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Posted

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!

  • 1 month later...
Posted (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 by Flappie

---

Posted (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 by caponi

too much ...

 

 

Posted

Want to download .miz, but on which map does it play ?

 

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  • 1 month later...
Posted

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

Posted

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. 

Posted
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

Posted
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

Posted
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. 

Posted
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.

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Posted
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? 😉

Posted
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

Hero3.gif

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.

  • Thanks 1

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  • 4 weeks later...
Posted
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

  • 4 months later...
Posted
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.

  • Thanks 1

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