toutenglisse Posted March 11, 2020 Posted March 11, 2020 (edited) I found roads portions that are isolated. Maybe not a "bug" but breaks "on road convoy" tasks from randomly spawned ground groups. EDIT : is it usefull to add exemples or not ? Edited March 12, 2020 by toutenglisse added pic.
Pikey Posted March 11, 2020 Posted March 11, 2020 Post back if you get it fixed at some point, I have plenty more, including Bridges that AI dont want to pass under (superstition) Flyovers and junctions and slip roads that confuse routing to go backwards Routing that was decided by an out of date Garmin map from the 1940's Hopefully one day routing is more reliable and AI moving didnt crash multiplayer servers, until then, might be best to create multiple waypoints and switch on road/offroad, or if spawning without a route template, routing off road to a zone, then routing it back on when it arrives in zone (yes, lots of code just to get a truck to go somewhere) ___________________________________________________________________________ SIMPLE SCENERY SAVING * SIMPLE GROUP SAVING * SIMPLE STATIC SAVING *
toutenglisse Posted March 11, 2020 Author Posted March 11, 2020 Yep it's way more difficult than I thought to make a random convoy to reach its dest. It has to be always on road from spawn to destination reached, or a unit will certainly get stuck. (even then, some unitType like to go off road at some crossroads) And this simple task implies a lot of function, or random choice won't work (directly choosing a road point doesn't work, has to be land, then closestpointonroad), or even DCS will freeze if choosing requirements can't be met. But when it finaly works reliably you still can encounter a closed road, or an other kind of "route" breaker… not easy!
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