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IDProjectCategoryView StatusLast Update
0003339The Dark ModAIpublic12.04.2015 20:41
ReporterSpringheel Assigned To 
PrioritynormalSeveritynormalReproducibilityhave not tried
Status closedResolutionwon't fix 
Product VersionTDM 1.08 
Summary0003339: AI circle around doors during agitated search
DescriptionI've noticed a few AI who seem to be having trouble getting through open doors while in agitated search mode. Is their weapon getting in the way or something? I have a save from Outpost where an AI is trying to get into the kitchen to search for me, but seems to be stuck outside the half-open door.
TagsNo tags attached.
Attached Files
Quicksave.save (751,461 bytes)

Relationships

related to 0003390 closedgrayman Door Handling -- AI couldn't open half-open door. 

Activities

Springheel

Springheel

10.03.2013 01:33

administrator   ~0005143

Last edited: 10.03.2013 02:29

Hmm, another weird door issue. I started up Chalice of Kings and could hear the sound of a door repeatedly closing every second like the ticking of a clock. I noclipped to the source and found two AI apparently jammed in front of a door at the bottom of the spiral stairs. The one closest to the door was turning 50 degrees back and forth repeatedly, and every time he did the door made the sound of being closed. No idea what was going on there. I have a saved game of it if desired.

edit: I watched closely and I think I can see what was happening. The further back guard was trying to open the door, but the closer guard was in the way and the door couldn't open. The guard was turning to look for a way to get out of the way, I guess, but he couldn't get past the other guard. One time they finally got disentangled after a minute or so, but another playthrough they were still there when I finally reached the door.

I've uploaded a video here: http://www.youtube.com/watch?v=_-NzXxmUTeg

grayman

grayman

10.03.2013 16:18

viewer   ~0005150

Last edited: 10.03.2013 16:21

Cute.

In Outpost, the searching AI's weapon isn't the problem. There's no monsterclip covering the func_static doorjamb on that door (or any of the other similarly-designed doors), so the AI's progress through the door is stopped when he bumps into it. The "get around this thing" code swings him around for another try, which 99% of the time corrects the problem, but 1% of the time gets into a loop where the same solution is applied over and over.

The correction is to monsterclip all the doorjambs, but since we can't do that, we're back to the "AI is circling" problem that I've tried to address experimentally, w/o much success, for the past 2 years. As soon as I put the AI on the path to getting out of his jam, id's pathfinding puts him right back onto it a few frames later.

All I can offer is to re-address the circling problem.

--------------

For Chalice, I can't tell what's going on there. What was happening just before this situation occurred?

Edit: Okay, read your edit and that makes sense. What needs to happen is to have the door-opener give up and go back up the stairs to his previous path corner, giving the circling guy some room to move.

grayman

grayman

18.04.2014 16:47

viewer   ~0006533

I don't think there's anything I can do for this problem. There isn't enough monsterclip being used, and there's not enough room for the AI to maneuver.
grayman

grayman

17.07.2014 19:27

viewer   ~0006728

I don't think there's anything I can do to fix this situation.

The area needs proper monsterclipping.
grayman

grayman

12.04.2015 20:41

viewer   ~0007485

This bug is too old to handle now. I can no longer build 1.08 binaries, the savegame requires 1.08, and it's nearly impossible to reproduce this type of situation.

Circling AI is a situation that will need to be addressed in the post-2.00 builds.

Issue History

Date Modified Username Field Change
09.03.2013 01:32 Springheel New Issue
09.03.2013 01:32 Springheel File Added: Quicksave.save
09.03.2013 02:09 Springheel Description Updated
10.03.2013 01:33 Springheel Note Added: 0005143
10.03.2013 01:33 Springheel Note Edited: 0005143
10.03.2013 01:39 Springheel Note Edited: 0005143
10.03.2013 01:43 Springheel Note Edited: 0005143
10.03.2013 01:49 Springheel Note Edited: 0005143
10.03.2013 01:53 Springheel Note Edited: 0005143
10.03.2013 02:23 Springheel Note Edited: 0005143
10.03.2013 02:29 Springheel Note Edited: 0005143
10.03.2013 15:56 grayman Assigned To => grayman
10.03.2013 15:56 grayman Status new => assigned
10.03.2013 16:18 grayman Note Added: 0005150
10.03.2013 16:21 grayman Note Edited: 0005150
15.05.2013 15:45 grayman Relationship added related to 0003390
18.04.2014 16:47 grayman Note Added: 0006533
17.07.2014 19:27 grayman Note Added: 0006728
17.07.2014 19:27 grayman Status assigned => suspended
17.07.2014 19:28 grayman Assigned To grayman =>
12.04.2015 20:41 grayman Note Added: 0007485
12.04.2015 20:41 grayman Status suspended => closed
12.04.2015 20:41 grayman Resolution open => won't fix