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AI makes unnecessary adjustments while in cover
Closed, ResolvedPublic

Description

The game has many corners of building and everu such corner, has a snap-position for AI-soldiers.

On the corner of buildings the AI behavior is very stupid. The bot makes a lot of unnecessary movements, very often the weapon of this bot, penetrates deep into the building walls, because no proper contact with the corner of the building.

Video:
http://www.youtube.com/watch?v=7zVDavotvnI&feature=youtu.be
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Details

Legacy ID
2399097068
Severity
None
Resolution
Won't Fix
Reproducibility
Sometimes
Category
AI Issues

Event Timeline

mickeymen edited Additional Information. (Show Details)
mickeymen set Category to AI Issues.
mickeymen set Reproducibility to Sometimes.
mickeymen set Severity to None.
mickeymen set Resolution to Won't Fix.
mickeymen set Legacy ID to 2399097068.May 7 2016, 7:40 PM
oukej added a comment.Feb 4 2015, 9:15 AM

Hey and thank you for the feedback.

no proper contact with the corner of the building.

I'm sorry for this can't be done due to technical reasons.

makes a lot of unnecessary movements

It would be nice to have this improved, but I'm afraid it's out of scope now.

Will leave this issue open jic.

"I'm sorry for this can't be done due to technical reasons"

In the 2015, Can't believe it!
I think BIS can try to give the AI an understanding of where the left and right or use the Collision Mesh for every weapon on every corner.
I can offer a solution of this issue:

  • BIS should add on the every corner of every building 2 snap-position for the AI.
  • One snap-position, make a "left-position", another snap-position do "right-position".
  • Inside "right-position" for every AI, BIS can make the restriction of the weapon rotation to the right.
  • Inside "left-position", for every AI, BIS can make restriction the weapon rotation to the left.
  • Thus, relative to a specific position (left or right), if the AI will be located at this point, then he will not be able to penetrate his weapon into the building under the limitation of weapon rotation.

Which of the two those positions the AI will use, this AI will determine independently(in relation to the position of the enemy). I think this detail is already there now.

Sure, the solution can be found. This detail is important for the game...

pops added a subscriber: pops.May 7 2016, 7:40 PM
pops added a comment.Feb 10 2015, 12:31 PM

I hope the improved path finding, which BI is working on, will allow the AI to navigate better between building and also "home in" on the cover positions better. After all, the AI is also supposed to make use of the weapon resting feature, so some change will be on the way.

oukej added a comment.Sep 8 2015, 1:29 PM

I'm sorry but it's not feasible at this point.

  1. checking collisions down to such precision would be very performance hungry
  2. the cover positions are created dynamically, the bugs in the dynamic creation are already covered in ticket no. 0016449. Changing the approach is not possible, it would mean adjusting all assets, not mentioning the buildings on community islands that would suddenly lack cover positions. If such change was desired it would still take a lot of time and manpower (design, implementation, testing, bugfixing).