AI just walk or crawl through every cover, AI will just walk through walls like nobody business, or just crawl "under" them, also they don't walk on stairs, they walk through them and there are like a slope so that's how they walk upstairs. {F16775} {F16776} {F16777}
Description
Details
- Legacy ID
- 2938386253
- Severity
- Major
- Resolution
- Suspended
- Reproducibility
- Always
- Category
- AI Issues
Event Timeline
First of all - not through everything but some fences and fence-walls.
Second - where are the repro missions showcasing this?
It won't get fixed unless you provide them.
Repro missions? We don't need no stinkin' repro missions!
This issue has been around since OFP, and you can see it happen in basically every mission.
I don't remember this issue in ANY version of OFP. It was blatantly apparent in Armed Assault and ArmA 2.
It was fixed in OA with later betas, but it definitely needs a repro with problem cases.
They pretty much consistently walk through the old open shacks with the corrugated sheet metal. Also have seen them walk through H-barriers.
Example in a video:http://www.youtube.com/watch?v=nWsZGm5RmrU&list=LLzweMZTYh1Yk0ul5qIzHWlQ
starts at 1:40 without AI inside, couple secs later the AI is inside the building because it walked through the wall.
This is related btw: http://feedback.arma3.com/view.php?id=5135
They also can stick their head and torso through floors when prone.
No-brainer, this needs a fix. The AI don't care about doors - They just walk through the walls if you hide in a building long enough!
Attached zipped repro mission "AI_walk_thru_things-Roads.Stratis".
This mission shows AI following paths attached to road objects walking through solid objects. See Arma 2 CIT issue: https://dev-heaven.net/issues/70512
Reproduction steps:
- Unzip mission, open mission in editor.
- Observe the AI patrol walking through objects (the subordinate occasionally will walk around the "hesco" barrier (gabion) wall
Attached zipped repro mission "AI_walk_thru_things-Fleeing.Stratis".
This mission shows fleeing AI leader can sometimes ignore any possible collisions with solid objects. Note all units are disarmed in this mission.
Reproduction steps:
- Unzip mission, open mission in editor.
- Start mission. Observe your AI group leader fleeing from the Ifrit. He will likely walk through several objects while fleeing. If he does not, go to step 3.
- In the mission editor, move the player slightly, then save mission. Go back to step 2. I have no idea why, but this seems to encourage the bug (AI pathfinding caches??)
I would appreciate if anyone else could confirm this repro.
YouTube video of bug occuring: http://www.youtube.com/watch?v=ZGV1FRnKUCE
Arma always have this issues with AI in all times, now time to fix it finally! :)
Rework AI path finding, AI must know buildings and objects positions or detect it on his way, and dynamically recalculate waypoints. Look at Unreal Engine, please! :)
?? AI must have few additional modes:
in building, on flied, air, tank, car etc.
ArmA AI is actually the one that is dynamic. Remember that bushes and grass are also polygonal objects and if AI just avoided everything that is higher than ground - it would've been really broken.
Pathfinding in ArmA is mostly fine, it's just some objects aren't configured properly for AI yet.
We, the players, have to find which ones.
It's the same as fences with holes in A2 which made AI walk through them. It got fixed.
Look at Unreal Engine, please! :)
So I did and I found a lot of inspiration that I can use. Minor detail is that I have to decrease size of maps to 500m X 500m. :))
We, the players, have to find which ones.
Thank you, but is is not needed. It is not object based problem.
I believe I will have it fixed for final release.
It's the same as fences with holes in A2 which made AI walk through them. It got fixed.
Fences are little different (part of map and can be precomputed for AI).
This is a little more dynamic problem.
Just to add to the walking through things.
An AI unit with a waypoint will walk up a small flight of steps and enter a building correctl but an AI in my group which is told to enter the building walks through the steps and floor.
+1
This needs fixing of course, but I don't have high hopes for it.
personally as much as I love the OPF/ARMA series I think that
their engine is flawed in many ways, collision detection and path finding
is one of them.
If it's there for 12 years why all of a sudden do you think it will be fixed?
it's not a small issue like the binoculars and stance thing that you might think they just ignored for 12 years.
Yeah in the Supports showcase, all the OPFOR have their feet inside the terrain, or when they go prone, half of their bodies disappear.
SuicideKing, the AI cliping with ground is to simulate the grass hiding the AI
from long distances where the grass is not rendered. it is on purpose and is not a bug.
Annoying and stupid yes. sometimes they even completely vanish under ground
but it's not really realated to this ticket.
Can we get current examples of where they walk through or maybe even repro missions?
I already have them.
It usually happens when its weak pathfinding gives up and allows them to noclip... since 2006.
if you play single player mission in the workshop (or downloaded in armaholic ), you will see ennemy passing trhoug wall in house ( eg : at agina marina ) or in military building ( eg : at camp rogain ).
Also walk through rocks (uploaded image).
(that's from the Commanding showcase, the hill to the SSW where it's suggested you take cover)
I watch them walk through everything as well, Rocks along the beach especially. Any guards in the towers usually just walk through the side and fall to the ground then keep walking. this definitely needs to be fixed.
Yea..... this has not been solved yet. It is happening to me creating a mission, the AI just walks through everything.
Issue closed as obsolete. If you encounter this problem again, please create another ticket. Thank you.