doubletap to center of mass. 120m. Unsilenced 7.62mm.
- KN = 0. No detection.
2-shot kill to center of mass. 5s between shots. 120m. Unsilenced 7.62mm.
- KN = 1.5. Trigger detection.
It seems to be somehow connected to the distance. Even if the player is directly behind AI, but the distance is short enough, AI still manages to detect the shooter even if death is instant with no visual contact to attacker. Obviously if there is another AI group close, they can still detect shots/you even if you kill the target silently.
Movement:
- Normal crawling >12m. OK. KN = 0
- Normal crawling >7m. Usually OK.
- Sprint crawling adds detection range by 3-5m.
- Normal walk (crouch)< ~20m. KN > 0.xx > Starts searching
- Running (crouched)Â < ~40m. KN > 0.xx > Starts searching
- Sprinting adds 5-10m to detection distance.
When you move too close, the KN jumps to something between 0.17-0.45, and AI starts searching for you, even if waypoint is "HOLD". IF you have cover close, and can somehow make it there and be still..the KN eventually begins to go down.
Usually players are crouch running/sprinting too close. When they start crawling, the detection has already happened. You have to hit the dirt really far to play it safe.
There might be small difference in detection skills between soldier classes. For example recon type soldier (B_recon_F)Â has detectSkill = 30, where normal soldier (B_Soldier_F) has detectSkill = 20 (figures from editor configviewer>cfgVehicles). I have not been able to notice any difference in practice though.
Shooting up to air, away from AI:Â
-Silenced P99 (9mm). Forest. Light overcast, no rain. Distance 30m. Ridge between me and AI (i.e no visual)
- 1 shot. KN = 0 > No reaction.
- 3 shots. KN 0.31 > AI starts searching. No trigger detection.
Silenced Vermin (.45ACP). Same conditions.
- 1 shot KN = 0 > No reaction.
- 3rnd burst. KN = 0. No reaction.
- 30rnd full auto. KN = 0.5X. Starts searching. No trigger detection but damn close to.
For the rifles (6.5mm) 40m seems to be safe distance, providing you use single shots. This is pretty much ok. I wouldn't mind bit less detection range for pistols/SMGs for stealth gameplay purposes but can't really complain. Silencers in rl aren't like they are in movies and this is Arma, not Hitman.
Kills:
1-shot kill with a headshot from 40m. Helmet/no helmet or caliber used made no difference. Same conditions as above.
- In 99% cases KN jumps exactly to 1.35 and stays there at least for several seconds even if the shot has been made directly from the back and no one has witnessed it. If mission maker uses 'detectedBy' triggers, this is enough to fire the trigger. Treshold for 'detectedBy' trigger seems to be around 0.59-0.8.
1-shot kill with a headshot from 300m. Silenced .338 sniper rifle.
- KN = 0. No detection.
1-shot kill with a headshot from 120m. Silenced 7.62mm.
- KN = 0. No detection.
2-shot kill with doubletap to center of mass. 120m. Unsilenced 7.62mm.
- KN = 0. No detection.
2-shot kill to center of mass. 5s between shots. 120m. Unsilenced 7.62mm.
- KN = 1.5. Trigger detection.
It seems to be somehow connected to the distance. Even if the player is directly behind AI, but the distance is short enough, AI still manages to detect the shooter even if death is instant with no visual contact to attacker. Obviously if there is another AI group close, they can still detect shots/you even if you kill the target silently.
Movement:
- Normal crawling >12m. OK. KN = 0
- Normal crawling >7m. Usually OK.
- Sprint crawling adds detection range by 3-5m.
- Normal walk (crouch)< ~20m. KN > 0.xx > Starts searching
- Running (crouched)Â < ~40m. KN > 0.xx > Starts searching
- Sprinting adds 5-10m to detection distance.
When you move too close, the KN jumps to something between 0.17-0.45, and AI starts searching for you, even if waypoint is "HOLD". IF you have cover close, and can somehow make it there and be still..the KN eventually begins to go down.
Usually players are crouch running/sprinting too close. When they start crawling, the detection has already happened. You have to hit the dirt really far to play it safe.
There might be small difference in detection skills between soldier classes. For example recon type soldier (B_recon_F)Â has detectSkill = 30, where normal soldier (B_Soldier_F) has detectSkill = 20 (figures from editor configviewer>cfgVehicles). I have not been able to notice any difference in practice though.