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IndeedPete

AI acting weird since 1.28?

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Hey there,

I wasn't sure if I should do a post but I'm experiencing super weird AI behaviour since 1.28 (I'm running stable, no mods). I can't pinpoint any specific issue; it's just like my editor turned into a kindergarten. AI switches to combat mode even if there's no one in sight (not even one enemy on the whole map...) when given a SAD waypoint with speed "Limited" and behaviour "SAFE". This also occurs on units just standing around with no waypoints. Other AI with a simple set of "Safe" and "Limited" move waypoints just breaks his patrol pattern and runs off like he's being scared shitless. I took some time to follow this crazy one and he ran like 1 KM (and was completely fatigued) until he reached some other dude, stayed for a few seconds and then just turned around and tried to run back. Same behaviour goes for civies - even if there's nothing happening they simply go nuts and run around / go prone randomly. But only some of them, there are completely normal ones, following their waypoints as planned. Waypoints are mostly editor placed. I already did the file check via steam - everything fine.

Does anybody else experience this madness?

---------- Post added at 02:26 AM ---------- Previous post was at 01:48 AM ----------

So, I think I've zeroed in on the problem with that one guy who's running like Usain Bolt. Depending on chosen daytime his patrol buddy gets deleted post-init sometimes. And it seems like he goes crazy over that loss. However, that doesn't explain the other AI behaviour.

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I've noticed that the AI in the game don't seem to know about other friendly AI and will call out when they see them, and get battle-ready

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Yes, that's what I mean. But I haven't noticed that in earlier versions. Only thing I knew about was the "wrong" radio protocol. E.g. someone of your own squad spots a civie and shouts out "Enemy man!" but they never changed stances or behaviour.

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I don't know if that takes the same line, but as I am experimenting with the commands "doTarget" and "doFire", I realized that sometimes the IA was sort of moving in a circle of 1m radius instead of walking to me and shooting at me though I was the target.

Unfortunately, I can't reproduce this as it's very rare and appearently random plus I can't tell if that is a new problem, because the first version I tested this in was 1.26.

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At least you're trying to get them firing on a living target. I've done like two ambient shooting range scenes now and getting AI to fire at static targets is really a pain in the ass. I've managed to get them firing but they drift as hell, means they can't hit shit.

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Hm, now I'm experiencing this combat mode behaviour madness in other missions too. Is there really no one who can confirm the exact same issue? Am I going nuts?

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I'm not sure if this helps, but I recently noticed that my AI squadmates would sometimes initially spot previously unknown/unrecognised friendly infantry as hostile units for about five seconds.

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Yes, that's what I mean. They did that before and reported like "Man 100 metres." - totally fine. But now they're switching to combat stance for a few seconds, run around like crazy and then call an "All clear!" and return to their waypoints (more or less at least). Can't pinpoint the issue though. It's just breaking the atmosphere when you walk into a peaceful camp on mission start and the patrolling guards are running around and yelling liek they're under heavy fire.

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Yeah, it is likely just a small under the hood change to the spotting FSM or something that didn't get picked up by testing. Just create a feedback tracker ticket and I am sure they will look at it shortly. Luckily its not gamebreaking, even if it is a little annoying :)

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Yes, I'll do some more testing in a better environment (i.e. not in my missions and on my second machine) and then open up a ticket if I can confirm the issue.

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