AI Lagging

Essix

Member
im getting bad AI lagg lateley ill watch them running and they move slow could this be anything to do with this?

Code:
 5:26:24 "KRON_UPS_WP_Debug: Group 6: 0 wp issue: created wp [R 1-1-B,1] index 1 at [11763,13204.6]"
5:26:25 "KRON_UPS_WP_Debug: Group 6: waypoints 1"
5:26:25 "KRON_UPS_WP_Debug: Group 50 did NOT get a new waypoint. Potential reason: _fightmode = walk, _timeontarget = 200,_targetdist = 1055, _area/4 = 250, _timeonwaypoint = 0"
5:26:26 "KRON_UPS_WP_Debug: Group 71: created wp [R 1-3-H,1] index 1 at [7748.23,3415.2]"
5:26:27 "KRON_UPS_WP_Debug: Group 71: waypoints 1"
5:26:27 "HIVE: WRITE: "CHILD:305:834:[38,[1768.45,12126.6,-0.0131683]]:0.471817:""
5:26:27 "HIVE: WRITE: "CHILD:306:834:[["engine",0],["sklo predni P",0],["sklo predni L",0],["karoserie",1],["palivo",0.8],["Pravy predni tlumic",0],["Pravy zadni tlumic",0]]:0.794182:""
5:26:29 "KRON_UPS_WP_Debug: Group 7: 0 wp issue: created wp [R 1-1-F,1] index 1 at [13599,11963]"
5:26:29 "z\addons\dayz_code\compile\veh_handleDam.sqf _this:[25d6d0c0# 1056439: m1030.p3d,"karoserie",1,SAR_leader_12,"B_545x39_Ball"] vehicle:M1030_US_DES_EP1#834 part:"karoserie" current_part_damage:1. Returned damage:1"
5:26:29 "z\addons\dayz_code\compile\veh_handleDam.sqf _this:[25d6d0c0# 1056439: m1030.p3d,"palivo",0.8,SAR_leader_12,"B_545x39_Ball"] vehicle:M1030_US_DES_EP1#834 part:"palivo" current_part_damage:0.8. Returned damage:0.8"
5:26:29 "KRON_UPS_WP_Debug: Group 7: waypoints 1"
5:26:30 "z\addons\dayz_code\compile\veh_handleDam.sqf _this:[25d6d0c0# 1056439: m1030.p3d,"karoserie",1,SAR_leader_12,"B_545x39_Ball"] vehicle:M1030_US_DES_EP1#834 part:"karoserie" current_part_damage:1. Returned damage:1"
5:26:30 "z\addons\dayz_code\compile\veh_handleDam.sqf _this:[25d6d0c0# 1056439: m1030.p3d,"palivo",0.8,SAR_leader_12,"B_545x39_Ball"] vehicle:M1030_US_DES_EP1#834 part:"palivo" current_part_damage:0.8. Returned damage:0.8"
5:26:31 "z\addons\dayz_code\compile\veh_handleDam.sqf _this:[25d6d0c0# 1056439: m1030.p3d,"karoserie",1,SAR_leader_12,"B_545x39_Ball"] vehicle:M1030_US_DES_EP1#834 part:"karoserie" current_part_damage:1. Returned damage:1"
5:26:31 "z\addons\dayz_code\compile\veh_handleDam.sqf _this:[25d6d0c0# 1056439: m1030.p3d,"palivo",0.8,SAR_leader_12,"B_545x39_Ball"] vehicle:M1030_US_DES_EP1#834 part:"palivo" current_part_damage:0.8. Returned damage:0.8"
5:26:35 "KRON_UPS_WP_Debug: Group 70 did NOT get a new waypoint. Potential reason: _fightmode = walk, _timeontarget = 20,_targetdist = 1034, _area/4 = 250, _timeonwaypoint = 0"
5:26:35 "z\addons\dayz_code\compile\veh_handleDam.sqf _this:[25d6d0c0# 1056439: m1030.p3d,"karoserie",1,SAR_leader_12,"B_545x39_Ball"] vehicle:M1030_US_DES_EP1#834 part:"karoserie" current_part_damage:1. Returned damage:1"
5:26:35 "z\addons\dayz_code\compile\veh_handleDam.sqf _this:[25d6d0c0# 1056439: m1030.p3d,"palivo",0.8,SAR_leader_12,"B_545x39_Ball"] vehicle:M1030_US_DES_EP1#834 part:"palivo" current_part_damage:0.8. Returned damage:0.8"
5:26:41 "KRON_UPS_WP_Debug: Group 20 did NOT get a new waypoint. Potential reason: _fightmode = fight, _timeontarget = 60,_targetdist = 0, _area/4 = 250, _timeonwaypoint = 100"
5:26:41 "KRON_UPS_WP_Debug: Group 20 did break out of a circle condition."
5:26:43 "KRON_UPS_WP_Debug: Group 102 did NOT get a new waypoint. Potential reason: _fightmode = walk, _timeontarget = 80,_targetdist = 1147, _area/4 = 250, _timeonwaypoint = 0"
5:26:44 "HIVE: WRITE: "CHILD:305:740:[347,[13756.6,4389.19,23.9208]]:0.863053:""
5:26:44 "HIVE: WRITE: "CHILD:305:740:[347,[13756.6,4389.19,23.9208]]:0.863053:""
5:26:45 "KRON_UPS_WP_Debug: Group 110 did NOT get a new waypoint. Potential reason: _fightmode = walk, _timeontarget = 140,_targetdist = 1289, _area/4 = 250, _timeonwaypoint = 0"
5:26:46 "KRON_UPS_WP_Debug: Group 15 did NOT get a new waypoint. Potential reason: _fightmode = fight, _timeontarget = 40,_targetdist = 141, _area/4 = 136.931, _timeonwaypoint = 0"
5:26:47 "KRON_UPS_WP_Debug: Group 5 did NOT get a new waypoint. Potential reason: _fightmode = walk, _timeontarget = 40,_targetdist = 598, _area/4 = 216.506, _timeonwaypoint = 0"
5:26:47 "KRON_UPS_WP_Debug: Group 12 did NOT get a new waypoint. Potential reason: _fightmode = fight, _timeontarget = 20,_targetdist = 33, _area/4 = 136.931, _timeonwaypoint = 0"
5:26:48 "HIVE: WRITE: "CHILD:305:740:[347,[13739.1,4464.35,25.5143]]:0.861961:""
5:26:48 "KRON_UPS_WP_Debug: Group 2 did NOT get a new waypoint. Potential reason: _fightmode = fight, _timeontarget = 140,_targetdist = 50, _area/4 = 698.212, _timeonwaypoint = 0"
5:26:49 "KRON_UPS_WP_Debug: Group 21 did NOT get a new waypoint. Potential reason: _fightmode = walk, _timeontarget = 140,_targetdist = 1792, _area/4 = 250, _timeonwaypoint = 0"
5:26:50 "KRON_UPS_WP_Debug: Group 3 did NOT get a new waypoint. Potential reason: _fightmode = walk, _timeontarget = 110,_targetdist = 1782, _area/4 = 670.82, _timeonwaypoint = 0"
 

Sand

New Member
I'm having the same issue - please post back if you find anything out and I'll do the same.
If I'm unable to find anything I'll post an official help thread with the relevant info.
 

Sand

New Member
I found my AI lag issue was resolved after disabling Sarge's vehicle fix in the sar_ocnfig.sqf.

Hopefully it works for you as well
 

Essix

Member
Ill try that and see if it helps any. By any chance does the RPT.log show the waypoinissue like in my report? I was kind of wondering if that was causing the lag since it would require the AI to find new waypoints constantly and causing the lag
 

Sand

New Member
Seems like that's not so much an issue as it was a check. Looked like it indicated the ai weren't ready for new way points yet.

I have the same messages.

The issue I'm having now is the ai vehicles aren't moving
 

Sarge

OpenDayZ Guru!
Staff member
check how good your server fps are without my AI - some server providers are well known for lousy performance.

If that's good, reduce number of AI to see if it has an impact.

At the end, disable all my debugging to get the last bit or performance.

Sarge
 

Sand

New Member
Thanks for your reply Sarge.
I reduced my AI to 1 group of 3 and the lag persisted.
Started by turning off all debugging and then moving through the options in the config to disable all 1 by 1.
Only after disabling the vehicle fix did the AI stop lagging and running in place.

Currently I have 76 AI spawned on the map including 4 heli patrols and am not having any issues. When I add 1 single vehicle patrol to that everything still works except the vehicles don't patrol.
The AI still jump out of the vehicles and attack just no vehicle movement.

I'm going to reinstall your mod from scratch and will post an official thread if additional help is needed. Waiting on a reply from Essix to see if the same fix worked for him.

Sand
 

Sarge

OpenDayZ Guru!
Staff member
how many vehicles do you have on your server ? what we might see here is too many, what i do is running a trigger on every single vehicle to catch if someone gets close ... if you have a lot of vehicles, that might be an issue.

Vehicles not patrolling is a weird one ... the issue is, as soon as they see an enemy (regardless if Zed or player), they will get out of the vehicle.

Try to spawn a vehicle e.g. on the road in the far northwest (if you are on chernarus) and see if they drive, they should.

Sarge
 

Sarge

OpenDayZ Guru!
Staff member
oh and one more ...

why do you have 110 groups there ? in your logfile it states issues with group 110 ...

if you spawn that many you will / might see issues.

other then that, i recommend to restart a dayz server anyhow every 6-12 hours, depending on player amount and AI amount.

cheers,

Sarge
 

Essix

Member
i definatley do not have 110 groups lol ill check and see if i fat fingered anything when adding in some groups
 

Sand

New Member
Sarge,

Seems I may have inadvertently hijacked Essix post.
His log file is posted above - I merely started off as having the same issue as him and was helping him troubleshoot.

I have 4 Helis groups, 26 ground groups & 1 vehicle group.
My server does restart every 6 hours however I'm testing this on a homebrew server first before going live so it restarts as i need.

I'll spawn an AI patrol in the nw as you suggested - currently I'm testing at NWAF which does have several vehicles nearby.

Sand
 

Essix

Member
ok so i // out the vehicle_fix.sqf and bumped the Frequency for doing calculations for each squad. from 10 to 5. they seem to be running nice and smooth again. question though, what does the vehicle_fix.sqf enable for the ai anyways. i saw sand was having trouble with the ai not moving when in vehicles when he said he // out the vehicle_fix.sqf. could that have something to do with why the vehicle patrols are not engaging?.
 

madzor

New Member
I was experiencing laggy AI as well (dayz.st host..). Setting vehicle fix to false has them running smooth again. It's unfortunate though, because increasing the "sleep" parameter mentioned in another thread had the vehicle fix working perfectly :(
 

madzor

New Member
No, vehicle_fix is aimed at allowing players to share the same vehicle. This is a problem due to the way the AI flag players as hostile - Sarge has gone into quite a bit of detail on the issue and how difficult it was to work around.
 

ZedBuster

Valued Member!
In case someone might find this helpful: when ingame as admin, login as admin like this: #login yourrconpassword
Then, type #monitor 1 and it will show you server FPS, memory used, data in and data out.

Might just told a thing everybody already knew, but hey, I'm just trying to help :)
 

DRR

New Member
Not sure if this has been covered but...

On my server the AI works fine til I go out into the wilds of the map and all of a sudden loads of AI spawn and the FPS just nosedives!

Any help would be great (Im not a prolific computer expert although I have edited pbo's etc) but pls be patirnt with me :)
 
Top