Note that I’m not talking about grass - that’s a very different technology (it doesn’t have collision objects) and can be calculated based on terrain surface type (like ie. footstep sounds) - that’s why we can get A3 grass on A1 maps. Bushes are actual "cover".
I don’t have a fancy video, but if you place two soldiers 50m from each other and place A1 bushes between them in a way which obstructs the vision, but doesn’t put the bush object in the way, the AI will see/engage each other.
edit: Seems I was wrong, this worked with AiA, but not in CUP, where the opposite problem seems to be present - me and my CSAT buddy chilling out.
Note that I also don’t know the full story and there are ie. A3 bushes that look like 3m high grass (ie. Altis marshlands) that also block AI vision while being pass-through, so it’s possible to create such bushes, but Arma 1 ones don’t seem to be like that.
[quote user_id=“12211388” avatar=“https://assets-cloud.enjin.com/users/12211388/avatar/medium.1649779431.png” name=“Bull”]In one situation we were sprinting through a plantation field and I was sure it would be the death of us but the moment I went prone, the AI lost me completely (We were being shot from Northeast/East).
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That might have been due to the surface type + you going prone, not necessarily because of the field plants.
Regarding the mission - I find it hard to "take it slow" when the enemy has us pinned most of the time. This would work if we had better equipment (ie. fixing the enemy for air strikes), but just holding position and waiting for the accurate fire to kill us or the grenades to do the same seems a bit … suboptimal. It makes sense from a superior firing position, but I wouldn’t say we had one - that’s why we tried to push on the compound. We really couldn’t see almost anything because of the bushes, so one element covering the other was mostly out of question and with the (mentioned) grenades landing left and right, we figured the best approach is to smoke the path to the compound and kill whoever was launching them, gaining a defensive position in the process.
I don’t know, we could have just pulled back to kill the flanking enemy (to the West, I believe), but that would open us to the town and even if we split forces, the vision was so bad that we would have probably taken equal losses either way.
"Taking it slow" is a valid tactic, but best employed when you can surround the enemy / cover all possible attack vectors, which kind of wasn’t our position.
Anyway, just my 2CZK.