Cjayster13 Posted January 2, 2024 Posted January 2, 2024 The Go to Waypoint command in the editor is not working. When creating a loop for ground units, they stop on the the waypoint they are told to go to, stop and do not continue their loop. Thanks!
Flappie Posted January 2, 2024 Posted January 2, 2024 Hi. Please attach your .miz file. We'll give you a hand. ---
caponi Posted February 3, 2024 Posted February 3, 2024 Simple Mission ... with and without Late Activationwp.miz wp1.miz too much ...
Flappie Posted February 3, 2024 Posted February 3, 2024 (edited) 21 minutes ago, caponi said: Simple Mission ... There's no "Go to waypoint" action in your mission. If I add one, it works, but then, for some reason (maybe because WP4 and WP0 were too close to each other), the vehicle stops when arrived at WP0. I simply removed WP4 and assigned the "Go to waypoint" action to WP3 and now it works. wp1-fix.miz There might be a fix in the way. I'll test the fix once available. Thanks for bringing your miz file. Edited February 3, 2024 by Flappie ---
caponi Posted February 8, 2024 Posted February 8, 2024 (edited) ups ...you are right ... i forgot the waypoint action in wp1.miz, but have a look to wp.miz please there are two groups with waypoint action on wp4 but they still stops EDIT: if i increase the distance from wp4 to wp0 it works. next problem is in wp2.miz the second unit leaves the waypoint ways and then the first unit waits ... and waits and waits ... I will send you mission and trackfile please watch the whole track and you will see a happy behaviour of the AI vehicles wp2.mizwp2.trk Edited February 8, 2024 by caponi too much ...
ex81 Posted February 10, 2024 Posted February 10, 2024 Want to download .miz, but on which map does it play ? What goes up, must come down ! Intel Core i7-8700, 32 GB-RAM, Nvidia GTX 1060, 6 GB GDDR5, 1TB HDD, 1000 GB 970 EVO Plus NVMe M.2 SSD, Windows 10/64, A10-C, Rhino X55, Persian Golf, F/A-18 Hornet
NightFlier Posted April 11, 2024 Posted April 11, 2024 Good day everyone, I set up a ground unit to perform a loop using, on the last waypoint, the command "Go to waypoint" to make it start again its loop. First of all, when using "Perform command" it automatically reverts to Perform Task (you will notice clicking other options and going back to that action). Anyway, the ground unit reaches the last waypoint, goes to the first one as per command but it stops and doesn't start the route again. Here attached a simple test miz and track file. Tested on different maps (Caucasus, Syria, Nevada etc.) and different ground units. Many thanks Go to waypoint bug test.trk Go to Waypoint BUG test.miz Night Flier _________________________________________________________________________________________ i7 9700K, MSI RTX 2080, 32GB RAM (3200 MHz), SSD m.2 1TB, Monitor 32'' WQHD 2560x1440, Windows 10 Pro
TEMPEST.114 Posted April 11, 2024 Posted April 11, 2024 Add a 'Go To Waypoint 2' at Waypoint 1. That fixes it. or you can add a 5th waypoint where 1 is and say go to waypoint 2. Either works. Go to Waypoint BUG FIXED.miz
TEMPEST.114 Posted April 11, 2024 Posted April 11, 2024 It's a feature and not really a bug... Waypoint one, one the return loop has already been passed by the unit, so unless it has Advanced Waypoint Actions to process, the unit won't travel there again. However if when it reaches it, it has an AWA to process, then it WILL continue. OR You just make a loop using 5 waypoints, with the 5th going to the 2nd and that will keep looping too.
NightFlier Posted April 12, 2024 Posted April 12, 2024 16 ore fa, Elphaba ha scritto: Add a 'Go To Waypoint 2' at Waypoint 1. That fixes it. or you can add a 5th waypoint where 1 is and say go to waypoint 2. Either works. Go to Waypoint BUG FIXED.miz 7.46 kB · 0 download Thanks, I'm doing some tests but anyway, it used to work as I did in first place. I used that way for years so there's something broken anyway. I also noted that infantry has less problems but if the turn is too tight (too tight for DCS....not for normal physics and real life!) it stops too. Night Flier _________________________________________________________________________________________ i7 9700K, MSI RTX 2080, 32GB RAM (3200 MHz), SSD m.2 1TB, Monitor 32'' WQHD 2560x1440, Windows 10 Pro
NightFlier Posted April 12, 2024 Posted April 12, 2024 17 ore fa, Elphaba ha scritto: Add a 'Go To Waypoint 2' at Waypoint 1. That fixes it. or you can add a 5th waypoint where 1 is and say go to waypoint 2. Either works. Go to Waypoint BUG FIXED.miz 7.46 kB · 0 download The first option works but the second, depending on the mission doesn't. So for the moment I'm using Go to Waypoint 2 on Waypoint 1 + Go to Waypoint 1 on last waypoint. Infantry works as per old method (only Go to Waypoint 1 on the last waypoint) depending on turn radius. Still odd and unusual anyway. Night Flier _________________________________________________________________________________________ i7 9700K, MSI RTX 2080, 32GB RAM (3200 MHz), SSD m.2 1TB, Monitor 32'' WQHD 2560x1440, Windows 10 Pro
TEMPEST.114 Posted April 12, 2024 Posted April 12, 2024 3 hours ago, NightFlier said: Thanks, I'm doing some tests but anyway, it used to work as I did in first place. I used that way for years so there's something broken anyway. I also noted that infantry has less problems but if the turn is too tight (too tight for DCS....not for normal physics and real life!) it stops too. Infantry movement is a pita. Totally borked. They get stuck in the environment too often, too spread out and lose the plot. I’ve stopped using them.
Silver_Dragon Posted April 12, 2024 Posted April 12, 2024 18 minutes ago, Elphaba said: Infantry movement is a pita. Totally borked. They get stuck in the environment too often, too spread out and lose the plot. I’ve stopped using them. Infantry movement has no been update yet and maintain the old LOMAC/FC, wait ED release the new infantry models. For Work/Gaming: 28" Philips 246E Monitor - Ryzen 7 1800X - 32 GB DDR4 - nVidia RTX1080 - SSD 860 EVO 1 TB / 860 QVO 1 TB / 860 QVO 2 TB - Win10 Pro - TM HOTAS Warthog / TPR / MDF
TEMPEST.114 Posted April 12, 2024 Posted April 12, 2024 1 hour ago, Silver_Dragon said: Infantry movement has no been update yet and maintain the old LOMAC/FC, wait ED release the new infantry models. Are they?! I've not seen any mention of this. Do you have a source? And when? Two weeks?
Silver_Dragon Posted April 12, 2024 Posted April 12, 2024 26 minutes ago, Elphaba said: Are they?! I've not seen any mention of this. Do you have a source? And when? Two weeks? Has some newsletters about them... Quote Infantry Animations Development Progress We are pleased to inform you that work is progressing on a range of infantry animations. In the above animation, you can see a work-in-progress animation of a soldier climbing to a higher surface. The new control system will allow units to behave in a more complex and realistic manner. It also requires the solution of applied problems, such as overcoming obstacles and improved path finding. In some cases, the unit can overcome a situation just by stepping over an obstacle. There are different types of such surfaces that can be up to 1 meter in difference. The second animation option is for higher obstacles of 1.5 to 2 meters. In this case, the unit will have to climb up the obstacle and then jump off the other side. 2023 and beyond newsletter: Quote Human Animations Starting with new AH-64D pilots in 2022, this work will continue into 2023 to include new infantry and more pilots with more life-like models and animations. Priority pilot models first include the F/A-18C and F-16C pilots. Form 12 January 2024 newsletter: Quote Infantry Unit Improvements. We will be working on new infantry models and animations in 2024 along with more life-like behaviors. From Wags interview, 8 January 2024 Quote ED has working on new walking animation to the new infantry, others animations and AI. Has a grow and making better improvements, that a technology actualy working. That has required on zones as Afganistan with COIN operations where the leg infantry require a detail modeling and that has been very important. A realistic FPS has a matter of time, but has a long term target. About when, as long as necessary. 1 For Work/Gaming: 28" Philips 246E Monitor - Ryzen 7 1800X - 32 GB DDR4 - nVidia RTX1080 - SSD 860 EVO 1 TB / 860 QVO 1 TB / 860 QVO 2 TB - Win10 Pro - TM HOTAS Warthog / TPR / MDF
Flappie Posted May 5, 2024 Posted May 5, 2024 @NightFlier The issue was reported earlier. There's a workaround: you need to put more distance between your looped waypoints. ---
NightFlier Posted May 5, 2024 Posted May 5, 2024 8 ore fa, Flappie ha scritto: @NightFlier The issue was reported earlier. There's a workaround: you need to put more distance between your looped waypoints. Actually it works without increasing the distance (as it used to do before couple of updates ago)...the only thing to do is to add another "go to waypoint" on the first waypoint of the loop (the one "receiving" the vehicle after the loop). So distance is not an issue, as per other tests, where it stopped even with a great distance from waypoints. Night Flier _________________________________________________________________________________________ i7 9700K, MSI RTX 2080, 32GB RAM (3200 MHz), SSD m.2 1TB, Monitor 32'' WQHD 2560x1440, Windows 10 Pro
Gierasimov Posted October 2, 2024 Posted October 2, 2024 On 1/2/2024 at 10:41 PM, Cjayster13 said: The Go to Waypoint command in the editor is not working. When creating a loop for ground units, they stop on the the waypoint they are told to go to, stop and do not continue their loop. Thanks! You may want to test this again, it works in the latest update now. 1 Intel i7-13700KF :: ROG STRIX Z790-A GAMING WIFI D4 :: Corsair Vengeance LPX 64GB :: MSI RTX 4080 Gaming X Trio :: VKB Gunfighter MK.III MCG Ultimate :: VPC MongoosT-50 CM3 :: non-VR :: single player :: open beta
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