Arma 3

Arma 3

(DEV) AI Pathfinder Improvement
Počet komentářů: 251
ImmortalTheOwl  [autor] před 22 hodinami 
Tento komentář čeká na kontrolu naším automatizovaným systémem. Dočasně je tedy skryt, dokud si neověříme, že nezahrnuje žádný nevhodný obsah (např. odkazy na webové stránky, které chtějí ukrást přihlašovací údaje uživatelů).
ImmortalTheOwl  [autor] před 22 hodinami 
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  [autor] před 22 hodinami 
@_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_ 16. lis. v 15.57 
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_ 16. lis. v 15.54 
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  [autor] 16. lis. v 14.28 
As for vehicles, like I said I'll probably make a whole new mod for that.
ImmortalTheOwl  [autor] 16. lis. v 14.17 
@_mickey_
I see. Well, I'm currently implementing some evenHandlers for the next dev branch update which:
- Checks only the leader and only if there is a valid current waypoint.
- Looks for a placed obstacle within 15m and 50° in front.
- Then picks a short left/right offset (let's say around 3m), preferring the clearer side, and issues a temporary doMove, then after all that, will hand control back to the waypoint once the offset is reached or a small timeout passes.

I should have this ready by either tomorrow or a couple days after before I start working on addon options. Hopefully this should also fix the issues you may be having.
_mickey_ 16. lis. v 12.57 
"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_ 16. lis. v 12.53 
"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_ 16. lis. v 12.52 
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  [autor] 16. lis. v 7.53 
@_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_ 15. lis. v 15.09 
I still had tests with Lambs, probably in the next case I should try without it
_mickey_ 15. lis. v 15.07 
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_ 15. lis. v 14.58 
@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  [autor] 14. lis. v 14.01 
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  [autor] 14. lis. v 13.59 
Thank you, I appreciate it.
_mickey_ 14. lis. v 13.56 
@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  [autor] 14. lis. v 13.34 
@_mickey_ Fair enough mate, glad to hear you're okay.
_mickey_ 14. lis. v 10.04 
@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  [autor] 3. lis. v 12.26 
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 3. lis. v 12.10 
@ImmortalTheOwl
Thanks, now i think i got it. So i have to watch out for your upcoming mod for vehicles.
ImmortalTheOwl  [autor] 3. lis. v 12.08 
Or still works before I push this to main branch in other words.
ImmortalTheOwl  [autor] 3. lis. v 12.07 
@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 3. lis. v 12.04 
@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  [autor] 27. říj. v 17.59 
How so?
治水的大宇啊 27. říj. v 17.56 
seem DEV version broken
治水的大宇啊 27. říj. v 17.45 
i would give a test,i think infantry would be great
ImmortalTheOwl  [autor] 27. říj. v 5.59 
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  [autor] 27. říj. v 5.55 
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  [autor] 27. říj. v 5.18 
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  [autor] 27. říj. v 5.11 
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 24. říj. v 18.00 
idk whether it would occur some bugs if you separate it
治水的大宇啊 24. říj. v 17.54 
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 24. říj. v 8.01 
ok
ImmortalTheOwl  [autor] 24. říj. v 5.15 
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 23. říj. v 21.34 
seem there is no feedback from him : (
治水的大宇啊 19. říj. v 21.42 
ok
ImmortalTheOwl  [autor] 19. říj. v 8.36 
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 18. říj. v 19.45 
yes ,and as i said,seem more bug appear
ImmortalTheOwl  [autor] 18. říj. v 18.17 
It's still not working is it?
@_Mickey_ what do you got for us, whenever you're available?
治水的大宇啊 18. říj. v 18.08 
vehicle stuck by fight still occur(only DEV version
治水的大宇啊 18. říj. v 18.05 
ai seem dont want to leave road to turn round
治水的大宇啊 18. říj. v 18.04 
the first bug in DEV version:ai vehicl turn round seem stuck
ImmortalTheOwl  [autor] 18. říj. v 10.31 
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.
ImmortalTheOwl  [autor] 18. říj. v 9.27 
I will also be giving this a test run to see how it performs.
ImmortalTheOwl  [autor] 18. říj. v 9.22 
Alright, I've finally got around to updating the dev branch with changes based on what we've been talking about these past couple weeks or so.

This will be the final decider if I wanna keep the vehicle aspect of the mod as one or seperate them entirely. We'll find out soon enough.
治水的大宇啊 15. říj. v 21.52 
waiting for your good news : )
ImmortalTheOwl  [autor] 15. říj. v 21.44 
Aight, got some updates, I'm almost done with the next update, so before I consider seperating infantry side from vehicles, I would like to give this build a try. I'll keep you posted when it goes live.
治水的大宇啊 12. říj. v 0.46 
i make a little test,i load lambs,AAS(an ai mod),and API's stable version,as far as now they performance well
_mickey_ 11. říj. v 7.35 
Of course, you can count on me!

Continue your experiments with vehicles, that's the right thing to do. I just wanted you to temporarily separate the infantry, since it's already working well.

Perhaps you can even add infantry to a full-fledged build (not a DEV build). And you can experiment with AI-vehicles separately (this could be a DEV build).