Arma 3
(DEV) AI Pathfinder Improvement
257 Comments
ImmortalTheOwl  [author] Dec 4 @ 3:18pm 
There are no script errors mind you, it was simply a couple bugs that were preventing the Smart Move scripts from being called properly. But now it should be called every time a new unit/squad is spawned.
_mickey_ Dec 4 @ 1:50pm 
"some bug fixes"

In the latest version, where you disabled the effect on vehicles, I didn't encounter any errors. Can you tell me what errors you're referring to?
ImmortalTheOwl  [author] Dec 4 @ 5:12am 
This update will involve mainly some bug fixes, still working on adding the addon options I mentioned before but I'll get this done first and then carry on with that.
_mickey_ Dec 4 @ 3:16am 
we're following
ImmortalTheOwl  [author] Dec 4 @ 3:02am 
Hello fellow dev branch testers, I've got a new test update to be released soon, stay tuned.
ImmortalTheOwl  [author] Nov 19 @ 12:23pm 
Fair enough. I appreciate the heads up.
_mickey_ Nov 19 @ 12:10pm 
@ImmortalTheOwl I tested LAMBS (DEV), unfortunately the latest version is problematic, causing a drop in performance and freezes.If you want to test this, I don't recommend it. It is recommended to use only "2.6.2 dev1" version
ImmortalTheOwl  [author] Nov 16 @ 10:28pm 
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ImmortalTheOwl  [author] Nov 16 @ 9:56pm 
Secondly, I didn't know there was a dev branch for lambs, my unit was using the main branch for years before we stopped using it due to how often it broke the server.
ImmortalTheOwl  [author] Nov 16 @ 9:53pm 
@_mickey_ To answer your first question, no. I use whatever I can find on the arma 3 community wiki to help me with my tasks.
_mickey_ Nov 16 @ 3:57pm 
Today I discovered a new version of LAMBS (DEV) has been released. It will also require some testing foe me. Unfortunately, I'm not enough for everything at once.
_mickey_ Nov 16 @ 3:54pm 
Could you tell us how exactly you design Arma3's AI? Do you use Artificial Intelligence for your tasks? If so, which one? ChatGPT?
ImmortalTheOwl  [author] Nov 16 @ 2:28pm 
As for vehicles, like I said I'll probably make a whole new mod for that.
_mickey_ Nov 16 @ 12:57pm 
"Also, keep in mind that my mod doesn't change waypoints, it only nudges units that are stalled."

Yes, I remember! However, let's clarify again what "stalled" means.
As far as I understand, these are the ones that do nothing and idle on the map. Correct?
If so, then your mod isn't working perfectly yet. At least for me.
_mickey_ Nov 16 @ 12:53pm 
"And can you tell me what map you were testing on?"

As a rule, I use vanilla mapsin AI tests. with your mod I was use Altis
_mickey_ Nov 16 @ 12:52pm 
Have you removed vehicle support? I'm ready to swear with your mod vehicles on the player side was move a little faster on their waypoints!

"what units you were using"

As a rule, I use vanilla units in AI tests. Nothing complicated. In my missions, I simply put the default infantry groups like "Assault Squad" or "Fire Team." I was use NATO side

"what group size"

Usually it's the vanilla 8 units in one group. But sometimes I can attach an additional squad to the existing 8 units. So, it can be 16 units squad

"formation, behaviour, speed/combat mode you were using"

In these cases, I usually don't change formations. I can only change the mode. Change from "safe" to "aware" or from "aware" to "combat"
ImmortalTheOwl  [author] Nov 16 @ 7:53am 
@_mickey_ the current release is now infantry only. I've removed vehicle support for both dev and main branch due to vehicle complexity and whatnot, and I might make a separate mod for that in the future.
As for your tests you shared, by the sounds of it, it may be some vanilla AI flow issue but I can't confirm it. Could you tell what units you were using, and the group size, formation, behaviour, speed/combat mode you were using? And can you tell me what map you were testing on?

Also, keep in mind that my mod doesn't change waypoints, it only nudges units that are stalled.

Thank you.
_mickey_ Nov 15 @ 3:09pm 
I still had tests with Lambs, probably in the next case I should try without it
_mickey_ Nov 15 @ 3:07pm 
Here's a simple example.

A group of AI (both - vehicles and infantry) has a long chain of waypoints: MOVE, MOVE, MOVE, SEEK AND DESTROY (which is subsequently toggled by a trigger). Then again waypoints: MOVE, MOVE, MOVE, SEEK AND DESTROY, and so on. Seems to me - Nothing complicated. Each SEEK AND DESTROY is toggled by a trigger, and the trigger works 100%, because I see hints. However, at different waypoints, only some AI stop forever, while some may reach the end of the waypoint chain. A complete and unpredictable mess!

I think you said you were creating a check to see if an AI unit is currently idle and has a current waypoint. So that doesn't work.
_mickey_ Nov 15 @ 2:58pm 
@ImmortalTheOwl now I have one test, in the same mission where before I was experiencing problems with the AI ​​drivers, and I want to say that this time I didn't encounter a single problem with your mod! Good! But however, I didn't notice any significant ai-improvements. With your mod the infantry seems a little more mobile, and vehicles move a little faster, which is also a result. I didn't notice anything else.

Unfortunately, with the current player-provided waypoints, vehicles and infantry still stop, whether with or without your mod. Stopping occurs after fire contact and the end of combat. The AI ​​doesn't remember its subsequent waypoints.
ImmortalTheOwl  [author] Nov 14 @ 2:01pm 
Next Dev branch update will be on adding CBA addon options to tune how aggressive the nudge/detour logic is and potentially make a separate mod for vehicles and vice versa.
ImmortalTheOwl  [author] Nov 14 @ 1:59pm 
Thank you, I appreciate it.
_mickey_ Nov 14 @ 1:56pm 
@ImmortalTheOwl I intend to devote some time to your mod. I will conduct tests as soon as possible. I see you've been making a lot of updates. Well done!
ImmortalTheOwl  [author] Nov 14 @ 1:34pm 
@_mickey_ Fair enough mate, glad to hear you're okay.
_mickey_ Nov 14 @ 10:04am 
@ImmortalTheOwl Hey dude. I've been away and haven't been working on Arma 3. My last tests with your mod just kept breaking my missions, but I'll give it a try. Unfortunately, I don't have much time now.
ImmortalTheOwl  [author] Nov 3 @ 12:26pm 
Depending if I'm feeling motivated for that, been trying to work with vehicles for months to not much avail. But it's a possibility.
MadAc3 Nov 3 @ 12:10pm 
@ImmortalTheOwl
Thanks, now i think i got it. So i have to watch out for your upcoming mod for vehicles.
ImmortalTheOwl  [author] Nov 3 @ 12:08pm 
Or still works before I push this to main branch in other words.
ImmortalTheOwl  [author] Nov 3 @ 12:07pm 
@MadAc3 Yes I am, vehicles will be separated from the mod soon enough. I just wanna make sure the infantry side works before pushing this to the main branch.
MadAc3 Nov 3 @ 12:04pm 
@ImmortalTheOwl
hi, maybe i got it wrong, are you going to disband the vehicle pathfinding at all (main branch) or only for this dev build?
ImmortalTheOwl  [author] Oct 27 @ 5:59pm 
How so?
治水的大宇啊 Oct 27 @ 5:56pm 
seem DEV version broken
治水的大宇啊 Oct 27 @ 5:45pm 
i would give a test,i think infantry would be great
ImmortalTheOwl  [author] Oct 27 @ 5:59am 
Good thing I'm testing this now rather than later, found a lovely script error at line 58 in the init script. I got this XD
ImmortalTheOwl  [author] Oct 27 @ 5:55am 
Aight, I've updated the dev branch, Imma do some testing to make sure the mod works before pushing it out to main branch.
ImmortalTheOwl  [author] Oct 27 @ 5:18am 
anywho I've already gone and done it, I'll upload a test build to make sure the infantry side still works before pushing it out to the main branch.
ImmortalTheOwl  [author] Oct 27 @ 5:11am 
I doubt it, I remember where all the vehicle parts of the scripts went so it wouldn't hurt to remove them.
治水的大宇啊 Oct 24 @ 6:00pm 
idk whether it would occur some bugs if you separate it
治水的大宇啊 Oct 24 @ 5:54pm 
stable version vehicle do well than vanilla.if you want to rewrite and any else, you 'd better retain stable version vehicle systam
治水的大宇啊 Oct 24 @ 8:01am 
ok
ImmortalTheOwl  [author] Oct 24 @ 5:15am 
Yeah, nothing yet, so I'm going to go ahead and separate the vehicle part of the mod from the infantry. This should take me a lil bit, I'll keep you posted.
治水的大宇啊 Oct 23 @ 9:34pm 
seem there is no feedback from him : (
治水的大宇啊 Oct 19 @ 9:42pm 
ok
ImmortalTheOwl  [author] Oct 19 @ 8:36am 
Aight, we'll wait to see what mickey has to say and then I'll see about updating the main branch with just the infantry side of things on it.
治水的大宇啊 Oct 18 @ 7:45pm 
yes ,and as i said,seem more bug appear
ImmortalTheOwl  [author] Oct 18 @ 6:17pm 
It's still not working is it?
@_Mickey_ what do you got for us, whenever you're available?
治水的大宇啊 Oct 18 @ 6:08pm 
vehicle stuck by fight still occur(only DEV version
治水的大宇啊 Oct 18 @ 6:05pm 
ai seem dont want to leave road to turn round
治水的大宇啊 Oct 18 @ 6:04pm 
the first bug in DEV version:ai vehicl turn round seem stuck
ImmortalTheOwl  [author] Oct 18 @ 10:31am 
I got some debug scripts ready here for you guys while you test some things out. I'll throw it onto a pastebin if you want em.