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AI Turn Rate is to Slow to Engage the Player at all Ranges
Closed, ResolvedPublic

Description

Observed

http://www.youtube.com/watch?v=uSa_ad7XYxk&feature=youtu.be
The player is literally able to run circles around the ai while the ai unsuccessfully tries to rotate to engage. At ranges of 10 metres to 100 metres, the ai will try to engage players moving perpendicular to their line of sight, but continuously shoots behind the player, again, seemingly because he cannot rotate fast enough. At longer ranges (100m+) the ai doesn't even try shooting at players moving perpendicular to it's line of sight because it cannot rotate to track the player fast enough.

Why it is Important

Allows for easy exploitation of the ai in close quarters and far range, resulting in less challenge.

Expected

Ai should be able to turn faster to shoot an enemy at any range no matter what direction they are moving in comparison to the ai's line of sight.

Details

Legacy ID
1958173014
Severity
Tweak
Resolution
Duplicate
Reproducibility
Always
Category
AI Issues
Steps To Reproduce

At short range

In the editor, place an opfor ai unit on a flat surface. To ensure he is not slowed down due to being prone, enter "this setunitpos "up"" in the unit's init. Place the player, as a blufor unit, directly behind the opfor unit. To ensure you don't get accidentally killed enter "this allowdamage false" into the player's init. Preview. Get the ai's attention, and attempt to run circles around him. See linked video for demonstration.

At 10 to 100 metres

In the editor, place an opfor ai unit on a flat surface. To ensure he is not slowed down due to being prone, enter "this setunitpos "up"" in the unit's init. Place the player, as a blufor unit, anywhere between 20 and 100 metres infront of the opfor unit. To ensure you don't get accidentally killed enter "this allowdamage false" into the player's init. Preview. run side to side across the ai's vision and notice how the ai tries to shoot you but continuously misses unless you stop moving, due to slow turn rate. See linked video for demonstration

At 100 metres +

In the editor, place an opfor ai unit on a flat surface. To ensure he is not slowed down due to being prone, enter "this setunitpos "up"" in the unit's init. Place the player, as a blufor unit, any distance over 100 metres away infront of the opfor unit (but make sure it is close enough to be detected). To ensure you don't get accidentally killed enter "this allowdamage false" into the player's init. Preview. run side to side across the ai's vision and notice how the ai refuses to shoot you unless you stop moving. See linked video for demonstration

Additional Information

The inability of the ai to shoot targets running perpendicular to its line of sight may also be because the ai is unable to lead its target (aim where the target is going to be when the bullet impacts, rather than aim where the target is).

Event Timeline

-Coulum- edited Additional Information. (Show Details)
-Coulum- set Category to AI Issues.
-Coulum- set Reproducibility to Always.
-Coulum- set Severity to Tweak.
-Coulum- set Resolution to Duplicate.
-Coulum- set Legacy ID to 1958173014.May 7 2016, 12:13 PM

this vid also demonstrates how this problem can be exploited.
http://www.youtube.com/watch?v=oFZKEWe9tKo

How.. Can the AI not turn fast enough when the player is 100 metres away ? The AI would have to turn WAY less than if you're standing closer to them. Maybe I am misunderstanding something here ?

^^My thought process is that the ai may be able to turn fast enough, but choose not to because they are basing their movements on the players current position rather than predicting where the player is going to be - Ie. they are always one step behind the player. But I am testing this further, from the AI POV and I think it may be something else entirely...

This issue was duplicated by #0004406, but since that one has the higher number of votes, it takes precedence.

Closing.