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No command for AI to disarm a detected mine under Action menu (key 6)
Closed, ResolvedPublic

Description

The only way to order AI to disarm a mine is to point at it and use tilde quick menu, while AI can be ordered to perform various other tasks by simply choosing them from action menu, like "open door", "reload mag", "treat self" etc.

During a mission, a commander doesn't necessarily have the time to individually point at everything and since AI has already detected a mine, it knows where it is and it should be possible to order disarming that mine. {F19070}

Details

Legacy ID
307790573
Severity
None
Resolution
Open
Reproducibility
Always
Category
AI Control / Commanding
Steps To Reproduce

Editor:

  1. Place a Team Leader and make it a player's character.
  2. Place an Explosive Specialist nearby.
  3. Place a mine (Empty/Mines/APERS bounding mine) close to both of them.

Ingame:

  1. Make sure that the mine was spotted. Walk closer to it if necessary.
  2. Aim at the mine and press tilde for a quick menu
  3. There is a "Disable mine" option and it works correctly.
  4. Now select your teammate with F2 key.
  5. Press 6 for action menu and have a look at the options, then press 0 for more and check the second page as well.
  1. Observe, that there is no option to order to disarm the mine.
  1. It's only possible to order putting the mines, that the expert already is carrying within his backpack.
Additional Information

The lack of "disarm the mine" would be correct, if the mine hadn't been spotted yet. As soon as a mine has been seen, the option to disarm it should appear in the Action menu.

Event Timeline

armapirx edited Steps To Reproduce. (Show Details)Apr 22 2013, 3:13 PM
armapirx edited Additional Information. (Show Details)
armapirx set Category to AI Control / Commanding.
armapirx set Reproducibility to Always.
armapirx set Severity to None.
armapirx set Resolution to Open.
armapirx set Legacy ID to 307790573.May 7 2016, 1:48 PM
MadDogX added a subscriber: MadDogX.May 7 2016, 1:48 PM

Mass closing ancient tickets with no activity for > 12 months; assume fixed or too trivial.

If this issue is still relevant in current dev build, please re-post.