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Setting "Completion Radius" inside any waypoint not will work for AI-groups
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Description

Good day @BIS!

In editor, inside settings of any waypoint the "Completion Radius" not will works properly for npc units. It always will just be ignored!

The Bohemia Interactive forum description says that Completion Radius is "Distance in meters in which a group member has to be in order for the waypoint to be considered completed."

But in fact this is a hoax, because it will work only for the players, but not for other units. In fact, here the player will face a real disaster, because any waypoint with any completion radius will not work for any AI waypoints! In order for an AI unit to complete a waypoint, it always needs to reach the actual waypoint position placed in editor, while the setting will be ignored.

Please fix this bug , this creates many SP mission problems for both mission creators and users of other people's missions...

Details

Severity
None
Resolution
Open
Reproducibility
Always
Operating System
Windows 7 x64
Category
Eden Editor
Steps To Reproduce
  1. Put yourself on the map as an observer (civilian)
  2. Place any AI squad on this map
  3. Give two MOVE waypoints to this AI squad
  4. At the First Waypoint, set the "Completion Radius" to 500m
  5. Run the game and watch - Once the AI unit gets within < 500m of the first waypoint, this squad won't switch to the second waypoint, which is exactly what should happen!

Then repeat the same with yourself as squad leader:

  1. Place squad in the empty map, where you is commander.
  2. Give two MOVE waypoints to this squad and Turn on the visual display of waypoints in the game settings.
  3. At the First Waypoint, set the "Completion Radius" to 500m
  4. Run the game and watch - Once the your squad gets within < 500m of the first waypoint, you will see how your first waypoint has switched to the second waypoint!

Event Timeline

mickeymen updated the task description. (Show Details)
mickeymen updated the task description. (Show Details)
mickeymen renamed this task from Setting "Completion Radius" inside any waypoint not will work for AI-group, it will works ONLY for players! to Setting "Completion Radius" inside any waypoint not will work for AI-groups.Aug 11 2022, 12:18 AM
jaj22 added a subscriber: jaj22.Sep 3 2022, 11:01 PM

Doesn't work with AI land or air vehicles either, IME. They just use their default type-dependent completion radius (which they don't always reach, separate issue) and ignore the command.

They just use their default type-dependent completion radius (which they don't always reach, separate issue) and ignore the command.

I didn't understand what you mean. As far as I know the default end radius is 1-2 meters. In order for the AI group to consider their waypoint completed, they need to be in this radius by default.
But in fact this is not a problem. The problem is that the "Completion Radius" setting will always be ignored by AI units.
I remember the time that it used to work well. Someone broke this function in one of the updates and now they don't want to fix it for 5-6 years already!

As a result, the player cannot activate the necessary action for the AI units, until they actually reach the waypoint.
For example, I need to join an AI squad, that is on the other side of the map (I use waypoint JOIN) to the player and until this AI-squad reaches the waypoint JOIN location, it will not be joined.
But if the "Completion Radius" function worked, then the AI squad would join anywhere on the map!

rev 149887

Fleeing units will still ignore completion radius

BIS_fnc_KK removed BIS_fnc_KK as the assignee of this task.Sun, Sep 4, 3:06 PM
BIS_fnc_KK changed the task status from New to Feedback.
BIS_fnc_KK added a subscriber: BIS_fnc_KK.

rev 149887

Fleeing units will still ignore completion radius

This problem has nothing to do with Fleeing AI-Units. Put waypoints into empty map, where there are no threats and you will see that the Completion Radius is completely ignored by AI.

mickeymen updated the task description. (Show Details)Sun, Sep 4, 6:55 PM
mickeymen edited Steps To Reproduce. (Show Details)Sun, Sep 4, 6:59 PM

It is fixed in rev 149887 but not for fleeing units, clearer now?

It is fixed in rev 149887 but not for fleeing units, clearer now?

Fleeing units get new waypoints independent from the original group waypoints? (as if they joined another group temporarily?)

no, fleeing units should not accidentally complete waypoints when they run for cover

It is fixed in rev 149887 but not for fleeing units, clearer now?

Yes, but until no understand version "rev 149887" - you mean current dev version? Does this mean that this will be fixed in the next stable release?

no, fleeing units should not accidentally complete waypoints when they run for cover

Why do you say "accidentally"? The Completion Radius value is set by the mission designer and is not a accidentally value. This is the exact number.
It seems to me, that Completion Radius should work even for fleeing units also.

mickeymen updated the task description. (Show Details)Mon, Sep 5, 2:24 PM
Tenshi added a subscriber: Tenshi.Mon, Sep 5, 4:46 PM

Yes, but until no understand version "rev 149887" - you mean current dev version? Does this mean that this will be fixed in the next stable release?

What he means is that on version 2.XX.149887 this should be fixed, so if your on any branch that has that or equal revision it should have the fix.
i think Dev gets updated as one of the first branches.

Why do you say "accidentally"? The Completion Radius value is set by the mission designer and is not a accidentally value. This is the exact number.
It seems to me, that Completion Radius should work even for fleeing units also.

A fleeing unit's main task should be getting to safely, not trying to follow a parkour of waypoints possibly leading him into danger. That's why fleeing units will purposely ignore waypoints., including Completion radius ones.
Atleast thats how i understand it.

NikkoJT added a subscriber: NikkoJT.EditedMon, Sep 5, 5:00 PM

"rev 149887" is a revision number, a change number. There have been 149,886 logged changes to the Arma 3 code before this one - see how this other fix, committed right before this one, is 149886. The current dev branch contains revisions up to 149863, so 149887 will probably be included in the next dev branch update (this week?). It will probably come to stable in the next release, but it's not guaranteed - the next stable release is likely to be the thermals hotfix, and it's possible that's already locked down for QA, which would push this change out to 2.12.

e: ninja Tenshi strikes again D:

NikkoJT removed a subscriber: NikkoJT.Mon, Sep 5, 5:01 PM
jaj22 added a comment.Mon, Sep 5, 5:53 PM

Fine with the fleeing restriction personally, and I look forward to testing the update. I would have thought that allowFleeing 0 was appropriate for any use case where you wanted to be stricter about following waypoints.

mickeymen added a comment.EditedMon, Sep 5, 11:31 PM

What he means is that on version 2.XX.149887 this should be fixed, so if your on any branch that has that or equal revision it should have the fix.
i think Dev gets updated as one of the first branches.

I am immensely happy that this will be fixed, in one form or another. This problem really prevented me from creating quality missions.

A fleeing unit's main task should be getting to safely, not trying to follow a parkour of waypoints possibly leading him into danger. That's why fleeing units will purposely ignore waypoints., including Completion radius ones.

I got it. I can find logic in this. I really hope that in next update for all AI units, except for fleeing unit's, this will work as it should.

Fine with the fleeing restriction personally, and I look forward to testing the update. I would have thought that allowFleeing 0 was appropriate for any use case where you wanted to be stricter about following waypoints.

at least as a fallback

Wetzer added a subscriber: Wetzer.EditedSat, Sep 24, 12:24 AM

Hi,
I play "Dynamic Bulwarks Mission"
My server is 32bit Linux. Profiling branch.
https://github.com/Omnomios/DynamicBulwarks/tree/develop
In this mission, there is at the beginning of a round a airplane, that drops a box in the players zone. This is definitly broken since Profiling V5, but maybe earlier in V3. The Problem is I cannot say it with 100% because V3 and V4 has another bug that broke the mission entirly. So this is a little bit fuzzy.
Normal behavior is:

  • Airplane spawns
  • Airpane flys over player zone
  • Airplane drops/spawn a box on a parachute inside the player zone
  • Airplane exit playerzone and despawn

behavior since V5 (maybe since V3):

  • Airplane spawns and imately drops/spawn the box on parachute outside the player zone.
  • Airplane flys over player zone and exit player zone and despawns.

-> The box is located outside the player zone and cannot be reached.

Because of that the airplane spawns a ai group and create waypoints I would say it is related to this topic.

Here some additional infos:

  • link to the mentioned supply drop function:

https://github.com/Omnomios/DynamicBulwarks/blob/develop/supports/functions/fn_supplyDrop.sqf

jaj22 added a comment.Sat, Sep 24, 5:22 PM

Replicated this in the editor. It looks like when you give vehicles non-zero completion radius values, it caps them to a type-dependent minimum. However, this minimum seems to be 10x higher than the normal type completion radius for air vehicles. Tested cases:

B_T_VTOL_01_infantry_F (Blackfish):
Default completion radius 100m
setWaypointCompletionRadius minimum 1000m

B_Heli_Attack_01_dynamicLoadout_F (Blackfoot):
Default completion radius 50m
setWaypointCompletionRadius minimum 500m

Also tried a wheeled APC, which was fine. Can't guarantee that every ground vehicle works though.

This comment was removed by Wetzer.

@jaj22 how do you check what the actual radius is

jaj22 added a comment.Mon, Sep 26, 3:57 PM

@BIS_fnc_KK I'm watching the results in Zeus, although the waypoints were editor-placed. The shorter radii are... very approximate as these helis are quick, but the 1km/500m distances should be pretty accurate. I used a two-waypoint route to make sure that it's not just a visual waypoint removal.