Arma 3
(DEV) AI Pathfinder Improvement
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อัปเดต: 3 พ.ย. @ 11: 02am
โดย ImmortalTheOwl

Adjustments made to the initSmartPathing so friendlies should no longer be treated as hard obstacles as reported by playtesters. Once a unit picks a detour, it will stick with it for a few moments instead of bouncing back when their sqaudmate moves.

อัปเดต: 1 พ.ย. @ 8: 17am
โดย ImmortalTheOwl

One last thing I forgot to do was finally binarize the addon finally and fix the undfeined variable in one of the scripts.

อัปเดต: 1 พ.ย. @ 7: 49am
โดย ImmortalTheOwl

One final test build before pushing this to main branch later:
- The mod will become infantry only from here on out.
- Previous versions of the mod had trouble tracking units especially vehicles.
- The mod now uses more eventHandlers to track units and give them live obstacle avoidance for zeus/eden placed objects.
- I even gave them a form of vertivle navigation for when they're near cliffs or are in high elevated areas, and of course it has the usual stall detection and should reroute our beloved infantry.

Please let me know of any issues you find before I push this to the main branch tomorrow. Thanks.

อัปเดต: 31 ต.ค. @ 3: 31pm
โดย ImmortalTheOwl

One last update till I push this to the main branch

อัปเดต: 29 ต.ค. @ 7: 57am
โดย ImmortalTheOwl

Previously units weren't getting tracked properly, but now they should be,
And I have made the decision to make this mod only track infantry due to vehicle complications.

Thanks, and continue to provide feedback.

อัปเดต: 28 ต.ค. @ 9: 35am
โดย ImmortalTheOwl

อัปเดต: 27 ต.ค. @ 6: 48pm
โดย ImmortalTheOwl

อัปเดต: 27 ต.ค. @ 6: 44pm
โดย ImmortalTheOwl

อัปเดต: 27 ต.ค. @ 6: 23am
โดย ImmortalTheOwl

อัปเดต: 27 ต.ค. @ 6: 12am
โดย ImmortalTheOwl