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[convoy] AI stops following (consistent failure found, mission included)
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Description

good day,

recently i have discovered an issue where one of the AI followers in a convoy will seemingly randomly stop following the leader. if that vehicle is the second vehicle in the convoy, any vehicles behind it will also stop. the leader will continue. once the leader is far enough away, the AI that stopped will radio with "report position". after a while, the leader will radio with "return to formation" but nothing happens.

with this task i have included an example mission that will REPRODUCE this issue :) in this particular mission, the second vehicle in the convoy will stop at a very particular spot: [20020,8869.15,0] (Altis). I also included an image of the route the AI takes when i play the mission.

the issue happens when an AI is leading, but it can also happen when a player is leading. in the case of the mission i included, the AI is leading.

Details

Severity
Major
Resolution
Open
Reproducibility
Always
Operating System
Windows 11 x64
Category
AI Issues
Steps To Reproduce

simply play the mission i included and wait until the vehicle reaches the marked location.

Additional Information

without the AI leading the convoy, it is nearly impossible to reproduce the issue. what triggers the behavior seems to be extremely narrow and hard to pin down. but maybe it is easier for someone who designed the AI :)

Event Timeline

jaj22 added a subscriber: jaj22.May 13 2024, 9:30 PM

i would like to add that it seems like the speed of the convoy has a big impact on the behavior. when the movement speed is low, the route in the test mission will complete completely fine.

after doing even more testing, it seems that the followers in the convoy "freeze" most often on intersections and very sharp corners.

Confirm. Sometimes even the commander's vehicle freezes.
I can even say that after updating to version 2.16, sometimes convoys ignore the added waypoints.
A workaround for resuming following the leader's vehicle:

_groupLeader = leader _group;
_groupLeaderVehicle = objectParent _groupLeader;
_groupLeaderVehicleSpeed = abs (speed _groupLeaderVehicle);

{
    if (((abs (speed _x)) < 5) and { (behaviour (effectiveCommander _x)) != "COMBAT" }
        and { _groupLeaderVehicleSpeed >= 5 }) then {
        _x doFollow _groupLeader;
    };
} forEach (_vehicles - [_groupLeaderVehicle]);

@Schatten i appreciate your contribution. however, i want to make it very clear that i wish that this issue gets resolved by a developer from Bohemia Interactive. Because that is what needs to happen in order to make regular players enjoy the already impressive AI convoy behavior. It just has flaws that ruin the whole thing.

@Nelis75733126, I would also like this bug to be fixed. Until this bug is fixed, you can either use my workaround or wait who knows how long. The choice is yours. :)