Jump to content

Recommended Posts

Posted (edited)

When using the go to waypoint function (on ground units at least), a given unit will only go to that WP once it reaches it's current WP.. e.g. if en route to WP2 and there is an AI TASK PUSK to go to WP6 it will continue to WP2 - and then skip 3,4,5 and go to 6. It AI TASK SET is used the ground units simply stop.

This is frustrating as Id like to change a unit behaviour if attacked

WP Bug.trk

Edited by gmangnall
Track file added
Posted

@gmangnall in fact it works "as intended" with both push and set task.

With push task the ground group goes directly to last wpt when group is < 95% (see track - I changed "set" to "push" task for "group life below", deleted the "time > X" test triggers, and added an AI F16 to attack the group).

With set task, group just stops because set task replaces everything, route included (the only wpt remaining is where the group is), so the group switches to its unique wpt : where it is.

WP bug-mod.trk

Posted
1 hour ago, gmangnall said:

The AI Task Set is to move to WP6 how can this work as intended when the units stop in a field?

I say it works "as intended" based on this quote from developpers :

 

As "AI task set" replaces everything in the AI list of tasks, then when fulfilled an AI aircraft will just RTB to nearest available airbase, and AI ground units will just stop where they stand. The "move to WP6" won't do anything as there is no more WP6.

I don't say it is intuitive, even the DCS manual doesn't say anything about that

AI tasks.jpg

The closest explaination of this "AI task set" propertie is in the wiki.hoggit mission scripting :

"Sets the task of the specified index to be the one and only active task."

DCS func setAITask - DCS World Wiki - Hoggitworld.com

Posted

I am familiar with AI task push and set and use them regularly with AI aircraft and triggers.....but if you have a task set  to go to a waypoint it should replace all current tasks with the go to waypoint - and that seems to work with AI aircraft....but not ground units. Under what logic would AI task set "go to waypoint" mean "stop and do nothing"... the units dont go to WP6 and do nothing...they stop immediately and do nothing.

Posted
20 minutes ago, gmangnall said:

.....but if you have a task set  to go to a waypoint it should replace all current tasks with the go to waypoint - and that seems to work with AI aircraft....but not ground units...

I've just checked that, and "AI task set - switch wpt" doesn't work with aircraft. When activated the aircraft doesn't switch wpt but immediately RTB (there is no more wpt due to set task).

It does work with "AI task push - switch wpt", for both aircraft and ground units.

There are several things that are complicated/obscure to us users and I can only tell you about things I think I know and their source... What is under the hood and why I don't know.

Posted
3 hours ago, gmangnall said:

I am familiar with AI task push and set and use them regularly with AI aircraft and triggers.....but if you have a task set  to go to a waypoint it should replace all current tasks with the go to waypoint - and that seems to work with AI aircraft....but not ground units. Under what logic would AI task set "go to waypoint" mean "stop and do nothing"... the units dont go to WP6 and do nothing...they stop immediately and do nothing.

I just used this in a mission and had a few problems. 1st) This is about OFF ROAD waypoints. So to me it looks like the AI Personal work different then AI aircraft or AI vehicle when it comes to fallowing waypoint paths.

There seams to be more direct effects to the AI Personal in regards to waypoint path fallowing around objects they come close to on the pathway.  It is like if a map building or truck on the map not placed by the user is around the AI waypoint path there is a zone that makes the AI go around it even if on the map the waypoint path does not hit that object. A No Go into zone makes the AI personal deviate the waypoint and will stop when a problem in that deviation can not be recalculated to get to the next waypoint.  It is the same way with Objects placed by the user but with smaller No Go Zones.

2nd) on the Map I place a AI Personal down will Appear in that spot. The Waypoint Path I make in off road mode will not be the exact path the AI will end up fallowing. it is like the AI pathway I put down is now in a off set version and the AI runs into problems more if I want it to go between a Huey and a building I put down next to the Huey the AI freaks out like NO there is no room to walk that waypoint path so it goes around both units till it just stops at any waypoint it runs into a recalculate path routing problem. If you are off road with nothing around they work fine. Around objects. You will work hard to find a path that works.

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...