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Fix dancing AI (#551) #570
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Honestly, I liked |
I was under the impression Also, in my testing after removing this line, the AI actually only seemed to go prone if exposed at an outdoor building position or similar (which I kinda like - if we do add it back, would be nice to only apply it to units inside buildings). |
Decided to look into On further analysis, I think this might actually just be a bug with |
Hmm. Only alternative is https://community.bistudio.com/wiki/setUnitPosWeak, but that will be overruled by the AI FSM, so there is not much point in using it. |
It could work because they'd be detached from their formation with |
A bug with `setUnitPos "UP"` causes AI to dance when engaged. Changed `disableAI` to `doStop` so that AI can move in reaction to combat if desired.
With this change, when issuing the ACE defend area command to units, once the patrolling units hit their cycle waypoint, all the units whom were in buildings abandon their posts and rejoin formation to take up patrol. This issue was not experienced prior to this commit. You can work around this by deleting the patrol's cycle waypoints, so it appears that |
I think that is the expected behavior though. If a waypoint is finished, the whole group should begin with the next waypoint. |
Previous behavior was that issuing Defend Area would have units garrison buildings in the area, with a 7% chance of a unit going onto a patrol around the area. Once the patrol group finished through all waypoints and hit the cycle, they would repeat the same patrol with the same select units, and the rest would stay garrisoned (since pathing was disabled on the ones in the buildings.) Now the behavior is that units garrison buildings, 7% chance at patrolling, however once the patrol group reaches the final waypoint and hit the cycle, all units leave their buildings and start patrolling the area in a formation. AI shouldn't be dropping out of buildings under defend area, as that would make the command redundant with Patrol Area. |
That wasn't the case before @SilentSpike changed the taskDefend module / waypoint in the first place. |
May I ask how I tired out replacing |
Yeah, my bad. |
Some sort of conflict betweendisableAI "PATH"
andsetUnitPos "UP"
A bug in
setUnitPos "UP"
causes AI to dance when engaged (repeatedly trying to lower their profile but can't I assume)