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BF2_Trooper

I'mAI fireteam does not follow me on bridge.

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I'm in the urban combat level of the campaign where you have to secure the DMZ.  So I'm in the middle of some city now and there's a bridge.  

I've divided my squad to Red and Green teams.  I want my Red fireteam walking with me across the bridge, but they just won't!  Not even when I tell them to advance.  

The only way they cross the brigde is if I point to a building on the other side and tell them to move there.  The problem with this is that sometimes they run there and get shot.  So is there something about the AI that prevents them from following you across a bridge?

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bridges are posing a lot of problems for AI right now, 1.07 included. Hopefully it will be remedied some time.

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I think it was with the Resistance add-on for OFP back in 2002 that introduced the long bridge on the new island called Nogova. The AI had lots of problems with that bridge.

Kind of sucks to see almost five years later (after Resistance) that quirk gets brought into the "new" game.

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the problem is stupidly hard to fix, its the nature of dynamic AI: they always pick the easiest route they think to get from point A to point B, somehow OFP/ArmA ai seems to think whatever objects are non enterable, this could be fix by adding AI route into the building, but AI would still choose the "easy way" over the "hard way", AI are also having funny through about road LOD too, at one point they love to stick with roads and have no problem netvigate through, but they also temped to get away from road and take "shortcuts", then they start to think its a bad idea and try to get back to road again, then they think its a bad idea(again), and get off road

they simply think back and fore about using roads or not

i am no programer so i have no idea how hard is it to fix, but i hope it is fixable confused_o.gif

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the problem is stupidly hard to fix, its the nature of dynamic AI: they always pick the easiest route they think to get from point A to point B, somehow OFP/ArmA ai seems to think whatever objects are non enterable, this could be fix by adding AI route into the building, but AI would still choose the "easy way" over the "hard way", AI are also having funny through about road LOD too, at one point they love to stick with roads and have no problem netvigate through, but they also temped to get away from road and take "shortcuts", then they start to think its a bad idea and try to get back to road again, then they think its a bad idea(again), and get off road

they simply think back and fore about using roads or not

i am no programer so i have no idea how hard is it to fix, but i hope it is fixable confused_o.gif

Hmm, so does that mean there's a better chance of them crossing a bridge if they we're driving across it on wheels instead of walking?

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the problem is stupidly hard to fix, its the nature of dynamic AI: they always pick the easiest route they think to get from point A to point B, somehow OFP/ArmA ai seems to think whatever objects are non enterable, this could be fix by adding AI route into the building, but AI would still choose the "easy way" over the "hard way", AI are also having funny through about road LOD too, at one point they love to stick with roads and have no problem netvigate through, but they also temped to get away from road and take "shortcuts", then they start to think its a bad idea and try to get back to road again, then they think its a bad idea(again), and get off road

they simply think back and fore about using roads or not

i am no programer so i have no idea how hard is it to fix, but i hope it is fixable confused_o.gif

Hmm, so does that mean there's a better chance of them crossing a bridge if they we're driving across it on wheels instead of walking?

in ofp, yes, i have seen countless time (mp/sp) that a Tank(well M113 and BMP not count as they can go into water) cross bridges without extra help, jeeps, trucks all when fine, i dont have much time to test it with ArmA through

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I don't think that if the AI are in vehicles it'd help much. I put an AI into an M1A1 and sent him on his way. I arrived at my set waypoint in a chopper only to see that on the map, Pvt.Numbskull was miles away from me and not moving. I flew the chopper back to his position and what should I find but him, lying upside down in the tank next to a bridge. He still had his foot on the gas wondering why he wasn't moving.

"Doh! Uh-hyuk. I uh, done bad, sarge."

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it depend, sometime it simply doesnt work, but when it works, you better find cover and grab some AT

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The AI crossing bridges is simply retarded.

I once wanted to make a mission where a tank starts at one end of a bridge, and simply drives across to the other side, but it wouldn't.

The tank instead did a u-turn and drove for like 10 minutes all through the city to make it's way to the other end of the bridge, instead of driving the 10 seconds across it.

I have not bothered playing ArmA since I realised the AI are so thick.

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my friend have been working on some robot path finding stuff (some kind of contest if i remember correctly)and he said its pretty normal that they get stuck at some point without reason confused_o.gif

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the best chance to get them across on foot is to set the AI to safe mode, and in column formation, and then, very slowly cross the bridge, pausing constantly so the AI wont panic, of course, if you are taking fire, might as well go solo and leave the AI behind, the safe and column formation also applies to vehicles, they drive better on safemode

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They should just do away with bridges altogether and create an isthmus or something.

--Ben

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Maybe they don't like BF2 troopers telling them what to do. biggrin_o.gif

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I'm not a programmer too, but I think that it shouldn't be so hard to make AIs to go from point A to B or to follow a leader.

First that AIs have no eyes, and the island and all of the objects are nothing more than an extense list of numbers, so everything happens in terms of numbers.

I think AIs get stuck sometimes cause they look to the point where the leader is before try to move until there, and there are some classes of objects, such as bridges that "blinds" its "visions".

The leader could leave "crumbs" in the patch: a list of coordinates that indicates to AI the point to step over.

If the leader step these points, obviously AI can step them too.

A counter should be triggered when a order "fall back into formation" was given, so any AI should be or in its position from the leader, according to the formation, or in one point from the patch "crumbs", and on the way to go next to the leader position.

If this counter reachs a specific number and AI is still stuck or far away from the destination point, a new counter should be opened for that AI. Them AI should consider a new temporary COLUMN formation and try step the crumb patch left by the leader.

So AI will not look to the point where leader is, but to the last point of the patch crumb and try to get there.

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