Rolds Posted September 26, 2021 Share Posted September 26, 2021 Please have a look at the attached mission which shows the behavior of units using "go to waypoint" actions. One vehicle starts off toward his waypoint 1 but intersects a trigger zone that has the action "ai task push, go to waypoint 2". The AI turns toward waypoint 2 and starts driving towards it, but before he gets there he turns around and stops and will not go any further. My intention was for this unit to go to waypoint 2 then continue on to waypoint 3 so as to use the ai task push triggered action to avoid having this unit go to waypoint 1 altogether. I have not found a way around this but I then tried a couple other things to try to understand the function of "go to waypoint". Another vehicle starts toward its waypoint 1 which has a perform task, "go to waypoint 3" action. This unit turns, goes to waypoint 3 but then rather than going on to waypoint 4 it returns to waypoint 1 and carries on with its route to waypoint 2. I expected this unit to continue on its route to waypoint 4 however the ground unit function, "go to waypoint", does not appear to work like the air unit function "switch waypoint". It you push a unit to switch waypoint it will go to the new waypoint and then continue its route from there, this is what I was expected from "go to waypoint". A third unit goes to waypoint 1, then 2 which has a go to waypoint 0 action. This unit loops as when it reaches waypoint 0 it just continues on to waypoint 1. My point is this: It would be helpful for editing the actions of ground units if they had a feature that worked like "switch waypoint" so that we could trigger an action to have a unit go off onto a different route (perhaps in response to events which may or may not occur in the mission like destruction of a unit) or randomize the routes ground units took. I hope this makes sense. The triggered action "go to waypoint" appears to be a bug as this causes vehicles simply to move toward a waypoint but then they stop and I don't believe this is the intended function of this action. Persian Gulf Test.miz 1 Link to comment Share on other sites More sharing options...
ED Team NineLine Posted September 28, 2021 ED Team Share Posted September 28, 2021 Will check it out, thanks. Forum Rules • My YouTube • My Discord - NineLine#0440• **How to Report a Bug** Link to comment Share on other sites More sharing options...
gmangnall Posted October 27, 2022 Share Posted October 27, 2022 any update on this? I have the same issue. Go to waypoint for ground units is broken (both perform task or perform command) Link to comment Share on other sites More sharing options...
gmangnall Posted October 27, 2022 Share Posted October 27, 2022 In fact it's even more messed up than I thought. I am trying to get a unit to patrol WP1,2,3,4 and then loop aronud so WP4 has a task to goto WP1 creating an endless patrol....but with a triggered action to go to a different WP (e.g. WP5). However when you select a triggered action to perform task>Go to Waypoint > WP5 the editor also amends WP4 so instead of it trying to go to WP1 it's automatically changed to WP5 (and the same happens in reverse) Link to comment Share on other sites More sharing options...
gmangnall Posted October 28, 2022 Share Posted October 28, 2022 I have a fudge for you Create your waypoints 1-5... on 4 create 2 actions... one is a go to waypoint 1 (0), the other is a go to wp 5 (4)... on each you put a condition... ie if flag = 0 or flag = 1... then you just need a trigger to set the flag from 0 to 1... if you default it to 0, it will keep doing the patrol but when you update it, it will go to the final waypoint... you could actually do this at each waypoint to either go to the next or last waypoint respectively each time it hits a waypoint. Link to comment Share on other sites More sharing options...
TEMPEST.114 Posted November 2, 2022 Share Posted November 2, 2022 (edited) This has been confirmed by multiple people and is happening on Land and Sea but it appears it's still working for Aircraft. This has, obviously completely broken many, many missions that were created prior to 2.8. Edited November 2, 2022 by Elphaba Link to comment Share on other sites More sharing options...
Killshot0597 Posted November 2, 2022 Share Posted November 2, 2022 I tried to recreate the bug for both ships and ground vehicles but it seems to be fine for ships after all. Vehicles however, the "go to waypoint" task is broken. The vehicle just stops at the waypoint designated by the "go to waypoint" task. It's not possible to do an infinite loop anymore. Below is an attached .miz Go to waypoint bug.miz 1 Link to comment Share on other sites More sharing options...
TEMPEST.114 Posted November 3, 2022 Share Posted November 3, 2022 I believe this might be linked to this: Link to comment Share on other sites More sharing options...
jross194 Posted November 3, 2022 Share Posted November 3, 2022 This fxn has always (V2.5 - V2.7) been hit or miss for me. So much so that I've stopped using it, which does add extra work. Needs vary but, for me, if want a 'thing' to go somewhere I build a new 'mission' task. Yes, a PITA, but only have to do it once. i6700k 4.4mhz, 32Gb, nVidia 1080, Odyssey+, CH Products, Derek Speare Designs button box, Bass shaker w/SimShaker For Aviators Link to comment Share on other sites More sharing options...
Saruman Posted November 3, 2022 Share Posted November 3, 2022 Confirmed. Serious bug, it breaks a lot of complex missions that rely on looping routeInviato dal mio BLA-L29 utilizzando Tapatalk Link to comment Share on other sites More sharing options...
Killshot0597 Posted November 4, 2022 Share Posted November 4, 2022 15 hours ago, Elphaba said: I believe this might be linked to this: I fail to see how they are possibly related. Pathing seems fine in my test and in my missions, it's just the infinite looping is broken because the "go to waypoint" task is not working atm. Link to comment Share on other sites More sharing options...
GazAce Posted November 5, 2022 Share Posted November 5, 2022 Definitely broken, so many of my missions rely on Go To Waypoint option for my Ground Units & was working fine before latest update. Please ED can you make this a priority fix & not let us wait until monthly Update for this one. As far as I can tell, there is no workaround. Regards GA 1 GazAce's Skynet Rig :: 13th Gen Intel Core i9-13900K :: Asus ROG Strix Z790-A mobo :: Asus Tuff Gaming GeForce RTX 3080 Ti GPU :: NZXT Kraken Elite 280 RGB AIO white cooler :: G Skill Trident Z Royals DDR4 4x16GB = 64GB :: WD Black SN 850X NVMe SSD 2TB M.2 :: Samsung 860 Pro 2TB SATA Drive :: Samsung Pro 1TB & another 500GB Drive :: Corsair Crystal 680X White Case :: Asus XG349C 34" Curve G-Sync 180Hz 3440x1440 monitor :: Corsair 850W PSU :: Virpil Constellation Alpha-R Stick with VPC WarBRD Base :: Virpil MongoosT-50CM3 Throttle :: 3 x CubeSim ext mini screens with TM Cougar MFD Bezels :: Asus ROG Pugio 503 Gaming Mouse & Razer BlackWidow mech kb :: TrackIR 5 Pro & Cap Clip :: 2 x EMEET C960 4K Webcams :: Win 11 64 Bit Link to comment Share on other sites More sharing options...
TEMPEST.114 Posted November 8, 2022 Share Posted November 8, 2022 Reported https://forum.dcs.world/topic/311878-gotowaypoint-broken-in-28-units-go-to-the-waypoint-but-stop-they-never-progress-to-the-next-in-the-sequence/?do=getNewComment 1 Link to comment Share on other sites More sharing options...
Racoon-1-1 Posted November 10, 2022 Share Posted November 10, 2022 For ground units and ships I noticed since 2.8 that the go-to-waypoint logic doesn't work anymore. For example the setup is: ( WPT 1 ) -> ( WPT 2, advanced wapoint functions: go-to-waypoint-1 ) Most units seem to go back to WPT 1, but then they just stand still forever and don't go to WPT 2 again. With some units I noticed that they even ignore the go-to-waypoint order completely. Link to comment Share on other sites More sharing options...
Flappie Posted November 10, 2022 Share Posted November 10, 2022 This was reported earlier: Don't accept indie game testing requests from friends in Discord. Ever. Link to comment Share on other sites More sharing options...
Racoon-1-1 Posted November 11, 2022 Share Posted November 11, 2022 (edited) It's seems to me they're talking about a slightly different problem. They're describing units going to the wrong waypoints. I have a problem with them not moving at all and the problem occured only after patch 2.8 for me. Edited November 11, 2022 by Racoon-1-1 Link to comment Share on other sites More sharing options...
Flappie Posted November 11, 2022 Share Posted November 11, 2022 Trust me, the problem you're describing is reported internally, whether or not the first thread I linked was on focus or not. Here's another thread: 1 Don't accept indie game testing requests from friends in Discord. Ever. Link to comment Share on other sites More sharing options...
ED Team BIGNEWY Posted November 11, 2022 ED Team Share Posted November 11, 2022 posts merged 1 Forum rules - DCS Crashing? Try this first - Cleanup and Repair - Discord BIGNEWY#8703 - Youtube - Patch Status Windows 11, NVIDIA MSI RTX 3090, Intel® i9-10900K 3.70GHz, 5.30GHz Turbo, Corsair Hydro Series H150i Pro, 64GB DDR @3200, ASUS ROG Strix Z490-F Gaming, HP Reverb G2 Link to comment Share on other sites More sharing options...
Mig Fulcrum Posted November 14, 2022 Share Posted November 14, 2022 I can definitely confirm this bug, pretty annoying since most of my missions are half broken, I'm sure it will be fix soon, plz Link to comment Share on other sites More sharing options...
Flappie Posted November 15, 2022 Share Posted November 15, 2022 This was fixed internally. If all goes well, the fix should be in the next OB update. Don't accept indie game testing requests from friends in Discord. Ever. Link to comment Share on other sites More sharing options...
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