Bug #28311

Combat / Stealth behaviour + disableAI "fsm" break scripted "doMove" / "commandMove"

Added by fabrizioT about 3 years ago. Updated over 2 years ago.

Status:Assigned Start date:02/01/2012
Priority:Normal Due date:
Assignee:- % Done:

0%

Category:AI Issues
Target version:-
Affected ArmA II version:1.62.95248 First affected build:Please Specify...
Reproduced by another DH user:No 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

Obs

Once in "stealth" or "combat" behaviour AI units don't complete "domove" or "commandmove" orders.
This happens with disableAI "fsm" applied to units.
Tested on beta 1.61 build 88850 and 88918, but it's a long time issue.

Expected

They should fulfil move commads as they do in other cases, these are orders, aren't they?

Repro Steps

- Run repro a 1st time: see REDFOR units, in aware mod,e reaching their waypoint and then spreading into cover (= nearby trees / bushes);
- Exit mission, change their waypoint behaviour to "stealth" or "combat";
- Run repro a 2st time: see REDFOR units move and stop somewhere in the open;

find_cover.Chernarus.zip (2.2 kB) fabrizioT, 02/01/2012 17:18

find_cover_with_logging.Chernarus.zip (2.5 kB) fabrizioT, 02/02/2012 15:16

History

Updated by Nyles about 3 years ago

Maybe related:

After setting your AI group to "engage at will", they will move around more freeform, using cover and covering each other. However no command restores them to their default behavior and makes them fall back into formation as you would expect.

I've tried commanding "disengage", "fall back into formation" and changing to aware/save states.

Updated by Kenquinn about 3 years ago

Commenting out "_unit disableAI "FSM";" from the find cover function causes the AI to move to cover in stealth and combat mode.

Observations FSM Enabled Combat Mode:

AI crouches, or lies down at mission start
AI gets up and moves directly to close cover. For far cover the AI moves part way crouches, or lies down and continues moving to it.

Observations FSM Disabled Combat Mode:

AI crouches, or lies down at mission start.
The AI next does one of three things: Nothing at all, takes cover at a close bush, moves part way to cover and ceases movement.

When the AI get stuck moving to cover it is around where they crouch, or lie down with the FSM enabled.

Updated by kju about 3 years ago

  • Status changed from New to Feedback
  • Assignee set to fabrizioT

So the demo mission is faulty?

fabrizioT please explain or adjust the ticket header and description.

@Nyles
Please create a new ticket. Yours is certainly a different but valid issue.

Updated by fabrizioT about 3 years ago

  • Description updated (diff)

My fault. Updated description to include an explicit mention to having disableAI "fsm" applied , since according to Kenquinn it does make some difference.
Curious: i thought disableAI "fsm" would help making units follow commands more "brainlessly", but that's not the case.
Maybe Suma will shed some light on this.

Updated by fabrizioT about 3 years ago

  • Subject changed from Combat / Stealth behaviour break scripted "doMove" / "commandMove" orders to Combat / Stealth behaviour + disableAI "fsm" break scripted "doMove" / "commandMove"

Updated by fabrizioT about 3 years ago

I've collected some data for a unit being "stuck" and refusing to move to destination:

time: 26.996
_unit: O 1-1-C:1
distance to destination: 45.6514
'expectedDestination _unit': [[4835.29,7516.3,4.9285],LEADER PLANNED,false]
'canMove _unit': true
'currentCommand _unit': MOVE
'unitReady _unit': false" 

time: 31.996
_unit: O 1-1-C:1
distance to destination: 45.6514
'expectedDestination _unit': [[4835.29,7516.3,4.9285],LEADER PLANNED,false]
'canMove _unit': true
'currentCommand _unit': MOVE
'unitReady _unit': false" 

time: 36.996
_unit: O 1-1-C:1
distance to destination: 45.6514
'expectedDestination _unit': [[4835.29,7516.3,4.9285],LEADER PLANNED,false]
'canMove _unit': true
'currentCommand _unit': MOVE
'unitReady _unit': false" 

time: 41.997
_unit: O 1-1-C:1
distance to destination: 45.6514
'expectedDestination _unit': [[4835.29,7516.3,4.9285],LEADER PLANNED,false]
'canMove _unit': true
'currentCommand _unit': MOVE
'unitReady _unit': false" 
-----

All is looking fine, but still unit refuses to move on.
_unit forcespeed -1 and _unit enableAI "move" do not help either.
Something prevents unit to move further, hence it won't become "ready" anymore.

Updated by Sickboy about 3 years ago

Perhaps also log animationState of unit?

Updated by fabrizioT about 3 years ago

Here you go:

time: 17.106
_unit: O 1-1-C:1
distance to destination: 36.1546
'expectedDestination _unit': [[4859.64,7465.16,4.63666],LEADER PLANNED,false]
'canMove _unit': true
'currentCommand _unit': MOVE
'unitReady _unit': false
'animationState _unit': amovpknlmstpsraswrfldnon

time: 22.106
_unit: O 1-1-C:1
distance to destination: 36.1546
'expectedDestination _unit': [[4859.64,7465.16,4.63666],LEADER PLANNED,false]
'canMove _unit': true
'currentCommand _unit': MOVE
'unitReady _unit': false
'animationState _unit': amovpknlmstpsraswrfldnon

time: 27.125
_unit: O 1-1-C:1
distance to destination: 36.1546
'expectedDestination _unit': [[4859.64,7465.16,4.63666],LEADER PLANNED,false]
'canMove _unit': true
'currentCommand _unit': MOVE
'unitReady _unit': false
'animationState _unit': amovpknlmstpsraswrfldnon

"pknl" feels strange, stuck unit is standing (weapon raised), but i've no experience on animation mechanics.

Updated by fabrizioT about 3 years ago

Adding 2nd repro featuring:

  • .rpt data logging for the REDFOR group leader.
  • waypoint behaviour already set to "combat".

Run, observe, look at .rpt.

Updated by fabrizioT about 3 years ago

  • Assignee deleted (fabrizioT)

Updated by fabrizioT about 3 years ago

Feedback given ...

Updated by kju about 3 years ago

  • Status changed from Feedback to Assigned
  • Operating system deleted (Win7 64 bit)

ty

Updated by kju over 2 years ago

  • Affected ArmA II version changed from 1.61 Beta to 1.62.95248

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