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Fixed the wrong bot states checking for vehicle actions #371
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MatiasPastori
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…s (for both infantry and vehicles )
…iation-immersion
…they shouldn't have a vehicle related state since their player doesn't have any associated attachedControllable nor ControlledControllable entity. Added proper state checking for the Vehicle States to transition as they should. Always validating first if the bot has died and then if it still has a proper controlledControllable or an attachedControllable. Also enhanced a bit the call for ShouldExit for passengers, removed the AbortAttack call since that will be already properly handled within the _DoExitVehicle execution. Unless there was a need for triggering it before it gets executed. Open to discuss. Added the FirstPassengerSeat property for missing vehicles such as the LittleBird helis, transport helis and No armor light vehicles such as the buggys Please Hard test
Been testing this for quite some days, no crashes, no erorrs while running in different game modes, either CQ, rush, Assault, etc. Changelog: - MP_017, attempt to fix the paths in the US Carrier for the boats, as it was, the bots were falling to the water when walking through the paths that lead to the boats when they weren't there anymore because some other bot took them. - XP4_FD, first attempt to add vehicle paths on CQL. Air ones already work, and some of them already do some decent things. Can be improved. - XP5_002 CQL fix for US base Light aa and bike being stuck in a loop. - Enhanced the fireCycle stuff for both soldiers and vehicles, now the skill of a bot and its behavior do cause impact on how they fire, this sinergies very well with the already existing logic at ShootAt that defines some logic per encounter, this other logic impacts directly on what happens within the encounter, how the bot will shoot, not for how long the encounter is supposed to last. - Added a chance for the bots to hold their ground while shooting ( 80 % ), but added more side movements so they aren't as static and robotic. Feels realy nice in my playtests. - I think I got rid of the issues being raised on bad states and weird vehicles attempting to get saved in the MobileRespawnVehicle list and also made sure that all the vehiles defined in vehicleData had these new property for passenger seats... not sure but I believe this issues had also something to do with the logic we had for LightAA and for Mobile Artillery, this ones rely on the action of seat switching to the second seat to fire and then go back to the driver seat... the logic that tried to check if a bot ShouldExit the vehicle within its state could have been interacting wrongly with this other logic, since for MobileArtillery and for LightAA vehicles, there was no FirstPassengerSeat property, causing every other seat different from the 0 index (driver) to be considered a ShouldExit == true case. I know this is a big one, don't hate me joe xd
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@Joe91 you can actually test this if you like, I have a server up and running, look for it in the server browser as "ARG-BF3", no idea how much ping you'll have, but should be playable, I'm under a shitty ISP with CGNAT, so I'm using a UDP tunnel to be able to expose the server for external users, |
Revert the VehicleMoveWhileShooting, it as ok as it was, my bad. Removed the crossbow as default for the custom weapon sets for recon... it was really annoying to try to test stuff with the recon tending to use that a lot... each user particularly can re-enable them later. Added missing FirstPassengerSeat definition for some vehicles that I think needed it, mainly vehicles with usable guns for their 2nd and 3rd seats.
…Most of them are just product of exporting the traces, and apparently the fun-bots-helper simply rewrote or reordered some lists, nothingm else. However: MP_001 : fixed its vehicle paths., fixed a single lonely node in the middle of C and RU Base. some XP4 maps now have simple vehicle paths in Conquest Large such as Markaz Monolith and Azadi Palace.
The bots now have the random chance of calculating an offset on the fly while transiting the original path nodes, this helps to avoid them getting clumped and serves the purpose of giving them some more spacing and avoiding the feeling of them always following the same line like dumbs. Added a lot of different checks and safety fallbacks for different scenarios ( them getting stuck being in the offset path, and so on ) Seems to be working flawlessly so far with the SideMovement disabled and the Jump While moving / shooting configs. ( I simply don't like it too much but its a personal decission )
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Fixed the wrong bot states checking for vehicle actions when clearly they shouldn't have a vehicle related state since their player doesn't have any associated attachedControllable nor ControlledControllable entity.
Added proper state checking for the Vehicle States to transition as they should. Always validating first if the bot has died and then if it still has a proper controlledControllable or an attachedControllable.
Also enhanced a bit the call for ShouldExit for passengers, removed the AbortAttack call since that will be already properly handled within the _DoExitVehicle execution. Unless there was a need for triggering it before it gets executed. Open to discuss.
Added the FirstPassengerSeat property for missing vehicles such as the LittleBird helis, transport helis and No armor light vehicles such as the buggys
Please Hard test
I'm currently testing in demanding maps with many vehicles, buggys, helis, boats, LAV for transport, amphibious, etc. So far all good.