I am heavily focused on mod improvements for the player's AI group but am constantly seeing my squad's cohesion and pathfinding get derailed as soon as the player ascends a staircase, or they are ordered to "move to" on to an elevated position on the stairs. I have tested all possible workarounds via scripting and tested every set of stairs in the Eden editor. The issue is always the same regardless of how small I make the group or what formation I use.
Description
Details
- Severity
- Major
- Resolution
- Open
- Reproducibility
- Always
- Operating System
- Windows 11 x64
- Category
- AI Pathfinding / Motion
I use a 2-man fireteam to keep the AI's pathfinding as simple as possible and set the formation to 'file'. I used the VR map for testing but have also tried all the others. At mission start, the AI follows the player just fine and behaves appropriately, they stay in their file formation and be ordered to "move there" and recalled via "regroup" with no issues. They are able to maintain their spacing and formation. But as soon as I, the player and group leader, ascend a staircase, take "land_walkover_01_F" for example, the AI member gets completely lost. They will never ascend the stairs and simply try to walk around it.
I have used advanced scripting techniques to identify when the player is on stairs and tried to use that as a mechanism to get the AI to move up the stairs. Nothing has worked. This is crippling for my AI modding work and should be addressed immediately, or at the least expose the necessary properties to SQF or C++ so that we can script the AI to follow the player upstairs. There is no way such an advanced game with robust AI control could have this simply logic missing.