Michael-Z-Freeman / forgotten-hope-singleplayer

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Bots bailing and commiting suicide #26

Open GoogleCodeExporter opened 9 years ago

GoogleCodeExporter commented 9 years ago
This is the strange occurance of bots at key points on some maps bailing their 
tanks and instantly dying eg. Approaching West Matru from the German main, 
panzer IV, III s and IIs are abondoned and their occupants die instantly, same 
for the ridge overlooking the Matru Station, same for the valley below the 
rail-yard on Op. Cobra.... 

Original issue reported on code.google.com by mydji...@gmail.com on 24 Apr 2011 at 11:56

GoogleCodeExporter commented 9 years ago
Possible cause:

Vehicle order positions not being placed on the infantry navmesh as well as the 
vehicle mesh. If a bot winds up anywhere on the map where there is no infantry 
mesh it will die.

Request a specific location in a specific map where this problem regularly 
occurs; if that is indeed the problem this issue can be easily corrected.

Original comment by bf2...@gmail.com on 15 May 2011 at 6:17

GoogleCodeExporter commented 9 years ago
I saw this on Gazala..
Germans exiting their vehicles as they rush across the valley before the first 
flag on the left (sorry i can't recall exact name of the point). 
I started to take a notice of this when as a brit found myself hitting empty 
tanks with 6 ponder from a defense position..

Original comment by bokis...@gmail.com on 15 May 2011 at 11:30

GoogleCodeExporter commented 9 years ago
Making tanks' primary seat, a no-exit for infantry as was done for static guns 
will rid this problem, since bots will be forced to deal with faulty navmesh or 
whatever with retreat a non-option. It may be an issue where vehicles beinh 
handled in an ungainly fashion drive off their navmesh i.e. into minute zones 
without mesh, and the bots clueless of what to do, bail and instantly die, 
still being 'off the map'. If they remained in their vehicles, they just might 
have a better chance of figuring it out - they may also die IN their tanks, but 
the odds are better, and its less work than trying to fix all maps navmeshes.

Original comment by y...@bslglobal.com on 15 Jun 2011 at 7:49

GoogleCodeExporter commented 9 years ago
However key areas, where this DOES occur:

1. Mersa Matru - Decending the cliffs overlooking Matru station.

2. Mersa Matru - Coming off the German beach base, approaching the town 

3. Operation Cobra - The valley overlooked by the train station... something 
about those rails *jk*

4. El Alamein - The area directly to the south of the British outpost @ Tel Al 
Makh Khad facing Kidney ridge, the area that dips. 

5. Supercharge - The area between Gazal Station and the town of El Daba. 
Happens less often the former, but happens nonetheless.

6. Alam Halfa - Approaching the central front-line British defensive line. 

7. Lebisey - In front of the German AT position to the South West, the one with 
the trench-line

8. Siege of Tobruk - the open area leading up the front-line. More from the 
LeFH18 side than from the side where the PAK34 gun is.

9. Gazala - Everywhere! Actually, it happens more so on the way to the British 
defensive blocks. Specifically, Sidi Muftah

Original comment by y...@bslglobal.com on 15 Jun 2011 at 7:01

GoogleCodeExporter commented 9 years ago

Original comment by djbar...@djbarney.org on 7 Feb 2012 at 9:30

GoogleCodeExporter commented 9 years ago
The reason this is happening is because the navmesh is too high off the terrain 
in these certain spots.
A bot will drive along, realize he isn't 'connected' to the vehicle navmesh 
anymore and will bail.
If the infantry navmesh is also too high in these spots (generally the case, 
but not always), the bot will die once he bails.

Why does this happen? In other words, why is the navmesh too high in these 
spots?
The navmesh generator likes to 'optimize' navmeshes. It saves time and file 
size in doing so. And most of the time, this is perfectly acceptable and more 
importantly, playable.

So instead of following the terrain more closely, it gets 'lazy'.
It connects from one high point to another creating a 'bowl effect'.
Gradual terrain is notorious for creating these areas.

So how do you correct this?
Easiest would be to edit the original navmesh files, but I imagine those aren't 
available or even exist anymore.

Making bot tankers that never exit (suggested in comment 3) can work, but not 
without problems.
They will just sit there forever, until killed.
They won't try to correct the mistake because they can't. They are disconnected 
from the vehicle navmesh and therefore can't move.

So new navmeshes would need to be made and edited if the same problem arises.

Note that this can happen to infantry, also.
If infantry bots journey into 'high nav spots' they will die.

Original comment by evanthom...@gmail.com on 29 Feb 2012 at 11:11