Arma 3
(DEV) AI Pathfinder Improvement
240 comentarios
_mickey_ hace 7 horas 
I still had tests with Lambs, probably in the next case I should try without it
_mickey_ hace 7 horas 
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_ hace 7 horas 
@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 NOV a las 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 NOV a las 13:59 
Thank you, I appreciate it.
_mickey_ 14 NOV a las 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 NOV a las 13:34 
@_mickey_ Fair enough mate, glad to hear you're okay.
_mickey_ 14 NOV a las 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 NOV a las 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 NOV a las 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 NOV a las 12:08 
Or still works before I push this to main branch in other words.
ImmortalTheOwl  [autor] 3 NOV a las 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 NOV a las 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 OCT a las 17:59 
How so?
治水的大宇啊 27 OCT a las 17:56 
seem DEV version broken
治水的大宇啊 27 OCT a las 17:45 
i would give a test,i think infantry would be great
ImmortalTheOwl  [autor] 27 OCT a las 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 OCT a las 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 OCT a las 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 OCT a las 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 OCT a las 18:00 
idk whether it would occur some bugs if you separate it
治水的大宇啊 24 OCT a las 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 OCT a las 8:01 
ok
ImmortalTheOwl  [autor] 24 OCT a las 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 OCT a las 21:34 
seem there is no feedback from him : (
治水的大宇啊 19 OCT a las 21:42 
ok
ImmortalTheOwl  [autor] 19 OCT a las 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 OCT a las 19:45 
yes ,and as i said,seem more bug appear
ImmortalTheOwl  [autor] 18 OCT a las 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 OCT a las 18:08 
vehicle stuck by fight still occur(only DEV version
治水的大宇啊 18 OCT a las 18:05 
ai seem dont want to leave road to turn round
治水的大宇啊 18 OCT a las 18:04 
the first bug in DEV version:ai vehicl turn round seem stuck
ImmortalTheOwl  [autor] 18 OCT a las 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 OCT a las 9:27 
I will also be giving this a test run to see how it performs.
ImmortalTheOwl  [autor] 18 OCT a las 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 OCT a las 21:52 
waiting for your good news : )
ImmortalTheOwl  [autor] 15 OCT a las 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 OCT a las 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 OCT a las 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).
治水的大宇啊 10 OCT a las 20:43 
emmmm i tast stable version,no this bug
治水的大宇啊 10 OCT a las 20:39 
interesting,vanilla have the same problem,but after i make a new waypoint, it move
治水的大宇啊 10 OCT a las 20:33 
and again,i set enemy on the way,they stuck again
治水的大宇啊 10 OCT a las 20:32 
and i get ai out and get in,and make new waypoint, they move
治水的大宇啊 10 OCT a las 20:29 
i remember, stable version have the same bug too
治水的大宇啊 10 OCT a las 20:29 
i only use this DEV vision and cba,zeus enhance
治水的大宇啊 10 OCT a las 20:28 
oh terrible,even i use zeus remake a new waypoint,it still dont move
治水的大宇啊 10 OCT a las 20:27 
remaining waypoints didnt disappear,but ai vehicle didnt move
治水的大宇啊 10 OCT a las 20:26 
oh i see
i use zeus to make 4 waypoints,yes,ai drive hunter HMG and engage at the first waypoint,after the fight,it stuck
治水的大宇啊 10 OCT a las 20:08 
now im going to make some tests,such as vehicle acrossing block,engaging,and multiple way point.without LAMBS
ImmortalTheOwl  [autor] 10 OCT a las 13:46 
When it’s up, could you try a clean repro (no LAMBS first, then with LAMBS) using a simple chain of MOVE waypoints through a checkpoint composition and let me know if wheeled and tracked vehicles still behave the same? If this doesn’t hold up across a few tests and testers, I’ll consider splitting vehicles and infantry into a separate mod and keep the main branch infantry-only.