View Issue Details

IDProjectCategoryView StatusLast Update
0003090The Dark ModAIpublic01.03.2024 20:32
ReporterAluminumHaste Assigned To 
PriorityhighSeveritynormalReproducibilityalways
Status newResolutionopen 
PlatformX64OSWindows 7OS VersionUltimate
Product VersionSVN 
Summary0003090: AI get stuck in corners when blocked by moveables
DescriptionPick up a crate and walk towards an AI and you can force him into a corner where he will get stuck there permanently. If the AI was in an alerted state when pushed into the corner, it will be stuck in that state.
Steps To Reproduce(From the comment below)
* Start mission Closemouthed Shadows
* In the console, spawn atdm:moveable_crate01
* Wait until the first AI at the end of the hall is in the room on the left
* Place the crate in the doorway
* Alert the AI
* You will see the AI scamper around aimlessly, unable to get past this crate.
* The AI will treadmill against the crate, against walls, etc.
* You can attack the AI at your leisure while these histrionics are happening.
Tagsexploit, pathfinding, psychology

Activities

Springheel

Springheel

05.05.2012 16:22

administrator   ~0004541

Worth noting that this is because AI is pushed into monsterclip and can't pathfind out.
nbohr1more

nbohr1more

15.12.2018 06:14

developer   ~0010928

This is a pretty big exploit.

Recent replication:

1) Start Closemouthed Shadows
2) Spawn atdm:moveable_crate01
3) Wait until the first AI at the end of the hall is in the room on the left
4) Place the crate in the doorway
5) Alert the AI

You will see the AI scamper around aimlessly, unable to get past this crate.
The AI will treadmill against the crate, against walls, etc.

You can attack the AI at your leisure while these histrionics are happening.

I reproduced this in 2.07 and my old 2.04 build.

Issue History

Date Modified Username Field Change
18.04.2012 17:31 AluminumHaste New Issue
04.05.2012 14:02 tels Target Version TDM 1.08 =>
05.05.2012 16:22 Springheel Note Added: 0004541
04.09.2013 13:38 grayman Assigned To => grayman
04.09.2013 13:38 grayman Status new => assigned
24.11.2017 16:35 grayman Assigned To grayman =>
24.11.2017 16:35 grayman Status assigned => new
15.12.2018 06:10 nbohr1more Priority normal => high
15.12.2018 06:14 nbohr1more Note Added: 0010928
10.02.2024 23:02 Fiver Tag Attached: pathfinding
10.02.2024 23:02 Fiver Tag Attached: psychology
10.02.2024 23:08 Fiver Steps to Reproduce Updated
01.03.2024 20:32 Fiver Tag Attached: exploit