Arma 3
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=BTC= AI Paths
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Data Type: Mod
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646.960 KB
4 Jun, 2024 @ 11:12am
16 Jun, 2024 @ 4:51am
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=BTC= AI Paths

Description
=BTC= AI Paths

Ever dreamed of having invisible walking path for your players and npcs? That row of crates to be walkable?
Guess this addon was made for you!

Engine limitations still apply:
  • AI will randomly fall off: Ask BIS to implement actually working nav meshes .
  • I can't shoot through the floors: You need solid floor to actually walk.
  • hurr dur it's bad: Not my problem.
  • Contains a testing mission

Use the two following functions to display or hide the paths:
call btc_AIPaths_fnc_hideObjects; call btc_AIPaths_fnc_unhideObjects;

=BTC= Black Templars Clan website[www.blacktemplars.it]

42 Comments
Cosmos 8 May @ 4:01pm 
This is magnificent, thank you so much for making and sharing this!
kgp227 6 Feb @ 9:44am 
idk if i'm missing something or not. But the walls are meant to keep the AI contained, no? They don't seem to even register the wall as being there and just clip straight through it. Can't tell if i'm using them incorrectly or not.
Qubit 3 Aug, 2024 @ 11:28pm 
dope
NightIntruder 13 Jul, 2024 @ 7:28am 
Cool stuff, mate! I don't see any license attached so gotta ask - may I create my own version of the paths (different shapes and sizes) based on the idea you presented here?
Fyuran  [author] 3 Jul, 2024 @ 3:22am 
That's the jist of it pretty much
PacketCharmer 2 Jul, 2024 @ 5:45pm 
From a technical standpoint, are these just roadway/path LODs and then some trickery to hide the view geometry? I assume you've like, got it animated to vanish on command. Pretty cool stuff either way.
Fyuran  [author] 26 Jun, 2024 @ 5:22am 
There is no scripting involved, make sure the path is above ground level or else terrain pathing will take over and be prioritized, draw your paths on the editor for the unit you wish, I suggest you use single unit groups as bigger groups will take formation and just fall off with no regards to their safety
DallasRM1 25 Jun, 2024 @ 8:08pm 
I guess this isn't just "drop the paths and the AI takes over", correct? Would be kind of useful to get some use instructions for those of us not well versed on scripting.

Anyways, great job. It's amazing that you could crack the issue of AI pathing because honestly, the vanilla AI pathing is atrocious.
Fyuran  [author] 20 Jun, 2024 @ 8:56am 
You gotta place the paths down on eden, how, when and where is up to you
BlackKnight 20 Jun, 2024 @ 7:57am 
Hey, may I ask is this for plug and play mod to improve the pathfinding of AI in every map and mission or this is a platform for creating mission and map?