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8:30:29 Error in expression <nterval", 5]];
if (isNull _grp || _grp isEmpty) exitWith {};
_grp deleteWaypoi>
8:30:29 Error position: <isEmpty) exitWith {};
_grp deleteWaypoi>
8:30:29 Error Missing )
8:30:29 File AIPathfinderImprovementV2\scripts\fn_smartMove.sqf..., line 3
8:30:29 Error in expression <nterval", 5]];
if (isNull _grp || _grp isEmpty) exitWith {};
_grp deleteWaypoi>
8:30:29 Error position: <isEmpty) exitWith {};
_grp deleteWaypoi>
8:30:29 Error Missing )
8:30:29 File AIPathfinderImprovementV2\scripts\fn_smartMove.sqf..., line 3
But I am watching this mod very closely and excited to see where it goes
I've had to strip the hell out of the smartMove script on this one, and add a tiny init script to be used as a diag_log script.
If no errors persist, great, if it does, then I'll just do what I initial said I'd do.
The main focus for this is the pathfinding of infantry units to go around placed objects in eden or zeus.
I will be testing this as well so theres more than one report of... whatever it is that might be.
1:50:31 Error in expression <dd ((_targetPos vectorDiff _currentPos) vectorNormalized) vectorMultiply _obstac>
1:50:31 Error position: <vectorNormalized) vectorMultiply _obstac>
1:50:31 Error Missing )
1:50:31 File AIPathfinderImprovementV2\scripts\fn_smartMove.sqf..., line 22
1:50:31 Error in expression <dd ((_targetPos vectorDiff _currentPos) vectorNormalized) vectorMultiply _obstac>
1:50:31 Error position: <vectorNormalized) vectorMultiply _obstac>
1:50:31 Error Missing )
1:50:31 File AIPathfinderImprovementV2\scripts\fn_smartMove.sqf..., line 22
Now, if only I can get the AI to respond properly to objects being spawned in front of them on the fly. That would be ideal.