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or meant to be used with vanilla ai?
this is exactly what I described below. I am with you.
1) Try teaching AI drivers to bypass obstacles by his way and stop if allied infantry is near the vehicle. Very often, AI drivers crush allied infantry on their way. I use the @TPW mod, which has a module called "SANITY", which smooths out this problem but does not work stably. There are several settings. What speed should a vehicle have if there is its own infantry nearby (setting radius) May be you will improve this system!
2) try creating a c“stuck-check” in which the AI driver gets stuck. At such moments, there may be a tree that does not break, or a building, or another vehicle in the driver's path. If the check shows that the vehicle is stuck, you need to create a maneuver (moving backwards followed by a turn)
As I personally think, AI (infantry) does not get stuck, because it goes through all obstacles. Probably, AI vehicles will need this system.
Only if you can use the Anti-Wall-Glitch mod system (where the wall physically prevents AI infantry from passing through) then “stuck-check” logic" might be useful for infantry also.
in turn, I appreciate you as a person who understands Arma3 scripting and wants to make such important improvements! I am ready to help you in any way I can!
So I have done more detailed tests in my old missions and I want to say that you are on the right way! I have been shot more often than usual, because with your mod the enemy AI infantry becomes more mobile and there the most unpredictable.
Units move faster and I (as a player) do not have time to keep track of them!
Good work!
A few things I shall work on for the next build:
Use doorways as waypoints
Instead of treating every opening as an obstacle, I can probably try raycast in the four cardinal directions to detect valid gaps (doors, fence holes, etc.) and force the AI to path through those or thereabouts.
Maintain formation and stability
I’ll tweak the “stuck-check” logic so it only re-issues orders when a unit truly can’t move, and otherwise respects the group’s formation commands. That should stop units from dropping out or freezing.
Perhaps I could borrow proven techniques
I’ll examine the Workshop mod you shared for any smart routing tricks and ensure we don’t regress on preventing units from clipping through walls or fences.
Expect a test build soon, thanks again for sticking with this and helping me nail down the behaviour we'd want!
should ai avoid doorways? i think not, it should use them!
Please try using the developments of this mod -
https://steamcommunity.com/sharedfiles/filedetails/?id=2904714255
I used this mod for a long time, but unfortunately this mod has two problems that made me quit it:
1) it does not work stably
2) it makes some AI units leave the formation and permanently lose the ability to move.
Maybe you can use it. Anyway, in 90% of cases the mod prevents AI from penetrating walls and fences, even other AI!
Also what did you meant by that last part you mentioned 'do they move more and faster?'
The recent update is on AI infantry and how they dynamically path find around obstacles, either preplaced in eden or placed live by the zeuses. My recent test shows a sorta 60/40 ratio that the ai will pathfind just fine, it was the squad leader who had problems initially.
Well, you have an achievement, for the first time I didn't encounter any errors!
However, I haven't seen anything special in the AI's behavior yet.
However, I looked into it, I only had one test.
Please describe what new behavior you added to the AI? What does the AI do that's new?
8:30:29 Error in expression <nterval", 5]];
if (isNull _grp || _grp isEmpty) exitWith {};
_grp deleteWaypoi>
8:30:29 Error position: <isEmpty) exitWith {};
_grp deleteWaypoi>
8:30:29 Error Missing )
8:30:29 File AIPathfinderImprovementV2\scripts\fn_smartMove.sqf..., line 3
8:30:29 Error in expression <nterval", 5]];
if (isNull _grp || _grp isEmpty) exitWith {};
_grp deleteWaypoi>
8:30:29 Error position: <isEmpty) exitWith {};
_grp deleteWaypoi>
8:30:29 Error Missing )
8:30:29 File AIPathfinderImprovementV2\scripts\fn_smartMove.sqf..., line 3
But I am watching this mod very closely and excited to see where it goes
I've had to strip the hell out of the smartMove script on this one, and add a tiny init script to be used as a diag_log script.
If no errors persist, great, if it does, then I'll just do what I initial said I'd do.
The main focus for this is the pathfinding of infantry units to go around placed objects in eden or zeus.
I will be testing this as well so theres more than one report of... whatever it is that might be.
1:50:31 Error in expression <dd ((_targetPos vectorDiff _currentPos) vectorNormalized) vectorMultiply _obstac>
1:50:31 Error position: <vectorNormalized) vectorMultiply _obstac>
1:50:31 Error Missing )
1:50:31 File AIPathfinderImprovementV2\scripts\fn_smartMove.sqf..., line 22
1:50:31 Error in expression <dd ((_targetPos vectorDiff _currentPos) vectorNormalized) vectorMultiply _obstac>
1:50:31 Error position: <vectorNormalized) vectorMultiply _obstac>
1:50:31 Error Missing )
1:50:31 File AIPathfinderImprovementV2\scripts\fn_smartMove.sqf..., line 22
Now, if only I can get the AI to respond properly to objects being spawned in front of them on the fly. That would be ideal.
https://sqfvm.arma3.io/vm/