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AmbientPatrolSpawnpoints not spawning in due to the AILimit in AIWorld
Assigned, NormalPublic

Description

All my scenario's custom AmbientPatrolSpawnpoints are not spawning in because of the AI limit in AIWorld.
It seems to be counting the entities that spawn the AI when a player is near as actual active AI.
Shouldn't it only be counting actual spawned in active AI for this limit?

Details

Severity
Block
Resolution
Open
Reproducibility
Always
Operating System
Windows 10 x64
Operating System Version
22H2
Category
General
Steps To Reproduce

Load my scenario with a huge amount of AmbientPatrolSpawnpoints. (https://reforger.armaplatform.com/workshop/5E990AC4614243FF-ConflictPVERemixedVanilla)
Notice not all of them are spawning in even when the limit in AIWorld is maxed out.

Additional Information

Suggested fixes:

  • only count actual spawned in active AI in the limits in AIWorld.
  • increase the maximum limits in AIWorld to reflect this new method of spawning in AI.

Event Timeline

Gramps created this task.Mar 14 2024, 5:52 PM
Gramps renamed this task from new AI limit to AmbientPatrolSpawnpoints not spawning in due to the AILimit in AIWorld.

I was able to override the aiLimit by using
aiWorld.SetAILimit(5000);
in both, SCR_DefenderSpawnerComponent.HandleGroup() and SCR_SpawnerAIGroupManagerComponent.OnAgentsUpdated()

Geez changed the task status from New to Assigned.Mar 15 2024, 10:51 AM

There is also a noticeable performance drop using the current method for spawning AI on a full 32 player server. The old method worked much better IMHO.
Any tips on how to mod it back to the old method?

Update: I made and have been using this mod to simulate the old method of spawning in the AmbientPatrolSpawnpoint entities only when players are near.
https://reforger.armaplatform.com/workshop/60E020457A6E2EBC-AILimitFix

Atomos added a subscriber: Atomos.Apr 12 2024, 9:35 AM

I've had the same issues with AI spawns not working "correctly"