Arma 3
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AI Pathfinder Improvement (DEV BRANCH AVAILABLE!)
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Data Type: Mod, Server
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21.447 KB
16 May @ 2:03pm
18 Jul @ 4:52pm
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AI Pathfinder Improvement (DEV BRANCH AVAILABLE!)

Description
WARNING! This mod is undergoing heavy script rework due to recent events and Arma 3's v2.20 causing script errors to start totting up. A DEV Branch is available for those willing to help test things and help out with additional scripting stuff.

The AI Pathfinder Improvement dramatically enhances AI navigation for both infantry and vehicles in Arma 3. Squads and vehicles calculate and follow an optimized route using Arma’s built-in pathfinder, intelligently avoiding terrain obstacles, cliffs, interior doorways, and automatically rerouting if they get stuck.

Key Features
• Infantry & Vehicle Support
Automatically distinguishes between dismounted units and vehicles.
- Infantry will avoid steep drops, rough ground, and use interior shortcuts (buildings).
- Vehicles favour roads, dynamically detect blockages, and swing clear of barriers.

• Fully Automated & No Modules Required

• Dynamic Path Recalculation (Experimental)
- a 5 second “stuck check” is in place if a unit hasn’t moved far or its waypoint loop stalls, their routes are recalculated with per-unit recalculation on-the-fly (e.g. mid-mission re-route) with zero player intervention.

• Interior Routing (Experimental)
This aims to give the AI pathfinding using buildings and runs a lightweight search for the best room-to-room path.

• Vertical-Drop Safety (Experimental)
This aims so that Waypoints leading over ledges or cliffs should automatically filtered out to prevent fatal falls.
(Caution: may cause AI in vehicles to have trouble crossing bridges with water over them upon testing)
Popular Discussions View All (1)
20
21 Jun @ 3:40am
Any questions, ask em here!
ImmortalTheOwl
77 Comments
ImmortalTheOwl  [author] 18 Jul @ 9:29pm 
@Free Placing multiple waypoints across bridges with water on them tends to resolve the issue (May have to adjust the height of the waypoints to match the bridge level for the ai to recognise em). It's what I've been testing with the obstacle avoidance stuff for vehicles. I've not tested this on non vanilla vehicles so their behaviour may vary.
Free 18 Jul @ 7:51pm 
(Rhs vehicles kinda work to they just take a little time to cross the bridge)
Free 18 Jul @ 7:50pm 
(Also sometimes is based on specific vehicles like the ww2 vehicles have this issue but not the vanilla vehicles)
Free 18 Jul @ 7:48pm 
Is it possible you can fix the "bridge" issue with ai going over a bridge with water or in general its weird because sometimes they cross the bridge other times they just sit there or they end up trying to reroute their path into the bridge wall and stay stuck there forever this is one of the biggest issues with arma and makes some maps unplayable
ImmortalTheOwl  [author] 14 Jul @ 12:51pm 
@Nefil͡imP͠L̀ It can be ran on client side, however I do recommend the mod being run on server side.
Nefil͡imP͠L̀ 14 Jul @ 12:05pm 
can this be used as client side for only units controlled via player as team leader? or server needs it to?
ImmortalTheOwl  [author] 6 Jul @ 8:01am 
@Brilian & @Hitman As long as the mod doesn't affect the pathfinding abilities of the mod like what sog and IFA3 does then it should not conflict with eachother. Worse case scenario it starts throwing script errors your way.
Brilian 6 Jul @ 5:51am 
does this work on antistasi ultimate?
Hitman 3 Jul @ 7:09am 
работает вместе с модом HumanBots Only AI?
_mickey_ 27 Jun @ 1:46pm 
@ImmortalTheOwl

thank you for your work! I will try and inform you about problems