Search the Community
Showing results for tags 'pathing'.
-
This makes it very difficult and unnecessarily challenging when using AI units for PLAYERS to FOLLOW in close formation. Some option for specifying the MAX RATE of the turns at waypoints AND MAX FPM for change in altitude at waypoints would massively alleviate this problem. So too for change of speed, although this is less of an issue with good formation flying techniques. Thanks
-
A force of elite infantry gets permanently stuck when attacking an inferior average force in uneven terrain with hills and vegetation: On flat ground, they advance while covering each other and destroy the smaller force with only minor casualties. Here is a mission and track showing this: WorksOnFlatGround.miz WorksOnFlatGround.trk Now the same setup but on hills with tropical vegetation. When only told to advance to the next waypoint, they sometimes manage ok and sometimes get stuck in treelines or behind the crest of a hill. They then remain permanently stuck there and never advance further. Sometimes they will kneel next to an enemy without engaging each other while other times, they run past the enemy and get killed by a single enemy. When the AI has the order to attack the enemy group instead of just walking to the next WP, they often get stuck after killing the first hostile, while inching towards the next hostile in smaller and smaller steps, but never reaching the engagement point. This means that even if set to immortal, the infantry does not reliably engage the enemy or move to the next WP. I tried disabling dispersion but going by some other posts, that is also broken right now. It looks like they have trouble getting a line of sight to the enemy and remain suppressed indefinitely. If the player kills the hostiles, this sometimes causes the infantry to dislodge and move up until they encounter the next enemy. I don´t know how well the replay system captures the AI behaviour since, as far as I know, it only records player inputs. So here are a few different missions and screenshots showcasing the issues. Just run them a few times. StuckOnHillsAndVeg.miz Test2.miz Test3.miz StuckOnHillsAndVeg.trk StuckOnHillsAndVegVersion2.trk StuckOnHillsAndVegVersion3.trk StuckOnHillsAndVeg4.trk Here are a few images of what I´m talking about: Half ran past the hostiles and got shot without firing back while the other half was camping behind the hill and waited there indefinitely. When told to attack the blue group, they kill the first enemy at the treeline and then get stuck there. There is no movement even at 100x time factor. When encountering some hostiles, a part of the group gets stuck there to engage them in a staring contest while the rest moves on just to get stuck in the same situation further down the island. As a result, the large group diffuses into small groups and would take large losses were they not set to immortal in this image. This scenario too showed no movement even at 50x time factor.
-
Spawns at El Arish, parking stall 1-10, will have the AI taxi up the primary runway, across the linkage between the two runways, up runway 34R, and then alllll the way back down the taxiway adjacent to 16L, to runway 16R again where it started, and THEN takes off on 16R. The entire time AI wingman/other AI will also not taxi while one ai is taxiing, resulting in horrible traffic jams VERY quickly. This whole process takes some ~25 minutes for one aircraft to finish a taxi process, to get to the runway end they spawned at.
-
1. Uncontrolled AI Huey that has a Start Advanced Waypoint Trigger, once activated slides on the ground like it has no mass. 2. AI Infantry doesn't follow the waypoints consistently - can often run in completely the opposite directions and won't stop within over 100m of the end point. 3. Helo set to fly to and land at an airport and land on a specific parking slot. It flies past the the airport and goes to a completely different one and then won't even land there but just floats about doesn't do anything further. If you can't build a mission and rely on waypoints or a helo to not slide into a house, or that a unit will actually enter a trigger zone, then how can we build a mission?! AndTheHorseYouRodeInOn.miz
-
Units that drive over the dam fall into the spillway and get stuck. The Unit appears to not drive on the road mesh, but on a part of the spillway slightly beneath the road mesh. Then it falls down into the spillway and the convoy is stuck. When arriving at the spillways from the other side, the units try to drive around it and get stuck too. Here are pictures, a track and a mission that shows the issue: null null null SyriaDamBug.trk SyriaDamBug.miz
-
It's taken weeks of diagnosis and trial and error but I have now confirmed there is a bug with the pathing of the AI infantry (we all know there are bugs with vehicles driving through woods, gardens etc) but this isn't it. What I was trying to do: I wanted to have a late activated group in the ME as a 'template' that I could use, via scripting to create 'n' number of them, and change their final waypoint to a specific x,z position on the map -- this position was going to be based upon the orientation / position of another unit. E.G. I wanted to spawn a infantry from a building doorway and move it to the back of an APC or I wanted to spawn an AI Infantry from a command tent opening to run to a SAM battery control panel on a scud launcher to set it off. So I've spent weeks learning how to do all this via scripting and I'm able to place a static red flag at the exact point of the control panel / door way / opening etc that I want regardless of the target objects position or orientation. The flag is perfectly aligned. HOWEVER, if I give those exact same coordinates to the final waypoint of the AI Infantry where they actually end up is anyone's guess. They can stop almost at that point (if the unit is pointing exactly due WEST) but any other orientation means they stop about 15 m away from the unit at almost any position around it. there seems to be no reason or rhyme as to why they vary so much, it almost doesn't matter what type of unit it is that I want them to move to (ground, static or part of a map) they still just go where the hell the like. Worse is it's never in the same place in regards to the vehicle. Just to re-iterate, it's the same x,y (actually x and z) for the flag and for the last waypoint for the Infantry. There is no problem with the code for working out the position of where to send them, and I am able to send the infantry to any point I want - just that it won't stop at that exact point, just somewhere around it.
-
I have a convoy sent to ON ROAD. I am using two flags and the radio menu to stop and start them, using an advanced Trigger Action of HOLD /? with a STOP CONDITION of the GO flag being true. Nearby this convoy I have a CLIENT helo with 14 infantry spawned stationary right next to the helo for boarding. As soon as the mission starts the first unit in both groups goes for an extended walk / drive about - despite the infantry having no waypoint to go to prior to embarkation and the front car of the convoy going in circles in the opposite direction of the first waypoint. The first infantry stands on the opposite side of the helo from the stationary other 13 members of the group and runs around in a small circle forever - at least until instructed to embark. The car eventually drives towards waypoint one and the ones behind eventually get the idea to follow, but then when I issue the stop command, instead of them all stopping, they drive OFF ROAD through gardens, across railway lines and other roads that weren't on the waypoint list in order to 'stack closer' to the lead vehicle, but then they screw that up and break into about 3 groups, some not moving, some getting stuck in the scenery and some eventually getting closer to the lead vehicle than the default starting spacing forced upon us all. When you send GO again, the front ones follow the waypoint on road (mostly) but the back ones don't know what to do or where to go, eventually the start moving and then when you say stop again they cross country, through buildings, gardens, car parks and everything and again, get stuck. HOW is this correct and acceptable? If they were all set to OFF ROAD, whilst still utterly awful, going direct to 'stack up' (which they still shouldn't do) would be slightly more acceptable, but when they are constrained to 'ON ROAD' this type of behaviour shouldn't even be possible. Here is a video of it on YouTube showing just how broken and screwed up the pathing is: https://youtu.be/8H3vcy--B-g And how unreliable it is when you have a convoy and need it to stay together as it moves into the target zone. You can't even trust your units will make it there to be fighting efficient!
- 13 replies
-
- 2
-
- on road
- ground units
-
(and 3 more)
Tagged with:
-
Here is a mission with a 3000ft radius, yet every one of the 16 cruise missiles hits the same spot on the ground. Whatever 'random' position generator within the radius function you're using is not working at all. This means it's impossible to shell a large area with cruise missiles as they will only ever hit the same pin point position. Ticon.miz