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bardosy

S.O.G. empty field somehow block the AI's vision (invisible wall?)

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There is a special crop field (not rice, maybe onion) it's a very small crop, so for an adult, it's an empty field. Brilliant visibility. But only for human player. AI can pass (AI groups can run up and down without any problem). But if an AI group in the field, it cannot detect enemies.

 

I made a test mission. Put three VC in a group and add a Search and Destroy WP. And put three US rifleman (the leader is the player). Not the VC, nor the AI americans will not fire to the enemy. And even if I saw them, I cannot order AI to engage, because "I can't see them" by the arma engine.

 

If I go very close (2 meter) to the VC group, then they detect me and fire.

Interesting, because in other part of the map in the elephant grass, the AI can see through the very high grass, but here they can't. Probably Savage put this invisible wall to a bad place.

 

As you can see, I put a "hide terrain object" module to remove "that thing" but not really remove anything and not solve the problem.

 

If you can help me to solve this glitch, please do!

 

Here is the sample mission (of course it's on SOG map): file name is: "mission.sqm", folder name is: "xdel_cowardVC.Cam_Lao_Nam"

 

Spoiler

 


version=54;
class EditorData
{
	moveGridStep=1;
	angleGridStep=0.2617994;
	scaleGridStep=1;
	autoGroupingDist=10;
	toggles=1;
	class ItemIDProvider
	{
		nextID=10;
	};
	class Camera
	{
		pos[]={19909.738,14.96,6906.29};
		dir[]={0.67357069,-0.17364818,0.71843499};
		up[]={0.11876869,0.98480779,0.12667948};
		aside[]={0.72951806,7.4505806e-009,-0.68396163};
	};
};
binarizationWanted=0;
sourceName="xdel_cowardVC";
addons[]=
{
	"characters_f_vietnam_c",
	"A3_Modules_F"
};
class AddonsMetaData
{
	class List
	{
		items=2;
		class Item0
		{
			className="characters_f_vietnam_c";
			name="characters_f_vietnam_c";
			author="Savage Game Design";
			url="https://www.arma3.com";
		};
		class Item1
		{
			className="A3_Modules_F";
			name="Arma 3 Alpha - Scripted Modules";
			author="Bohemia Interactive";
			url="https://www.arma3.com";
		};
	};
};
randomSeed=8182101;
class ScenarioData
{
	author="bardosy";
};
class Mission
{
	class Intel
	{
		timeOfChanges=1800.0002;
		startWeather=0.2;
		startWind=0.1;
		startWaves=0.1;
		forecastWeather=0.25;
		forecastWind=0.1;
		forecastWaves=0.1;
		forecastLightnings=0.1;
		year=1968;
		month=7;
		day=22;
		hour=5;
		minute=55;
		startFogDecay=0.014;
		forecastFogDecay=0.014;
	};
	class Entities
	{
		items=3;
		class Item0
		{
			dataType="Group";
			side="West";
			class Entities
			{
				items=3;
				class Item0
				{
					dataType="Object";
					class PositionInfo
					{
						position[]={3263.0066,9.7887344,7765.4429};
						angles[]={0,5.5565233,0};
					};
					side="West";
					flags=7;
					class Attributes
					{
						isPlayer=1;
					};
					id=1;
					type="vn_b_men_sog_16";
				};
				class Item1
				{
					dataType="Object";
					class PositionInfo
					{
						position[]={3263.5088,9.4983158,7761.5479};
					};
					side="West";
					flags=5;
					class Attributes
					{
					};
					id=2;
					type="vn_b_men_sog_07";
				};
				class Item2
				{
					dataType="Object";
					class PositionInfo
					{
						position[]={3266.5759,9.820961,7765.6123};
					};
					side="West";
					flags=5;
					class Attributes
					{
					};
					id=9;
					type="vn_b_men_sog_15";
				};
			};
			class Attributes
			{
			};
			id=0;
		};
		class Item1
		{
			dataType="Group";
			side="East";
			class Entities
			{
				items=4;
				class Item0
				{
					dataType="Object";
					class PositionInfo
					{
						position[]={3214.3081,12.648726,7818.8281};
					};
					side="East";
					flags=7;
					class Attributes
					{
					};
					id=4;
					type="vn_o_men_vc_local_01";
				};
				class Item1
				{
					dataType="Object";
					class PositionInfo
					{
						position[]={3210.0942,12.627568,7817.2471};
					};
					side="East";
					flags=5;
					class Attributes
					{
					};
					id=5;
					type="vn_o_men_vc_local_29";
				};
				class Item2
				{
					dataType="Object";
					class PositionInfo
					{
						position[]={3219.8389,12.240941,7815.7993};
					};
					side="East";
					flags=5;
					class Attributes
					{
					};
					id=6;
					type="vn_o_men_vc_local_06";
				};
				class Item3
				{
					dataType="Waypoint";
					loiterAltitude=-3.4028235e+038;
					position[]={3225.238,12.754299,7822.9922};
					type="SeekAndDestroy";
					combatMode="RED";
					combat="AWARE";
					class Effects
					{
					};
					showWP="NEVER";
					id=7;
				};
			};
			class Attributes
			{
			};
			id=3;
		};
		class Item2
		{
			dataType="Logic";
			class PositionInfo
			{
				position[]={3228.5811,8.9584198,7790.6748};
				angles[]={6.140173,0,6.2611938};
			};
			areaSize[]={50,0,50};
			flags=1;
			id=8;
			type="ModuleHideTerrainObjects_F";
			class CustomAttributes
			{
				class Attribute0
				{
					property="#filter";
					expression="_this setVariable [""#filter"",_value]";
					class Value
					{
						class data
						{
							class type
							{
								type[]=
								{
									"SCALAR"
								};
							};
							value=12;
						};
					};
				};
				class Attribute1
				{
					property="#hideLocally";
					expression="_this setVariable [""#hideLocally"",_value]";
					class Value
					{
						class data
						{
							class type
							{
								type[]=
								{
									"BOOL"
								};
							};
							value=0;
						};
					};
				};
				nAttributes=2;
			};
		};
	};
};

 

 

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15 minutes ago, pierremgi said:

Similar problem as this post.

Probable LODs issue on specific terrain object, depending on dimensions.

 Yes, I thought it's similar. This is why I asked, maybe someone know what is the type of the object. *Eg in rice puddle, Johnnyboy replace an unpassable ditch to a passable.

OK, I ask something easier and then maybe I could do my own research too: in the old 2D editor, I could switch on/off to shoe the IDs of the objects on the map. But I dont find this switch in 3DEN editor. I hope if I saw what is the IDs of these objects, I could delete them.

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1 hour ago, bardosy said:

OK, I ask something easier and then maybe I could do my own research too: in the old 2D editor, I could switch on/off to shoe the IDs of the objects on the map. But I dont find this switch in 3DEN editor. I hope if I saw what is the IDs of these objects, I could delete them.

 

Open the debug console, execute locally:

do3DENAction "ToggleMapIDs";

but map object IDs are not reliable, best to use nearestObject according to Moricky's post here.

 

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Having just tried the mission, I think this particular problem is that this position is near a respawn position, and engine has set units to setCaptive true while near the respawn point.  I suggest moving the respawn point to see if it happens again.

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1 hour ago, johnnyboy said:

Having just tried the mission, I think this particular problem is that this position is near a respawn position, and engine has set units to setCaptive true while near the respawn point.  I suggest moving the respawn point to see if it happens again.

 

But in this small example mission (hidden by the "spoiler" section) there is no respawn point. I just put three US and three VC soldiers with "search and destroy" waypoint. And they are runing up and down very closely each other but didnt shoot. But if one of them is close enough (about 2 meters) then they detect each other and start shooting. I feel there is an invisible elephant grass in this field. So even if I dont use any spawn point, the glitch is still there.

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4 hours ago, pierremgi said:

Probable LODs issue on specific terrain object, depending on dimensions.

Yep, might be a good idea to find and write down the model names of all affected objects and post a ticket on Feedback Tracker.

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OK, in the editor I confirmed this as a map bug.  I placed 2 opfor and 2 blufor about 30M apart, and they will not target each other until about 3M apart.

 

This is a freaky map bug, as there are no terrain objects within 40M of this spot.  The closest terrain objects are some low stone walls of type stonewall_01_s_d_f about 50M away, and if I hideObjectGlobal those objects, the units still can't see each other.

 

This command finds no near objects when in middle of this area:

nearestTerrainObjects [getpos player, [],40]

This is the position on the map:  [3237.08,7794.73,0.00161934]

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3 hours ago, Harzach said:

Open the debug console, execute locally:


do3DENAction "ToggleMapIDs";

I tried this also, and there are no IDs in this little clearing, so it looks like no terrain objects here.   Very strange.

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Savage developers asked me to make a ticket about it. I did, but if you can explain more accurate than me, please add a comment to this ticket: https://feedback.bistudio.com/T159346

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