Arma 3
=BTC= AI Paths
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?
Fyuran  [author] 20 Jun, 2024 @ 3:47am 
@Bobr-Zlobr what the fuck are you even on my dude
Bobr-Zlobr 16 Jun, 2024 @ 1:13pm 
Where can I write to the author about the mod with screenshots and fashion questions? Any ideas, suggestions and comments
Fyuran  [author] 14 Jun, 2024 @ 9:28am 
Very hard, zeus will place waypoints at ground level regardless of your mouse pointer, unlike eden which for some reason uses FireGeometry to place objects or waypoints
howitzerjunkie928 12 Jun, 2024 @ 3:35pm 
@Fyuran Sorry I explained my question poorly, if you place these objects in Eden and then play as a zeus how easy/difficult is it to get the ai to acknowledge them?
Fyuran  [author] 12 Jun, 2024 @ 8:01am 
@howitzerjunkie928 You'll go mad trying to place the objects on zeus, that's for sure
howitzerjunkie928 11 Jun, 2024 @ 10:25am 
Just stumbled across the page for this and I'm super excited to give it a whirl when I have some free time, I was wondering though how well dose this work in Zeus or is it more designed for use with the Eden Editor?
Komodo 9 Jun, 2024 @ 8:23am 
thnx @Fyuran
Fyuran  [author] 9 Jun, 2024 @ 12:53am 
@Zak Sure, 3ds max bend modifier will come to the rescue.
The snapping thing with event handlers sure sounds very cool I'll add that to my list of things to do
@Komodo of course it can
Zak 8 Jun, 2024 @ 1:47pm 
Very cool shit, I approve. Is there any chance of getting angled pieces, such as a triangular path that'd let you connect a straight pathway to a 15 or 45 degree angle, or possibly curved pieces? Being restricted to 90 degree angles currently makes it a bit awkward if you're trying to make AI take off-grid paths.

If you'd ever be interested in making them auto-snap together, you can take a peek at the Cargo Platform's eventHandlers for "registeredToWorld3DEN" and "dragged3DEN", calls a function that tries to snap adjacent platforms together by aligning specific memorypoints. That's understandably a lot of work though, so y'know, just a suggestion.
Komodo 8 Jun, 2024 @ 10:33am 
dope, can the AI shoot while on that walkway?
Fyuran  [author] 7 Jun, 2024 @ 11:45am 
@.Victor. if that trench model has already some predefined paths I doubt it will ever work correctly
Fyuran  [author] 7 Jun, 2024 @ 11:44am 
@Predator14 You should try asking BIS nicely about your "motor engine"
Phenosi 7 Jun, 2024 @ 11:30am 
This looks promising!
Predator14 7 Jun, 2024 @ 10:31am 
useless becaus limited motor engine......
.Victor. 7 Jun, 2024 @ 1:22am 
will this work for ai to walk in trenches
Fyuran  [author] 6 Jun, 2024 @ 1:59pm 
By across I mean they are perpendicular and traverse the center of the model
Fyuran  [author] 6 Jun, 2024 @ 1:59pm 
@diwako all paths except for the ramps have lateral exit/entry points, for example the smallest one, the 2x2 has 4 entry/exit points placed across each other
Fyuran  [author] 6 Jun, 2024 @ 1:56pm 
@simkas if you enable grid snap on editor at the lowest grid snap point (I reckon it should be 0.025 the lowest) they will snap correctly
BrGuardian 6 Jun, 2024 @ 10:14am 
I have the feeling that those fncs could handle problems with pathfinding over bridges
simkas 6 Jun, 2024 @ 9:40am 
This is really cool, is there any chance the parts could be made to snap together? That would help a lot when putting the paths together
Exocet 6 Jun, 2024 @ 7:25am 
Thats brazy bro :AAF:
diwako 6 Jun, 2024 @ 1:14am 
right now, at least from the demo videos it looks like there is only one path per object. That is from one side to the other, or a 90° turn.

A branching path is, that the object has not just one entrance and one exit, but multiple. A fork in the path. Unless that can be already done, not sure as i am as well wage slaving and could not try it out so far.
Fyuran  [author] 6 Jun, 2024 @ 12:30am 
@diwako May I ask what you mean by branching paths? I second your suggestion to show where the actual paths are on the texture, as soon as I’m done wageslaving I’ll take a look
diwako 5 Jun, 2024 @ 11:47pm 
Very nice. Hoping for branching paths in the future and maybe a texture to see where the paths connect
Esteban Julio Ricardo Montoya 5 Jun, 2024 @ 8:42pm 
I love you
little andy 5 Jun, 2024 @ 3:20pm 
i was certain this was possible but i had absolutely no idea how to make it so seamless between turning. i figure this is probably useful for cutscenes and whatever else
many thanks
Komodo 5 Jun, 2024 @ 12:56pm 
nice, any chance of a vehicle version?
ty
GEK Vengeful 5 Jun, 2024 @ 12:13pm 
You are my god now ! Big Thanks!
=BTC= Ramius86 4 Jun, 2024 @ 11:59pm 
Instruction unclear: can I create a stairway to heaven with this mod?
Uberlander 4 Jun, 2024 @ 6:32pm 
based
Fire Starter 4 Jun, 2024 @ 2:53pm 
keen to try it out
noumenalism 4 Jun, 2024 @ 11:41am 
You're an absolute legend