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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).
i use zeus to make 4 waypoints,yes,ai drive hunter HMG and engage at the first waypoint,after the fight,it stuck