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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.
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.
As a rule, I use vanilla mapsin AI tests. with your mod I was use Altis
"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"
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.
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.
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.
Thanks, now i think i got it. So i have to watch out for your upcoming mod for vehicles.
hi, maybe i got it wrong, are you going to disband the vehicle pathfinding at all (main branch) or only for this dev build?
@_Mickey_ what do you got for us, whenever you're available?
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.
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).