Page MenuHomeFeedback Tracker

Enemy AI, will always know the location of the player who put the explosive/mine.
Feedback, NormalPublic

Description

Enemy AI, will always know the location of the player who put the explosive/mine if allied unit will be explouded by this explosive!
AI, will always know the location of player, even if the player currently was not visible, even if the player is hiding behind buildings, fences, terrainof other obstracles.
In fact, after laying a mine, the player becomes visible to AI opponents through any obstacles.

Please fix this problem as a human can't see the enemy through physical objects!

Details

Severity
None
Resolution
Open
Reproducibility
Always
Operating System
Windows 7 x64
Category
AI Spotting / Detection
Steps To Reproduce
  1. Place a player in an urban environment as an explosive specialist.
  2. Place an enemy AI patrol, a squad better full squad - 8 soldiers.
  3. Make sure that the enemy AI squad will not see the player.
  4. Set a waypoints for the enemy AI patrol with a slow movement and safe behavior.
  5. Start the game, so that the enemy AI patrol does not see the player.
  6. Place a bouncing mine in the path of the patrol so that he does not detect you, better around the bend for patrol waypoint, the mine should not be visible to the patrol (can be behind the building corner)
  7. Hide inside the remote building.
  8. Switch to spectator mode and observe the AI ​​patrol.
  9. As soon as the patrol explodes on a mine, the survivors of this squad will order to attack the player and will move to his location.
Additional Information

I tried to disable this behavior using a script of оne mod maker:

ALL_MINES_OWNER_REMOVED = [];

Ibr_loop_check_all_mines =

	{
		private _all_mines = allMines;
		
		if (count _all_mines > 0) then 
			{
				{[_x] call Ibr_fn_remove_mine_owner} forEach _all_mines;
			};
					
		while {true} do 
			{
				sleep 3;				
				
				if (_all_mines isNotEqualTo allMines) then 
					{
						_all_mines = allMines;
						
						{[_x] call Ibr_fn_remove_mine_owner} forEach _all_mines - ALL_MINES_OWNER_REMOVED;
					};
			};
	};

Ibr_fn_remove_mine_owner =

	{
		params ["_mine"];
				
		_mine setShotParents [objNull, objNull];
		
		ALL_MINES_OWNER_REMOVED = ALL_MINES_OWNER_REMOVED + [_mine];
	};
  • spawn Ibr_loop_check_all_mines;

Yes, this works, however, in this case, the AI stops responding to an explosion near it. As far as I understand, without a script, the AI will treat such an explosion, just like an attack from a firearm. This will put him on alert and he will instantly determine the location of the player who laid the mine.

Expected solution to this issue.

It is necessary to prevent the AI from determining the location of a hidden player, while at the same time creating a reaction to the nearest explosion. Any AI that encounters an explosion in its path within radius (X-meters) should react to it, be alarmed (switch to COMBAT mode)

Related Objects

StatusAssignedTask
FeedbackNone

Event Timeline

mickeymen updated the task description. (Show Details)Mar 18 2022, 12:13 AM
mickeymen edited Steps To Reproduce. (Show Details)

This sounds very much like a fix Ondra did late in A2/OA - maybe it wasnt merged?

https://forums.bohemia.net/forums/topic/97828-enemy-ai-knows-your-position-when-you-blow-up-satchel-charges/

Bug #11610: Enemy AI knows your exact position when you blow up satchel

https://web.archive.org/web/20130625173253/https://dev-heaven.net/issues/11610#note-35
with

[88850] Fixed: AI was sometimes able to reveal a unit which has detonated a satchel

Tenshi added a subscriber: Tenshi.Mar 21 2022, 3:08 PM

I tested this in VR i made a hallway with a corner of VR blocks.
I placed a explosive expert on one end and 2 weapons squads of the other faction, on the other side then ordered them to walk to the explosive end.
Started preview and placed mines, and before the squads were able to to see me i used Splendid camera to move to a safe location.
After getting blown up the AI followed the path set in editor and didnt come to find me.
Tried it again this time placing less mines and running away manually, the AI would just walk to the marked point.
Unable to repro, are you using any mods or special settings?

Tenshi changed the task status from New to Feedback.Mar 21 2022, 3:09 PM
mickeymen added a comment.EditedMar 21 2022, 3:51 PM

Hello @Tenshi!

If you cannt reproduce this issee, then I'll do a repro mission for you, I need some time
I'm not the only one seeing this issue. One person even tried to make a mini mod to fix it.

@Tenshi

This is strange, but now, I also could not reproduce this problem! Maybe update 2.08 fixed that. Maybe some kind of mod influenced this before.
Now I disabled all my mods and did 3 tests. After explosion on my mine AI squad says - "Attack Rifleman!", but they do not move towards my location. Yes, the AI shouldn't order to attack the soldier and say"Attack Rifleman", because the AI didn't see me, but that's not a big problem. Generally the AI doesn't move towards my position. I'm wrong, you can close my ticket:/

PS: If possible, please try prevent the AI from recognizing the soldier verbally. If the AI didn't see the soldier laying the mine, then that AI shouldn't say "Attack the Rifleman!"

LouMontana closed subtask Restricted Maniphest Task as Resolved.Nov 10 2023, 11:35 AM