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[BUG] hideObject[Global] at times keeps collision and pathfinding for AI - even locally (SP/hosted)
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Description

provided by Rydygier

Attached the vanilla repro, I managed to construct (in this repro switching back and forth didn't "fix" the issue though - seems persistent).

Tested on A3 2.10.149954, no mods, Widows 10.

Repro steps:

  1. Run the scenario as EDEN singleplayer preview.
  2. At any moment, while the Hunter is struggling with obstacles or prior to that use 0-0-0 keys (Juliet radio channel) to hide nearby map objects.
  3. Observe, how Hunter keeps colliding and pay attention to invisible objects around.
  4. Optionally use 0-0-1 (alpha radio channel) to unhide the objects.

Example of test:

https://youtu.be/za8jpoZS7SI

Happened every time in few tries.

So far I was unable to reproduce this on Stratis (Agia Marina urban area) and Altis (Kavala city) - in both cases as soon objects are hidden, car stops pay attention and collide with them, instead goes straight to the waypoint

Can happen on Altis too, not each try though. Same repro description, but happens about 50/50.

Details

Severity
None
Resolution
Open
Reproducibility
N/A
Operating System
Windows 10 x64
Category
General
Steps To Reproduce

Additional Information

Event Timeline

kju-PvPscene updated the task description. (Show Details)
TRAGER added a subscriber: TRAGER.Dec 25 2022, 11:30 AM

we figured this is probably due PX simulation keep running when a player is close

is there a way to affect PX simulation of terrain objects?
like if you use hideObject[Global] with a player nearby, the PX simulation will remain active and continue to block AI [remote only?]
however if no player is close enough, either PX simulation isnt active at all or simplified, and AI can pass through objects hidden

if hideObjetGlobal cannot be fixed, would a new sqf command possible to toggle/disable/refresh the PX state/simulation?