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Vehicles not moving? #37

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McDiod opened this issue Sep 11, 2019 · 9 comments
Open

Vehicles not moving? #37

McDiod opened this issue Sep 11, 2019 · 9 comments
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@McDiod
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McDiod commented Sep 11, 2019

During Money in the Mist on 09/09/19 the majority of the civ vehicles did not move. Any idea what might have caused this?

Screenshot below. There were one or two vehicles moving at a time at most.

20190909211141_1

@Fusselwurm
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"After spawning, civilians mount up into their vehicles, but do not start driving"

like that?

Anyway, I heard this before and could not reproduce. A few things that come to mind:

  • I think changes in "behavior" can lead to AI not moving
  • target waypoint could be out of reach (different island, no road connection)
  • something that changes the units owner

@nomisum
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nomisum commented Sep 11, 2019

For the 2nd Point a pathCalculated EH may be sufficient to detect no road connection. Afaik result is an empty array. Beware pathCalculated takes up to some seconds to compute depending on distance.

3rd should not have happened.

@nomisum
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nomisum commented Sep 11, 2019

@McDiod sicher dass das grad-civs aktuell war? beim module updaten hat er einiges geändert 🤔

@McDiod
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McDiod commented Sep 13, 2019

Ja, 1.3.0 war drin und scheint auch noch aktuell zu sein.

@McDiod
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McDiod commented Jan 29, 2020

ftr: sort of the same thing in our game on 2020-01-27, although on that map it looked more like intended behaviour. On Tanoa all vehicles were static, while here 60% were moving. See also:

https://youtu.be/FRj0Wq5LJtQ?t=8574

@Fusselwurm
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Fusselwurm commented Feb 8, 2020

i can see a few civ vehicles move in the replay, looks fine to me.

no idea where the abandoned vehicles come from, though. were they also civilian vehicles where the occupants despawned without despawning the vehicle as well (should not happen ™️)?

and i see loads of civs just standing in houses and that concerns me, they should be patroling the area 🤔

edit: lol. they apparently have 2 waypoints, one MOVE and one CYCLE, both effectively on the same spot. nice. new ticket: #41

@Fusselwurm Fusselwurm added the bug label Feb 8, 2020
@Fusselwurm
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Fusselwurm commented Feb 8, 2020

For the 2nd Point a pathCalculated EH may be sufficient to detect no road connection. Afaik result is an empty array. Beware pathCalculated takes up to some seconds to compute depending on distance.

^ phrased as a TODO : prevent units from choosing unreachable waypoints

(which should solve this issue)

edit: #28 would fix that too

@McDiod
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McDiod commented Feb 8, 2020

no idea where the abandoned vehicles come from, though. were they also civilian vehicles where the occupants despawned without despawning the vehicle as well (should not happen ™️)?

No, those are a Money in the Mist feature.

@Fusselwurm
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possibly caused by #63

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