#**AI Logi issue in S&S**
1 messages · Page 1 of 1 (latest)
@sand sorrel
Truck capacity is vanilla, I believe, 1500
But base capacity and borders might be different, as the base prefab is edited, but no idea which parameter might break logi
It's not a harbour base but a regular captured base in HQC, but customized HQC, not vanilla. I tried to add supplies containers to the base full of supplies, tried to tp the truck to base senter or supply storage, didn't work
@hard lily @rapid hull
Welcome to the AI logi troubleshooting thread
I even pre-opened all the gates and removed everything from the road.
Base range/border might be an issue as they have their predefined (and fairly generous) distance at which they collect supplies - if you have reduced the size of a base, try setting it to default value and check if you still have a problem.
If the supply capacity of a base is lower then 700 - they will wait forever because the will never reach the "loading" condition
Is there only 1 type of the border they check? Do you know which one exactly?
What @hard lily described looks like they changed their mind mid way and went home instead which i have NO clue how it could it happen in GM-only situation.
Could it be 2 borders? Base border and supply pickup border
That's a different issue I guess and deserves It's own thread🙂
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I tested on 3 different spots, where the longest way, was the one, where they picked it up and turned around.
The 2 shorter ones, they did not reach the loading position and just got stuck shortly bevore.
Everything vanilla.
But yeah i'm not very familar with it in general, so i just let them do their thing and observed.
Yes may some wrong condition to make them do the logic again bevor unloading/reaching their destination.
Check whichever is changed. They are marked in the editor if it's a def value or not... start with base range component.
Idk... 
Thank you!
Clay asked me about it,, which was the main reason why i even messed with it.
There are specific situations where they reconsider whether to release the task or continue with the current one - but that is tied to them getting stuck. They don't question their orders periodically, it's tied to specific events
Okay.
@sand sorrel is there any particular border that would most likely affect AI? In the mod I'm running there is not an vanilla override but acwhole new prefab for the game and its a pre-1.6 prefab so if some ai related stuff added it could break, but surprisingly it worked right after the release and broke later
@sand sorrel
I checked console in tools and there are no errors in the console when trucks reach the pickup point, so I don't get how to debug it. They get to the base, enter building area and stay there idle
Isn't this an official thread about it?
https://discord.com/channels/105462288051380224/1400465304240521357
HQ thingy should be right?
Saw it just now.
Well that one seems to be for vanilla feedback
Well maybe it's good to hear about this from ( others ) them as well.
I did test in vanilla and had all thouse kinds of problems.
But yeah we can just leave it here. 😉
Was just wondering bcuz i wasn't aware there is a feedback thing for it.
Yeah same! Good finding 🙂
@sand sorrel could you please advise on how else the problem could be investigated when you are available?
In vanilla it works, but not knowing the minimal necessary conditions for it to work makes it nearly impossible to fix unfortunately. It doesn't seem that any of the mods we use should affect AI logi anyhow
There should be a bunch of fixes coming out with experimental so maybe you could try running it against that.
Also I would suggest trying it along the vanilla bases within the same scenario to identify whether it's actually the bases which are the cause or whether something else broke.
I checked, the gamemode uses vanilla bases, changes are only in the gamemode and radio ranges are different
Maybe someone in BI who worked on this feature knows what the game needs to trigger loading and what could be missing? The necessary components, scripts, conditions, knowing that would help a lot
Just to make absolutely sure - do they have active task at that point? When they are just sitting there waiting, is there an active resupply request on another base?
I'm talking with the guy who wrote the code. So I may have some answers for you soon(tm)
Thank you for all the help! Should the resupply request be visible on the map for Commander? I've set different priorities, for several bases, logi AI squads picked them up and reached their pickup destinations, but it looks like the resupply tasks did not appear
At least I can't see any as Commander. I'll try to add one manually
Supply requests should be always visible for the commander
(on the combat support map)
The target base for resupply must have a resupply request.
priority - AI will pick the task only if all higher priority tasks are already taken
Supply threshold - task will be created only if there is fewer supplies in the base then the threshold (counted as % of total capacity)
Here is the problem. Resupply task is not created automatically and can't be created manually from any map (player map, operations, combat support or logistics maps). For Commander the manual resupply task is grayed out. Target is set higher than the current amount
So it seems that is where your problem lies. It's not the loading that is broken, but your resupply tasks don't get generated.
And tasks is not something that the mod touches (at least it's not intentional, task system should be 100% vanilla)
You said you made changes to radio ranges
And other tasks seem to work, the manually created ones
In this exact example baaes don't have backward connection to MOB, but the same thing happens on layers with full connection between bases (the radio connection missing icon is not present there)
For a request to be created the radio connection must be two-sided.
Maybe some component triggering this task is missing from the GameMode prefab or modified by mistake?
Is radio relay necessary or only the connection?
no, just the radio range.
Checking on another scenario with both ways connected
That could be. Not every gamemode uses auto-requests.
Could you please tell me which components need to be added? The necessary ones for this AI logi system, I'll double check every single one of them
mmnt
BTW with AI commander attack tasks are created automatically. Repair tasks are created automatically for AI logi when damaged with both AI or human commander
Hint I was given was to debug SCR_ResupplyTaskCreator - as that is where these tasks are made
Thank you! Is it for both manual and auto? I checked with both ways radio connection and I can't create it as Commander even manually
Should this component be in GameMode?
In gamemode there is task solver manager component - that should be the first place to check
Thank you sir🫡
That's more useful info on this matter, than I've gathered since December all together
It worked! The non-HQC prefab was used and that caused the issue. Works like a charm now
Just one more question, maybe you can advise on that 🙂
Which component would allow to assign resupply task to a deployed MHQ?