AI Defensive Block does not update in EC after initial target lock

UfoL BeerSeeker shared this bug 20 months ago
Reported

After playing with AI blocks it turns out Defensive Block only updates its state only once when locking target.

For example: After locking target at 2500m, it will still show 2500m to other blocks, even when distance is changing. One have to restart the block, or make it switch targets for the block to update its state.

This is especially visible when trying to pair this block with event controller, as the latter can't trigger any actions if Defensive Block always appear the same to it. Feedback from EC does say the same distance all the time, but for comparison, if one locks target with Cockpit RMB actiom, target distance to target would update as expected and actions depending on distance would trigger properly.

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(Comparison of AI block and Cockpit Distance output to same target)


To reproduce:

- Create any mobile grid with AI Defence Block, Event Controller and Light Block

- Set Defence block to On, Defend against Enemies, Subsystem Defualt, Lock Target On, Flee Never

- Set Event Controller to On, Event Distance to Locked Target, Equal or Less Than, Distance = 200m, Selected Blocks - AI Defensive Block

- Set EC action 1 to switch Light block on, 2 to off

- Spawn any grid belonging to enemy faction

- Check Feedback provided by EC in control panel, note distance to targeted grid

- Move to different position outside set 200m threshold

- Distance to target shown in EC would remain the same

- Move towards target within, closer than 200m treshold

- Check EC feedback - would still say same thing

- Switch AI Block Off and On - this should force re-lock target and update the block

- EC should see new state and trigger action 1

- Move outside treshold again - nothing happens again

To make the AI Block usable, and properly react to changing distance one have to place Timer Block which keep Triggering itself and toggle AI Block On/Off all the time, which forces AI Block to restart and refresh its state frequently. Such a workaround would likely have performance impact and shouldn't be necessary in the first place.


Here is workshop link to sg ship i used for testing: https://steamcommunity.com/sharedfiles/filedetails/?id=2967041722

When within 200m from enemy grid, green light should go on, off when beyond 200m. See the difference with Timer Block AI Restart Off and On.

Replies (4)

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1

Paying close attention to the EC while using the workaround you described and drifting away from a target, it looks like the defensive AI is updating correctly for about a second before it freezes.

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1

Hello. engineer!

Thank you for letting us know.

The issue has been reported to our internal system.

Kind Regards,

Keen Software House: QA Department

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3

The same issue is present with the offensive block. I noticed it while trying to make a 2 stage missile

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1

This issue is still present. In addition, even when the distance updates, the actions in event controller aren't being triggered.

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