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unconscious state breaks command action on other AIs
Reviewed, NormalPublic

Description

Unconscious state for some unit(s) in player's group provides some trouble with commanding menu.
In Vanilla Arma 1.80, all DLC's (but Kart).

  • each time you're ordering "regroup", the remaining units will regroup on your position,
  • each time you're ordering "go here", the remaining units will regroup around an unconscious unit (TL?) , no matter the direction you ordered.

See video.
https://youtu.be/bVKyyzx1D7Y

Details

Severity
Major
Resolution
Open
Reproducibility
Always
Operating System
Windows 10
Category
AI Control / Commanding
Steps To Reproduce

Place a group of units, player leader. SP/MP doesn't matter but, for some consistency, let's play in MP, respawn on death, revive enabled for all players.
I named 3 units u1,u2,u3, and in a radio trigger, (or what ever mean to run a code), I prepared the unconscious state for these 3 units (tested with 3 but probably not significant), by
{_x setUnconscious true} foreach [u1,u2,u3];

Run the preview in SP or MP (so you're in hosted server).
Command units to move
Call the code to make three of them falling unconscious
continue to command the group...

  • each time you're ordering "regroup", the remaining units will regroup on your position,
  • each time you're ordering "go here", the remaining units will regroup around an unconscious unit (TL?) , no matter the direction you ordered.
Additional Information

It's "almost" the same if you replace setUnconscious true by setDamage 1 (killing units). Just test it! At the very first seconds the units seems to rally a dead unit then follow your order when the "situational awareness" is broadcast inside the group. Dead units are ignored and the move order is correctly executed. On the contrary of their unconscious state, probably breaking the broadcast S.A.

Event Timeline

PiepMGI created this task.Mar 17 2018, 5:34 PM
PiepMGI updated the task description. (Show Details)Mar 17 2018, 5:36 PM
PiepMGI edited Additional Information. (Show Details)
Wulf changed the task status from New to Need More Info.Mar 28 2018, 3:57 PM
Wulf added a subscriber: Wulf.

Hello.

I am unable to reproduce this problem in our dev branch and internal build. It could mean that this got fixed and it should be available with the next proper update. Could you please test this out in our dev branch if the issue happens there?

Thank you.

I don't have so much space to play dev branch and current released version (1.80). But perhaps some player/dev can do that. Anyway, the problem is easy to reproduce in 1.80. For more info, I just used a weapon squad (BI standard group) and placed a radio trigger to kill or Set unconscious the 3 following AIs: grenadier, marksman, AT specialist.
If you test with set unconscious these 3 AIs, the problem is obvious, giving orders to remaining units.
If you test with setDamage then don't forget to add a respawn time (that works for playable AIs also), the problem occurring while the 3 AIs are in respawn-dead status and disappear as soon as they respawn.

PiepMGI updated the task description. (Show Details)Jun 26 2018, 6:57 PM

Added comment:
To reproduce that (2 minutes in vanilla Arma, launching included!), you just need to set unconsious **the marksman** (unit 4) in the squad of 8 (vanilla infantry blue weapon squad).
Don't ask me why this specific unit... probably a sub-leader (team leader) but this impacts the whole group!

Wulf changed the task status from Need More Info to Reviewed.Jul 11 2018, 3:53 PM

Thank you for the added comment that really helped pinpointing the issue. We will see what can be done.

Some news. The consequences of the unconscious state of the marksman, described above, could be a facet of a deeper issue:

No need to place any unit in unconscious state. Just have a TL as player and then JIP as marksmen. The TL move orders are no more effective. All AIs units are stuck around the marksman (player). See this thread.