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infiltrator_2k

AI and Building Waypoint Bug?

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I've noticed that if you designate AI to use a building's waypoints to create a patrol the AI massively hesitate to react to the enemy. It's totally unworkable. I first thought Trophe's Random Building Patrol script was broken, but it seems to be related to the game itself. How long has this bug existed?

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It might be that because they are in a built up environment, there's extra calculations they have to do (pathfinding etc) so it slows down their routines.

If you can post up a simple repro mission, I can check here and see if I experience the same effect.

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It might be that because they are in a built up environment, there's extra calculations they have to do (pathfinding etc) so it slows down their routines.

If you can post up a simple repro mission, I can check here and see if I experience the same effect.

Das just create a lone AI and give him some building waypoints and you'll see yourself the AI may acknowledge you, but they'll either hesitate to return fire or not return fire at all.

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Das just create a lone AI and give him some building waypoints and you'll see yourself the AI may acknowledge you, but they'll either hesitate to return fire or not return fire at all.

I've been shot numerous times from AI units inside buildings, without having the slightest chance to react (using the setskill array in the spoiler below, no AI mods or scripts active, vanilla AI).

_unit setskill 0.3;
_unit setUnitAbility 0.1;
_unit setskill ["aimingAccuracy", 0.1];
_unit setskill ["aimingShake", 0.6];
_unit setskill ["aimingSpeed", 0.1];
_unit setskill ["spotDistance", 0.5];
_unit setskill ["spotTime", 0.3];
_unit setskill ["commanding", 1];
_unit setskill ["courage", 1];
_unit setskill ["reloadSpeed", 0.1];
_unit setskill ["general", 0.2];

A repro mission would come in handy.

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I've been shot numerous times from AI units inside buildings, without having the slightest chance to react (using the setskill array in the spoiler below, no AI mods or scripts active, vanilla AI).

_unit setskill 0.3;
_unit setUnitAbility 0.1;
_unit setskill ["aimingAccuracy", 0.1];
_unit setskill ["aimingShake", 0.6];
_unit setskill ["aimingSpeed", 0.1];
_unit setskill ["spotDistance", 0.5];
_unit setskill ["spotTime", 0.3];
_unit setskill ["commanding", 1];
_unit setskill ["courage", 1];
_unit setskill ["reloadSpeed", 0.1];
_unit setskill ["general", 0.2];

A repro mission would come in handy.

Placing units using the "setPos ((nearestBuilding this) buildingPos #)" isn't an issue. The AI react accordingly. But when you designate the AI waypoints to create a building patrol the AI go super-clunky and just stand there looking at you.

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Das just create a lone AI and give him some building waypoints and you'll see yourself the AI may acknowledge you, but they'll either hesitate to return fire or not return fire at all.

I tried that a few times (with various buildingpos set as waypoints) and they shoot at me no problem.

Not sure what the issue could be then without seeing a repro tbh.

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I tried that a few times (with various buildingpos set as waypoints) and they shoot at me no problem.

Not sure what the issue could be then without seeing a repro tbh.

version=12;

class Mission

{

addOns[]=

{

"a3_characters_f",

"A3_Characters_F_BLUFOR",

"a3_map_altis",

"A3_Characters_F_OPFOR"

};

addOnsAuto[]=

{

"A3_Characters_F_BLUFOR",

"a3_characters_f",

"A3_Characters_F_OPFOR",

"a3_map_altis"

};

randomSeed=2264549;

class Intel

{

startWeather=0.29999998;

startWind=0.099999994;

startWaves=0.099999994;

forecastWeather=0.29999998;

forecastWind=0.099999994;

forecastWaves=0.099999994;

forecastLightnings=0.099999994;

year=2035;

month=6;

day=24;

hour=12;

minute=0;

startFogDecay=0.013;

forecastFogDecay=0.013;

};

class Groups

{

items=2;

class Item0

{

side="WEST";

class Vehicles

{

items=1;

class Item0

{

position[]={3820.5454,13.39396,13459.203};

azimut=-86.131424;

id=0;

side="WEST";

vehicle="B_Soldier_F";

player="PLAYER COMMANDER";

leader=1;

skill=0.60000002;

init="this allowDammage false;";

};

};

};

class Item1

{

side="EAST";

class Vehicles

{

items=1;

class Item0

{

position[]={3791.2378,12.153802,13448.898};

azimut=-179.23161;

id=1;

side="EAST";

vehicle="O_Soldier_F";

leader=1;

skill=0.60000002;

};

};

class Waypoints

{

items=4;

class Item0

{

position[]={3798.0674,11.774868,13418.699};

idStatic=1115343;

idObject=-1209797425;

housePos=1;

speed="LIMITED";

combat="CARELESS";

class Effects

{

};

showWP="NEVER";

};

class Item1

{

position[]={3798.0674,11.774868,13418.699};

idStatic=1115343;

idObject=-1209797425;

housePos=12;

speed="LIMITED";

combat="CARELESS";

class Effects

{

};

showWP="NEVER";

};

class Item2

{

position[]={3798.0674,11.774868,13418.699};

idStatic=1115343;

idObject=-1209797425;

housePos=9;

speed="LIMITED";

combat="CARELESS";

class Effects

{

};

showWP="NEVER";

};

class Item3

{

position[]={3798.0674,11.774868,13418.699};

idStatic=1115343;

idObject=-1209797425;

housePos=3;

type="CYCLE";

speed="LIMITED";

combat="CARELESS";

class Effects

{

};

showWP="NEVER";

};

};

};

};

};

class Intro

{

addOns[]=

{

"a3_map_altis"

};

addOnsAuto[]=

{

"a3_map_altis"

};

randomSeed=9147658;

class Intel

{

timeOfChanges=1800.0002;

startWeather=0.30000001;

startWind=0.1;

startWaves=0.1;

forecastWeather=0.30000001;

forecastWind=0.1;

forecastWaves=0.1;

forecastLightnings=0.1;

year=2035;

month=6;

day=24;

hour=12;

minute=0;

startFogDecay=0.013;

forecastFogDecay=0.013;

};

};

class OutroWin

{

addOns[]=

{

"a3_map_altis"

};

addOnsAuto[]=

{

"a3_map_altis"

};

randomSeed=15209727;

class Intel

{

timeOfChanges=1800.0002;

startWeather=0.30000001;

startWind=0.1;

startWaves=0.1;

forecastWeather=0.30000001;

forecastWind=0.1;

forecastWaves=0.1;

forecastLightnings=0.1;

year=2035;

month=6;

day=24;

hour=12;

minute=0;

startFogDecay=0.013;

forecastFogDecay=0.013;

};

};

class OutroLoose

{

addOns[]=

{

"a3_map_altis"

};

addOnsAuto[]=

{

"a3_map_altis"

};

randomSeed=3838073;

class Intel

{

timeOfChanges=1800.0002;

startWeather=0.30000001;

startWind=0.1;

startWaves=0.1;

forecastWeather=0.30000001;

forecastWind=0.1;

forecastWaves=0.1;

forecastLightnings=0.1;

year=2035;

month=6;

day=24;

hour=12;

minute=0;

startFogDecay=0.013;

forecastFogDecay=0.013;

};

};

Is that any good?

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Placing units using the "setPos ((nearestBuilding this) buildingPos #)" isn't an issue. The AI react accordingly. But when you designate the AI waypoints to create a building patrol the AI go super-clunky and just stand there looking at you.

Why did you assume I'm using this command,

never stated anything about it in my post.

The code was just about the setskill array,

which is being used to simulate somewhat untrained units.

I'm using scripts that actually make the AI walk to the buildings position,

exactly the same as if ordered by the player.

Like Das already mentioned, the "CARELESS" behavior is the culprit in your mission.

Let us know how you do if you set it to "AWARE", heh.

Cheers

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You've got the behaviour set to "careless" so he will never engage you.

https://community.bistudio.com/wiki/Mission_Editor:_Waypoints#Behaviour

Dooh! I thought "CARELESS" just impacted on how they walked and held their weapons :redface: Setting the AI to "SAFE" works along with "AWARE".

Why did you assume I'm using this command,

never stated anything about it in my post.

The code was just about the setskill array,

which is being used to simulate somewhat untrained units.

I'm using scripts that actually make the AI walk to the buildings position,

exactly the same as if ordered by the player.

Like Das already mentioned, the "CARELESS" behavior is the culprit in your mission.

Let us know how you do if you set it to "AWARE", heh.

Cheers

I never assumed you were using the code chap, I was merely pointing out that when I use it there isn't the issue. But as you and Das suggested it's the combat mode that was causing the issue. I just can't believe I've wasted so much time on a stupid oversight.

Thanks anyway guys. Now I'm going to go somewhere quite and beat myself up for a while. Dumb ass me :icon_ohmygod:

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