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currentCommand STOP ordered by player is no longer overwritten by movement commands.
Reviewed, NormalPublic

Description

Presumably since 1.76.143187, the following is true:

If a unit is ordered to stop by script (doStop/commandStop), they will return "STOP" as their currentCommand. If you then give a new movement order with doMove/moveTo, the unit will return "MOVE" as a current command. This is the expected behaviour from Arma 2 and 3, just as you can overwrite a player given move command with a scripted movement command.

However, if the player manually orders the units to stop with (x-1-6), the units can no longer be scripted out of their "STOP" state, although you can still move them around as expected. They will be in STOP-stateuntil the player manually orders them to fall back or move somewhere. This seems to be a new issue and causes quite severe problems with scripted AI management.

Details

Severity
Minor
Resolution
Open
Reproducibility
Always
Operating System
Windows 10
Category
AI Control / Commanding
Steps To Reproduce
  1. Open Editor, place a player and subordinate unit and name him BOB. Preview Mission.
  2. Press ~-1-6 to order your teamMember to STOP.
  3. In the debug console, launch the following commands: bob doMove (screenToWorld [0.5,0.5]); bob moveTo (screenToWorld [0.5,0.5]); >> make sure you are not looking above the horizon

Result: Bob will move to the position, but he will still be in STOP state

Additional Information

To see the expected behaviour that should be the same for engine level, try it on scripting level:

  1. Open Editor, place a player and subordinate unit and name him BOB. Preview Mission.
  2. In the debug console, launch the following commands: DOSTOP BOB; bob doMove (screenToWorld [0.5,0.5]); bob moveTo (screenToWorld [0.5,0.5]); >> make sure you are not looking above the horizon

Result: Bob will move to the position AND he will return "MOVE" as his currentCommand.

Please please fix it 'back' to the old way, where doMove in tandem with moveTO will snap units back to return "MOVE" as their current command no matter what. Because they are in fact moving.

Event Timeline

Rockapes added a subscriber: Rockapes.EditedOct 16 2017, 12:15 PM

This is causing quite a few problems with scripts running smoothly and does need to be looked at.

Comfirmed. Same issue when testing the provided repro steps.

I may add that units ordered to stop by the player will no longer execute FSM's with doFSM, while they will still get executed on units that were stopped by script.

mush added a subscriber: mush.Oct 16 2017, 3:49 PM

Thank you! Yes this has caused me some pain also. BI, please can you give us a view on this?!

Thanks
Mush
:)

Wulf changed the task status from New to Reviewed.Oct 16 2017, 4:59 PM
Wulf added a subscriber: Wulf.

Hello.

Thank you for the report we will have a look at the issue.

Leopard20 added a comment.EditedOct 16 2017, 5:24 PM

This issue is giving me quite a headache! God knows how many hours I spent trying to find a workaround. I first noticed the issue on V1.72 by the way (it may have been there even before that)!
Please fix it ASAP.

mush added a comment.Oct 16 2017, 6:34 PM

Thank you @Wulf, glad to know it's already being looked at :)

Sir_Mad_Cheese added a comment.EditedOct 16 2017, 11:35 PM

In the same manner, doFollow and commandFollow will also not work on units that were manually ordered to stop by the player (x-1-6), only on scripted doStop/commandStop

It currently seems impossible to snap a unit out of a player ordered "STOP" state

And thank you Wulf!

Issue is still preseent in latest dev build, units can not be scripted out of the STOP state.

Still no fix for this?

It's a deeper bug. see my last post in this topic:
https://forums.bohemia.net/forums/topic/215411-vanilla-weapons-squad-tl-player-order-broken-by-jip/

All move order/command are broken in some situations.
On similar subject, months ago, the addWaypoint was more efficient on spawned vehicles. Now, you can have scripted and checked waypoints on a AI manned vehicle, (which can move of course), with no more result than forward wheels turning left and right, but no joy for moving. It seems like the vehicle is waiting for engineOn or something I can't determine...

Imho, Arma is deeply broken for group management.