Bug #25348

Soldier walking/running instead of crawling through holes

Added by kraze almost 4 years ago. Updated about 3 years ago.

Status:Closed Start date:10/10/2011
Priority:Normal Due date:
Assignee:Suma % Done:

90%

Category:AI Issues
Target version:1.60.87580
Affected ArmA II version:1.60 BETA First affected build:
Reproduced by another DH user:Yes First affected ArmA II version:
I am using some Mods:No Single / Multi Player?:
I am using: BIForumURL:
Reproducible for you:Yes NGUrl:
Related to content of DLC: WIKIurl:

Description

Now I bet many here know about an annoyance when an enemy suddenly jumps you by passing through a wall with a hole (or anything else with a hole underneath) ahead of you (or worse - behind you).
Here's a possible solution, similar to how BIS fixed bridges and infantry:

- set two AI "waypoints" (like the ones used for them to pass bridges right now), one on one side of the wall (let's call it left) and the other one on the other (right)
- When AI pathfinding tells it to pass through that wall from the 'left' it goes to a 'left' waypoint where script tells it to go prone and move to the 'right' waypoint
- upon reaching the 'right' waypoint the script tells AI to get back to a stance it was in

Problem solved?

ThroughWallRepro.Shapur_BAF.rar (895 Bytes) kraze, 10/13/2011 23:51

AIThroughFence.Chernarus.rar (751 Bytes) kraze, 11/08/2011 00:00

Utes_20Wall-Crawl_20Test.utes.7z (747 Bytes) OMAC, 11/08/2011 02:05

Khushab_Pipes.Takistan.7z (785 Bytes) OMAC, 11/08/2011 02:56

Takistan_Oil_Pipe_test.Takistan.7z (1 kB) OMAC, 11/08/2011 03:23

AIThroughpipes.Desert_E.pbo (3.5 kB) Danil-ch, 11/08/2011 09:41

Khushab_Pipes.Takistan.jpg (168.2 kB) kju, 11/08/2011 19:08


Related issues

related to ARMA2 Community Issue Tracker - Bug #26256: [86162] Ai are senseless crawling under trees and near sm... Closed 11/08/2011
related to ARMA2 Community Issue Tracker - Feature #26264: Make AI step over low fences and walls Assigned 11/08/2011
duplicated by ARMA2 Community Issue Tracker - Bug #4115: AI Walks through walls/objects Duplicate 08/29/2009 10/01/2010

History

Updated by Suma almost 4 years ago

  • Tracker changed from Feature to Bug
  • Subject changed from Possible solution: crawl through holes not pass through walls to Soldier walking/running instead of crawling through holes

First of all, if anything is to be ever done on this, the issue requires a reliable and simple repro.

Updated by kraze almost 4 years ago

Repro added

Note how the soldier will always run through the section of the wall with a hole underneath and then exit to the right through the similar wall section.

Updated by Fireball almost 4 years ago

Well, to be honest all units run through

Takistan:
- clay walls
- pipes

Chernarus:
- concrete walls (preferably through those parts with "prone" gaps, but not only)
- picket fences
- chain link fences

So, going prone before crawling through concrete gaps seems to me only like the tip of the iceberg.

Updated by kraze almost 4 years ago

I know.

But if a fix can be found for these, that fix can be implemented for the rest of the walls-with-holes

Updated by kju almost 4 years ago

  • Due date set to 01/01/2012
  • Category set to AI Issues
  • Assignee set to Suma
  • Affected ArmA II version changed from Please select... to 1.60 BETA
  • Reproduced by another DH user changed from No to Yes
  • Reproducible for you changed from No to Yes
  • First affected ArmA II version deleted (Please select...)

@ Fireball

Best to provide a demo mission for each of the case :)

Updated by zGuba almost 4 years ago

  • Status changed from New to Assigned
  • Language deleted (Please set for missions)

Guess it could become assigned if set to Suma ;)

Updated by kraze over 3 years ago

Nice job and a step in the right direction, however the fix still needs testing, especially if it's only for this type of a concrete wall.

I will test it with takistani pipes, chernarussian small wood fences and whatever else is there with holes underneath and provide repros if needed

Also I had a glitch where AI was stuck after going prone with ACE, maybe ACE team should check it out

Updated by kraze over 3 years ago

Here's a repro for the same chernarussian fence bug.

Will make more tomorrow, need to take a nap.

EDIT: except in this case they shouldn't crawl under the fence but step over it as it will be infinitely faster. Time to teach AI that trick, Suma.

Updated by OMAC over 3 years ago

All right, watch out expert modders and mission designers. I made my first repro mission, testing AI crawling through the broken concrete wall at Utes airport. Just load in editor and watch, moving a little to see crawl on both sides of wall. AI sometimes stands up a little too soon after crawl; his back is inside the wall. But other times the placement of his stance change is correct. Suma, you may want to move the "right," post-crawl waypoint about 0.5-1m further away from the wall. This is simply an amazing fix. GREAT JOB!

Play it in 1.59 and AI runs right through wall.
___________________________

kraze's Chernarus fence repro shows AI running right through the fence - fix needed. They could either crawl under or step over the fence.

Updated by OMAC over 3 years ago

Here is an unsuccessful repro of AI path following around pipes in Takistan. I can't get the AI to go through the pipes. Maybe the AI is claustrophobic. But the pipes are invisible in the editor, so it is hard to place the waypoints correctly. Perhaps others can modify the mission to get the guy into the pipe. The pipe pointing roughly N-S requires crouching to get through, the E-W pipe can be walked through. He thinks about going through the pipe at one point, and goes prone, but then stands up and moves elsewhere.

Perhaps it is intended (possibly a good idea) that AI shouldn't enter these pipes.

Other rather disturbing AI route following behavior is displayed. He routinely goes all the way around the building for no reason.

Updated by OMAC over 3 years ago

Here is a repro of issues involving AI traveling across Takistan oil pipes. AI encountering the near-ground pipe walk through it. AI crawl underneath an elevated portion of the pipe where they could simply walk.

Note how the crawling AI slow down the movement of the group significantly.

Updated by Sickboy over 3 years ago

  • Status changed from Assigned to Resolved
  • Target version set to 1.60 BETA

Updated by Danil-ch over 3 years ago

Here ai go through the pipes.
Why is this marked as resolved?

Updated by kju over 3 years ago

  • Status changed from Resolved to Feedback

Updated by Suma over 3 years ago

  • Status changed from Feedback to Resolved

Here ai go through the pipes.
Here's a repro for the same chernarussian fence bug.

Both caused by the same issue (bad handling on slopes). Fixed in 86189

except in this case they shouldn't crawl under the fence but step over it as it will be infinitely faster.

Not subject of this issue. Feel free to post as a feature request.

Updated by OMAC over 3 years ago

OMAC wrote:

Here is a repro of issues involving AI traveling across Takistan oil pipes. AI encountering the near-ground pipe walk through it. AI crawl underneath an elevated portion of the pipe where they could simply walk.

Note how the crawling AI slow down the movement of the group significantly.

Has anyone checked out my repro of the Takistan oil pipes? The AI consider an elevated portion of the pipe designed for easy walking across the pipeline a "hole" and crawl through it. Is there any way to specify such pipe "windows" as simply open areas without obstruction rather than holes that necessitate crawling? If not, or if that would take too much time to alter the maps, it may be better to have AI ignore the "holes" in the oil pipes and just run through any portion of the pipe; this wouldn't slow down group movement across the pipes.

But the above may be moot if the slope handling fix in 86189 solves the problem....

Updated by Suma over 3 years ago

You do not need to specify anything. AI is not detecting holes, it is using a concept of "clearance". Whenever there is a component of the object lower than 1.7 m but higher than 0.5, such field is marked as "low clearance" (when the part is above 1.7 m, it is ignored for purpose of soldier pathfinding). The fact they were crawling was caused by #26256.

With 86189 now out you should be able to test it in more detail.

Updated by OMAC over 3 years ago

Thanks for the explanation. Very nice way of handling AI travel through obstructions with varying clearance!

Just fantastic; in 86194, the pipeline behavior is completely fixed. AI run through the section of the pipe with high clearance, and crawl under the pipe with low clearance. They often stand up a little too soon after crawl so that they are temporarily within the pipe, but that is no big deal for me.

Also in 86194, with my Utes repro, the AI consistently crawls a little further so that he is not within the wall when he stands up.

Again in 86194, AI now crawl underneath the Chernarus fence!!!!! However, they often (not always) get up too soon after crawl so that they are either within or even behind the fence. If they get up behind the fence, they then continue forward through the fence. But again, not a big deal, and the result of these fixes is more realism, enhanced immersion, and overall increased awesomeness.

Excellent work!

Updated by kju over 3 years ago

Yep the Chernarus wooden fences could be tweaked a little to have no visual collision (AIThroughFence.Chernarus).
Same for the oil pipes - especially true for the Desert ones (AIThroughpipes.Desert_E).

No idea what should happen with the big pipe pieces (Khushab_Pipes.Takistan).
Currently AI does not seem to handle them well and does a big circle to reach the point on the other side.

Updated by Danil-ch over 3 years ago

this fix is broken in 86218 now in ThroughWallRepro.Shapur_BAF ai run through wall and in AIThroughFence.Chernarus ai just run through wooden fences

Updated by OMAC over 3 years ago

Confirmed broken in 86218. Using AIThroughFence.Chernarus, AI run through fence. Using Utes_Wall_Crawl_Test, AI runs through wall. Behavior passing Takistan oil pipe (Takistan_Oil_Pipe_test.Takistan.7z) still works, with most AI choosing to travel through un-obstructed nearby section of elevated pipe (excellent). However, AI crawling under pipe still get up too soon, either within or behind pipe.

Updated by Suma over 3 years ago

  • Status changed from Resolved to Assigned

OK. Time to check again, I guess.

Updated by Suma over 3 years ago

  • Status changed from Assigned to Resolved

Should be fixed in 86228

Please test all repros from both this issue and #26256 to verify they are crawling when they should and are not when they should not.

Updated by Danil-ch over 3 years ago

Fixed in 86233
However when AI crawling under pipe they still get up too soon, either within or behind pipe.

Updated by kju over 3 years ago

Yep state is back at 86233 behavior/situation.
Not perfect, but acceptable IMO.

In case you want to tweak it more, check these Suma:
  • AIThroughFence.Chernarus
  • AIThroughpipes.Desert_E
  • Khushab_Pipes.Takistan
  • Takistan_Oil_Pipe_test.Takistan

Updated by OMAC over 3 years ago

Yep, all repros back to state of 86194. Fixed, except for:

However when AI crawling under pipe they still get up too soon, either within or behind pipe.

Updated by Sickboy over 3 years ago

Perhaps useful to separate the "Too early stand up" Issue to a new ticket?

Updated by kju over 3 years ago

Only if this won't be in 1.60.

Updated by OMAC over 3 years ago

Sickboy wrote:

Perhaps useful to separate the "Too early stand up" Issue to a new ticket?

Good idea. My Takistan oil pipes repro would be perfect to demo that. Shall we wait until after 1.60 is released before starting new ticket?

Also, if BIS decides to implement step-overs:

http://dev-heaven.net/issues/26264

then the new ticket would be mainly moot, I think. I would be quite surprised if 26264 would be implemented in 1.60.

Also, my Utes wall crawl repro shows that the AI does consistently crawl under a wall far enough to not get up within or behind the wall; it is with the fence and oil pipes where one can see the "too early stand up" prominently.

Updated by Sickboy over 3 years ago

OMAC wrote:

Good idea. My Takistan oil pipes repro would be perfect to demo that. Shall we wait until after 1.60 is released before starting new ticket?

Yep I think kju has a point. Unless Suma feels otherwise.

Updated by OMAC over 3 years ago

Playing the CWR2 Lone Wolf SP scenario using 1.60 RC + beta 87105, I noticed two AI opfor soldiers walking through a wall out of the corner of my eye. I will check to see if there is a crawlable hole in the wall where they walked through. Not sure what is going on.

Updated by Fireball over 3 years ago

  • Status changed from Resolved to Closed

Mass-closing resolved issues for 1.60.

Please re-open or, preferably, create a new ticket for (partially) unresolved issues.

Updated by kju over 3 years ago

  • Target version changed from 1.60 BETA to 1.60.87580

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