4 Random AI Always Tag Along The Side Of A Walker

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4 Random AI Always Tag Along The Side Of A Walker

Postby LitFam » Tue Aug 08, 2017 10:49 pm

Does anyone have a fix to this?

Example of problem: I have a atte in a map and all the sudden 4 ai just Tag alongside for no reason!

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Re: 4 Random AI Always Tag Along The Side Of A Walker

Postby Marth8880 » Wed Aug 09, 2017 2:57 pm

Could you provide a video of the issue? Preferably in the debugger and with `aimode` turned on. In case you don't know how to do that, all you do is go in-game (in the debugger), press the ~ key, press enter a few times, then type "aimode" without quotes and hit enter.

References:
http://www.secretsociety.com/forum/down ... mands.html
http://www.secretsociety.com/forum/down ... 0notes.txt
viewtopic.php?f=27&t=17782

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Re: 4 Random AI Always Tag Along The Side Of A Walker

Postby LitFam » Wed Aug 09, 2017 3:28 pm

Marth8880 wrote:Could you provide a video of the issue?


VID: http://www.moddb.com/members/litfam/vid ... n#imagebox

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Re: 4 Random AI Always Tag Along The Side Of A Walker

Postby Marth8880 » Wed Aug 09, 2017 4:48 pm

Interesting, I've never seen a "Convoy" state before; the name of the state makes sense, since the definition of convoy is "to escort for protection." I think it might be automatically assigned to units close to a walker to have them protect it, probably with walkers like the AT-AT and AT-TE in mind.

Try checking to see if this happens in the stock game with smaller walkers like the AT-RT and AT-ST. If it does not happen with them, go ahead and compare the ODFs of the walkers that don't with the ones that do to see if there's a particular parameter that may be causing this.

Also, question: where are these Convoy units spawning from? If they're spawning from the walkers then that could possibly be related, and it'd likely mean that this only happens with CommandWalkers.

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Re: 4 Random AI Always Tag Along The Side Of A Walker

Postby LitFam » Wed Aug 09, 2017 5:06 pm

1. These convoy units are spawning from the command posts.

2. I will compare with the stock at-te

3. Please stay active on this post marth800

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Re: 4 Random AI Always Tag Along The Side Of A Walker

Postby Marth8880 » Wed Aug 09, 2017 5:17 pm

Please, marth800 is my father. ;^)

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Re: 4 Random AI Always Tag Along The Side Of A Walker

Postby LitFam » Wed Aug 09, 2017 8:37 pm

I compared the stock with the custom .odf and I saw nothing!

(Could this be a memory pull error, however in the log there is no error...)

EDIT

Marth880 I still need help on my previous post also: viewtopic.php?f=27&t=33157

I double checked the one man atst (rep side) and I found these properties...

NoCombatInterrupt = "1"
AICollisionRadius = "2.0"
AIUseHoverPhysics = "1"

EDIT

I just tested these properties and they did not work...

NoCombatInterrupt = "1"
AICollisionRadius = "2.0"
AIUseHoverPhysics = "1"

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Re: 4 Random AI Always Tag Along The Side Of A Walker

Postby Marth8880 » Wed Aug 09, 2017 9:20 pm

Are your walkers CommandWalkers or are they just the normal Walker class? If they're CommandWalkers, try setting their class to Walker and see what happens. (You might need to comment out some of the spawn radius parameters from the ODF if there's any.)

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Re: 4 Random AI Always Tag Along The Side Of A Walker

Postby LitFam » Wed Aug 09, 2017 9:40 pm

Marth8880 wrote:Are your walkers CommandWalkers or are they just the normal Walker class? If they're CommandWalkers, try setting their class to Walker and see what happens. (You might need to comment out some of the spawn radius parameters from the ODF if there's any.)


They are just "walkers" I will comment out any spawn properties if I see any...

EDIT

I didn't find any spawn properties

Here is the vehicle .odf file

Hidden/Spoiler:
[GameObjectClass]
ClassLabel = "walker"
GeometryName = "cis_walk_small_spider.msh"
GeometryScale = 0.15
ReserveOneForPlayer = "-1"

[Properties]
WALKERSECTION = "BODY"
VehicleType = "medium"
Label = "Dwarfspider"

PilotType = "self"

DeathDustEffect = "deathdustcloud_brown"
DeathDustDelay = "5.1"
DeathDustOffset = "0.0 0.0 0.0"

ExplosionName = "cis_walk_small_spider_exp"
DeathAnimationExplosion = "small_explosion"
DeathAnimationExplosion = "med_explosion"
MapTexture = "spider_icon"
HealthTexture = "HUD_cis_spiderwalker_icon"
HealthType = "droid"
MapScale = "1.6"

GeometryName = "cis_walk_small_spider"
AnimationName = "cis_walk_dwarfspider"
//FirstPerson = "cis\cisspdrw;cis_1st_cockpit_spiderwalker"
VehiclePosition = "common.vehiclepositions.pilot"

MaxHealth = "2000.0"
//HitLocation = "p_crithit1 4.0"
//HitLocation = "p_crithit2 4.0"

TimeRequiredToEject = "12.5"
EjectResistance = "0.03"
TimeTilReboard = "1.0"

TEMP_AnimationSpeed = "8.0"
TEMP_Type = "2"

Acceleraton = "5"
//MaxSpeed = "3.0" original
MaxSpeed = "2.0" // dwarfscale
MaxStrafeSpeed = "3.0"
MaxTurnSpeed = "0.6"
PCMaxTurnSpeed = "20.0"
PCMaxStrafeSpeed = "20.0"

PCPitchRate = 15.0
PCSpinRate = 15.0
PCTurnRate = 25.0

StoppedTurnSpeed = "0.3"
ForwardTurnSpeed = "0.2"
TurnThreshold = "0.45"

SteerAtYawLimit = "1"
SteerAtStrafeLimit = "0"
CorrectAimForSteering = "1"
SteerTowardAimFactor = "0.0"
ReverseBackwardSteering = "1" //steer in reverse like a car - ThrustAngleToStrafe works more intuitively this way
ThrustAngleToStrafe = "58" // should match yaw limit or 0.0
ThrustAngleToTurn = "59" // 88thrust angle to reach full forward turn speed
ThrustAngleToStop = "60" //89thrust angle to turn in place

EyePointOffset = "0.0 8.0 -8.0"
TrackCenter = "0.0 2.0 0.0"
TrackOffset = "0.0 2.0 10.0"
TiltValue = "5.0"

PitchLimits = "-15.0 15.0"
YawLimits = "-60.0 60.0"

AISizeType = "MEDIUM"

WEAPONSECTION = "1"

WeaponName = "cis_weap_walk_dwarfspider_cannon"
WeaponAmmo = "0"

HierarchyLevel = "1"
AimerYawLimits = "-80.0 80.0"
AimerPitchLimits = "-20.0 20.0"
AimerNodeName = "aimer_y_head"

//NextAimer = "-"

//AimerYawLimits = "-0.5 0.5"
//AimerPitchLimits = "-5.0 5.0"
BarrelNodeName = "aimer_x_gun"
BarrelRecoil = 0.35
FirePointName = "hp_gun_1"

StompEffect = "walkerstomp_sm"
StompDecal = "decal_dwarfspider_footprint"
StompDecalSize = "0.4"

FootWaterSplashEffect = "watersplash_sm"
WaterSplashEffect = "watersplash_sm"
WakeWaterSplashEffect = "watersplash_wade"

WaterDamageInterval = "1.0"
WaterDamageAmount = "10.0"

WalkerOrientRoll = "1"
LegRayHitLength = "2.0"
WalkerWidth = "10.0"

TerrainCollision = "p_-svbot-sphere-foot_fr"
TerrainCollision = "p_-svbot-sphere-foot_fl"
TerrainCollision = "p_-svbot-sphere-foot_br"
TerrainCollision = "p_-svbot-sphere-foot_bl"

VehicleCollision = "p_-svbot-sphere-head1"
VehicleCollision = "p_-svbot-sphere-foot_fl"
VehicleCollision = "p_-svbot-sphere-foot_br"
VehicleCollision = "p_-svbot-sphere-foot_bl"
VehicleCollision = "p_-svbot-sphere-foot_fr"
VehicleCollision = "p_-svbot-cube-knee_fr"
VehicleCollision = "p_-svbot-cube-knee_fl"
VehicleCollision = "p_-svbot-cube-knee_br"
VehicleCollision = "p_-svbot-cube-knee_bl"
VehicleCollision = "p_-sv-cylinder-barrel"

SoldierCollision = "p_-svbot-sphere-foot_fr"
SoldierCollision = "p_-svbot-sphere-foot_fl"
SoldierCollision = "p_-svbot-sphere-foot_br"
SoldierCollision = "p_-svbot-sphere-foot_bl"
SoldierCollision = "p_-svbot-sphere-head"
SoldierCollision = "p_-svbot-cube-knee_fr"
SoldierCollision = "p_-svbot-cube-knee_fl"
SoldierCollision = "p_-svbot-cube-knee_br"
SoldierCollision = "p_-svbot-cube-knee_bl"
SoldierCollision = "p_-svbot-cube-leg_BL1"
SoldierCollision = "p_-svbot-cube-leg_BR1"
SoldierCollision = "p_-svbot-cube-leg_FL1"
SoldierCollision = "p_-svbot-cube-leg_FR1"
SoldierCollision = "p_-svbot-cube-shin_BL"
SoldierCollision = "p_-svbot-cube-shin_BR"
SoldierCollision = "p_-svbot-cube-shin_FL"
SoldierCollision = "p_-svbot-cube-shin_FR"
SoldierCollision = "p_-svbot-cube-leg_support_BL"
SoldierCollision = "p_-svbot-cube-leg_support_BR"
SoldierCollision = "p_-svbot-cube-leg_support_FL"
SoldierCollision = "p_-svbot-cube-leg_support_FR"
SoldierCollision = "p_-sv-cylinder-barrel"

BuildingCollision = "p_-svbot-sphere-head1"
BuildingCollision = "p_-svbot-sphere-head2"
BuildingCollision = "p_-sv-cylinder-barrel"

OrdnanceCollision = "p_-svbot-sphere-foot_fr"
OrdnanceCollision = "p_-svbot-sphere-foot_fl"
OrdnanceCollision = "p_-svbot-sphere-foot_br"
OrdnanceCollision = "p_-svbot-sphere-foot_bl"
OrdnanceCollision = "p_-svbot-sphere-head"
OrdnanceCollision = "p_-svbot-cube-knee_fr"
OrdnanceCollision = "p_-svbot-cube-knee_fl"
OrdnanceCollision = "p_-svbot-cube-knee_br"
OrdnanceCollision = "p_-svbot-cube-knee_bl"
OrdnanceCollision = "p_-svbot-cube-leg_BL1"
OrdnanceCollision = "p_-svbot-cube-leg_BR1"
OrdnanceCollision = "p_-svbot-cube-leg_FL1"
OrdnanceCollision = "p_-svbot-cube-leg_FR1"
OrdnanceCollision = "p_-svbot-cube-shin_BL"
OrdnanceCollision = "p_-svbot-cube-shin_BR"
OrdnanceCollision = "p_-svbot-cube-shin_FL"
OrdnanceCollision = "p_-svbot-cube-shin_FR"
OrdnanceCollision = "p_-svbot-cube-leg_support_BL"
OrdnanceCollision = "p_-svbot-cube-leg_support_BR"
OrdnanceCollision = "p_-svbot-cube-leg_support_FL"
OrdnanceCollision = "p_-svbot-cube-leg_support_FR"
OrdnanceCollision = "p_-sv-cylinder-barrel"

DamageStartPercent = 70.0
DamageStopPercent = 36.0
DamageEffect = "com_sfx_vehiclespark"
DamageAttachPoint = "bone_fl_upperarm"

DamageStartPercent = 45.0
DamageStopPercent = 20.0
DamageEffect = "com_sfx_vehiclespark"
DamageAttachPoint = "bone_fr_lowerarm"

DamageStartPercent = 60.0
DamageStopPercent = 36.0
DamageEffect = "com_sfx_vehiclespark"
DamageAttachPoint = "bone_br_upperarm"

DamageStartPercent = 45.0
DamageStopPercent = 20.0
DamageEffect = "com_sfx_vehiclespark"
DamageAttachPoint = "bone_br_lowerarm"

DamageStartPercent = 35.0
DamageStopPercent = 0.0
DamageEffect = "com_sfx_vehiclesmoke"
DamageAttachPoint = "hp_damage_1"

DamageStartPercent = 15.0
DamageStopPercent = 0.0
DamageEffect = "com_sfx_vehicleflame"
DamageAttachPoint = "hp_damage_1"

CHUNKSECTION = "CHUNK1"
ChunkGeometryName = "cis_dwarfspider_chunk_1"
ChunkNodeName = "dummyroot"
ChunkTerrainCollisions = "45"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "0.0 1.0 0.0"
ChunkSpeed = 1.0
ChunkUpFactor = 10.5
ChunkLinearDamping = 0.010
ChunkAngularDamping = 0.040
ChunkTrailEffect = "com_sfx_chunksmolder"

CHUNKSECTION = "CHUNK2"
ChunkGeometryName = "cis_dwarfspider_chunk_2"
ChunkNodeName = "dummyroot"
ChunkTerrainCollisions = "45"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "-1.57 0.0 1.57"
ChunkSpeed = 3.5
ChunkUpFactor = 1.5
ChunkLinearDamping = 0.010
ChunkAngularDamping = 0.040
ChunkTrailEffect = "com_sfx_chunksmolder"

CHUNKSECTION = "CHUNK3"
ChunkGeometryName = "cis_dwarfspider_chunk_3"
ChunkNodeName = "dummyroot"
ChunkTerrainCollisions = "45"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "1.57 0 1.5" // final axis rotation x y z 1.57 = 90 degrees
ChunkSpeed = 2.5
ChunkUpFactor = 0.5
ChunkLinearDamping = 0.010
ChunkAngularDamping = 0.000
ChunkTrailEffect = "com_sfx_chunksmolder"
ChunkBounciness = 0.45
ChunkStickiness = 0.0

CHUNKSECTION = "CHUNK4"
ChunkGeometryName = "cis_dwarfspider_chunk_4"
ChunkNodeName = "dummyroot"
ChunkTerrainCollisions = "45"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "2.0 0.0 0.0"
ChunkSpeed = 2.75
ChunkUpFactor = .75
ChunkLinearDamping = 0.010
ChunkAngularDamping = 0.040
ChunkTrailEffect = "com_sfx_chunksmolder"

CHUNKSECTION = "CHUNK5"
ChunkGeometryName = "cis_dwarfspider_chunk_5"
ChunkNodeName = "dummyroot"
ChunkTerrainCollisions = "45"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "-2.0 0.0 0.0"
ChunkSpeed = 3.0
ChunkUpFactor = 1.75
ChunkLinearDamping = 0.010
ChunkAngularDamping = 0.040
ChunkTrailEffect = "com_sfx_chunksmolder"

CHUNKSECTION = "CHUNK6"
ChunkGeometryName = "cis_dwarfspider_chunk_6"
ChunkNodeName = "dummyroot"
ChunkTerrainCollisions = "45"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "0.0 0.0 3.14"
ChunkSpeed = 8
ChunkUpFactor = 2.0
//ChunkLinearDamping = 0.010
ChunkAngularDamping = 0.040
ChunkTrailEffect = "com_sfx_chunksmolder"

LegPairCount = "2"

WalkerLegPair = "front_legs"

LegBoneTopLeft = "bone_fl_upperarm"
LegBoneTopRight = "bone_fr_upperarm"

LegBoneLeft = "bone_fl_lowerarm"
LegBoneRight = "bone_fr_lowerarm"

FootBoneLeft = "bone_fl_foot"
FootBoneRight = "bone_fr_foot"

TerrainLeft = "p_foot1"
TerrainRight = "p_foot2"

WalkerLegPair = "back_legs"

LegBoneLeft = "bone_bl_lowerarm"
LegBoneRight = "bone_br_lowerarm"

LegBoneTopLeft = "bone_bl_upperarm"
LegBoneTopRight = "bone_br_upperarm"

TerrainLeft = "p_foot3"
TerrainRight = "p_foot4"

FootBoneLeft = "bone_bl_foot"
FootBoneRight = "bone_fr_foot"

VOUnitType = 088

StompDetectionType = "1"
FootstepSound0 = "cis_walk_spider_step_layered"
FootstepSound1 = "cis_walk_spider_step_layered"
FootstepSound2 = "cis_walk_spider_step_layered"
FootstepSound3 = "cis_walk_spider_step_layered"
HydraulicSound = "cis_walk_spider_legup"
HydraulicSoundHeight = ".5"
HydraulicLowerSound = ""
HydraulicLowerHeight = ""
HurtSound = ""
DeathSound = "imp_weap_ord_exp_lg"
VehicleCollisionSound = "com_veh_collision_lg"
Music = ""
RepMusic = ""
CISMusic = ""
ImpMusic = ""
AllMusic = ""
MusicSpeed = ""
MusicDelay = ""

FoleyFXGroup = "metal_foley"

EngineSound = "cis_walk_spiderwalker_engine_parameterized"

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Re: 4 Random AI Always Tag Along The Side Of A Walker

Postby CT108 » Tue Aug 15, 2017 5:48 am

Sometimes it happens with my mod too...

This happens for me when there's too many bots that spawn at the same time near a vehicle (with the IFT-X). 2 bots are going in the tank, and 1 or 2 other bots are still trying to go in the vehicle, even if the vehicle is full.

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Re: 4 Random AI Always Tag Along The Side Of A Walker

Postby LitFam » Tue Aug 15, 2017 6:31 am

I am starting to think there is no fix to this probelm. If it's a AI problem, then we're screwed because AI behavier is hard coded, so that means no one can fix the bug. :faint:

Unless someone figures out a way to crack the game from the inside out and kill that hard coded stuff.

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