2nd ranger 282 Posted May 15, 2015 (edited) An AI Hunter given a simple waypoint sometimes will not move at all. No special behaviours, no waypoint parameters, no addons running. Just an AI Hunter with a waypoint from A to B. I say Hunter because I have tried it with other vehicles and the Hunter is the only one that seems to have a problem. It's hard to reproduce reliably. I can put the vehicle in one location and it will move fine, but then even just moving its position slightly on the road in the editor can cause the issue. So far I've only observed it happening when the vehicle is on a road. It's as if the road sections are being perceived as obstacles. Ticket with repro Can some of you guys try the mission and see if you can reproduce the issue? Edited May 15, 2015 by 2nd Ranger Share this post Link to post Share on other sites
das attorney 857 Posted May 15, 2015 Can some of you guys try the mission and see if you can reproduce the issue? Yes I can see this too - downloaded your mission on stable. When the Hunter starts, the steering is locked to the right and he sits there doing nothing. When you run up to him, your collision geo presumably wakes him up and he then drives off. There's also some other weirdness going on if you "sneak" up on him from behind... Share this post Link to post Share on other sites
2nd ranger 282 Posted May 15, 2015 Thanks, I'll add that to the ticket. Share this post Link to post Share on other sites
das attorney 857 Posted May 15, 2015 No problem man :) Share this post Link to post Share on other sites
omega1 15 Posted May 17, 2015 With the Marksman DLC releasing new full body ghillie suits for different environments, do these impact the detection range at all? Like, are you able to crawl up closer to the AI with a ghillie suit than without it? More simply, does camouflage play any role in how the AI interacts with players/other AI? Share this post Link to post Share on other sites
seba1976 98 Posted May 17, 2015 With the Marksman DLC releasing new full body ghillie suits for different environments, do these impact the detection range at all? Like, are you able to crawl up closer to the AI with a ghillie suit than without it? More simply, does camouflage play any role in how the AI interacts with players/other AI? Share this post Link to post Share on other sites
das attorney 857 Posted May 17, 2015 That video is inconclusive As far as I'm aware, only thing that the AI care about is a value in the soldiers config called "camouflage". Lower is better. Here are the values for some random classes: "B_Soldier_02_f" >> "camouflage" = 1.4 "B_sniper_F" >> "camouflage" = 0.6 "B_ghillie_lsh_F" >> "camouflage" = 0.4; Note that this value does not change based on what uniform you are wearing (so most of the tests in that video above mean nothing). You can start as a sniper and put on a pink velour tracksuit and the AI would still find it hard to see you because your initial value is 0.6 and that will never change. And if you start as a "B_Soldier_02_f" and put on a ghillie suit, your camo would still be 1.4 and so it would make no difference to the AI and they could still spot you relatively easily. I can see nothing in the uniform configs to indicate any kind of modifier so unless someone knows better, then that is how I believe the AI work. :\ Share this post Link to post Share on other sites
Greenfist 1863 Posted May 17, 2015 Note that this value does not change based on what uniform you are wearing (so most of the tests in that video above mean nothing). You can start as a sniper and put on a pink velour tracksuit and the AI would still find it hard to see you because your initial value is 0.6 and that will never change. And if you start as a "B_Soldier_02_f" and put on a ghillie suit, your camo would still be 1.4 and so it would make no difference to the AI and they could still spot you relatively easily. Not true. Uniforms inherit the camouflage value from the soldier classes. So changing just the uniform changes your camo value. For example: uniform "U_B_GhillieSuit" has uniformClass = "B_sniper_F", which has camouflage = 0.6. Share this post Link to post Share on other sites
das attorney 857 Posted May 17, 2015 Ah ok that's much better - thanks for straightening me out on that :) Question for you though: Why do units even have a camouflage attribute if it is mutable? Why not give uniforms their own config property like uniformCamo = 0.6 instead of this reliance on base vehicle classes? Share this post Link to post Share on other sites
pettka 694 Posted May 17, 2015 Ah ok that's much better - thanks for straightening me out on that :)Question for you though: Why do units even have a camouflage attribute if it is mutable? Why not give uniforms their own config property like uniformCamo = 0.6 instead of this reliance on base vehicle classes? It is actually more difficult, You may see that even the model of uniform is part of the soldier entity. But I may confirm that camouflage should be dependent on the uniform not the initial soldier class, the same goes for several other properties :icon_twisted: Share this post Link to post Share on other sites
seba1976 98 Posted May 18, 2015 That video is inconclusive It is what it is. You can draw different conclussions from it, but the tests shows what really happens on the field, despite biased opinions based on technical prejudices. Share this post Link to post Share on other sites
das attorney 857 Posted May 18, 2015 It is what it is. You can draw different conclussions from it, but the tests shows what really happens on the field, despite biased opinions based on technical prejudices. Greenfist already let me know how it works thanks. Share this post Link to post Share on other sites
kremator 1064 Posted May 18, 2015 You can start as a sniper and put on a pink velour tracksuit ... Ahhh good ol' Uni days ! Share this post Link to post Share on other sites
R3vo 2652 Posted May 20, 2015 Any news about this issue? Share this post Link to post Share on other sites
das attorney 857 Posted May 20, 2015 Any news about this issue? That video needs some Benny Hill music. Share this post Link to post Share on other sites
R3vo 2652 Posted May 20, 2015 That video needs some Benny Hill music. Going to upload a 10 h version of this with benny hill theme ;) Share this post Link to post Share on other sites
seba1976 98 Posted May 20, 2015 That video needs some Benny Hill music. :)... In fact, the AI FSMs should include the Benny Hill music, as defensive code, and start playing that music when something goes fubar. Share this post Link to post Share on other sites
R3vo 2652 Posted May 20, 2015 :)... In fact, the AI FSMs should include the Benny Hill music, as defensive code, and start playing that music when something goes fubar. Wouldn't it be running permanently then? :P Share this post Link to post Share on other sites
das attorney 857 Posted May 20, 2015 :)... In fact, the AI FSMs should include the Benny Hill music, as defensive code, and start playing that music when something goes fubar. There's always time for a sexy AI party xD Share this post Link to post Share on other sites
ColeAshford 10 Posted May 20, 2015 Lol... dude that's not called for. haha:yay::yay: Share this post Link to post Share on other sites
rübe 127 Posted May 21, 2015 :)... In fact, the AI FSMs should include the Benny Hill music, as defensive code, and start playing that music when something goes fubar. Yeah, but would things still go fubar if the AI FSM could detect that it is going fubar? Share this post Link to post Share on other sites
DancZer 65 Posted May 21, 2015 It is actually more difficult, You may see that even the model of uniform is part of the soldier entity. But I may confirm that camouflage should be dependent on the uniform not the initial soldier class, the same goes for several other properties :icon_twisted: Are you going to fix it? Share this post Link to post Share on other sites
pettka 694 Posted May 21, 2015 Are you going to fix it? I beg You pardon, sir, fix what? It may possibly be not clear from my post, which I am sorry for, but the camouflage is based on uniform currently, not on the base soldier type :icon_twisted: Share this post Link to post Share on other sites
DancZer 65 Posted May 21, 2015 Sorry pettka, wrong quote. I wanted to quote this issue: Share this post Link to post Share on other sites