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thank you for your work! I will try and inform you about problems
Another thing is that this should be done by professional ai-programmers, but not individual enthusiasts. I am very sorry that @BIS dropped AI support for Arma3
Or look it up however you please. [DEV] AI Pathfinder Improvement
I've completely reworked some of the functions in the mod, even trying out something called dia_log format which is suppose to be a debugging tool for writing log files according to the wiki, I don't know how well it works but it's worth a shot.
For the smartdrive, I tried to include as many types of object classes as I could, but there are bound to be problems no doubt.
So far I have the following functions:
- initSmartPathing
- smartMove
- smartDrive
- dynamicPath
- groupPathMonitor
All feedback and scripting tips are greatly appreciated, and I wanna thank you all again for your patience while I get this working.
1. when infantry goes through walls and objects
2. when AI infantry gets stuck inside a rock or falls under the floor (then will be stuck there forever) of a building where the first floor is high
3. when vehicles crush their own infantry
4. when vehicles can't get around an obstacle in their path and stubbornly continues to press the gas (forward and forward!) getting stuck forever.
If you can overcome at least some of these problems, then I will be happy.
Of course! I'll do the tests, I'm ready to help you bro
@_mickey_ I'm in the process of reworking all the scripts thanks to recent events and the 2.20 update, it'll take me a while due to my irl job, hence why I offered to open up my DEV branch. Would you be interested in testing out the DEV branch when I make it public?
@Maddy although the mod can be ran client side I recommend running it on the server just to be on the safe side.
23:18:11 File AIPathfinderImprovement\scripts\fn_smartMove.sqf..., line 2
23:18:11 Error in expression <ist, 2] call API_fnc_dynamicPath;
_veh setWaypoints _finalRoute;
_veh setCurren>
23:18:11 Error position: <setWaypoints _finalRoute;
_veh setCurren>
23:18:11 Error Missing ;
23:18:11 File AIPathfinderImprovement\scripts\fn_smartDrive.sqf..., line 10
23:18:11 Error in expression <ist, 2] call API_fnc_dynamicPath;
23:18:11 Error Missing ;
23:18:11 File AIPathfinderImprovement\scripts\fn_dynamicPath.sqf..., line 37
23:18:11 Error in expression < = _x;
private _leader = groupLeader _grp;
private _wps = waypointsGroup>
23:18:11 Error position: <_grp;
private _wps = waypointsGroup>
23:18:11 Error Missing ;
23:18:11 File AIPathfinderImprovement\scripts\fn_autoAttach.sqf..., line 3
23:18:11 Error in expression < = _x;
private _leader = groupLeader _grp;
private _wps = waypointsGroup>
23:18:11 Error position: <_grp;
private _wps = waypointsGroup>
Significant progress on the AI Pathfinding Improvement mod!
I'm pleased to report that fn_smartDrive (for vehicle pathing) and the new fn_groupPathMonitor are now functional (Not in the current update mind you). The fn_groupPathMonitor completely replaces fn_autoAttach, which previously used an addAction menu on squad leaders which didn't really work nor was that my intention anyway. The mod's new design ensures AI groups will now utilize improved pathfinding proactively, without any player intervention.
All development and testing are currently taking place on a private DEV branch. If there community interest, I can make this DEV branch public. This will allow you to provide direct feedback, report and contribute to correcting any discrepancies in the scripts before I release it to the main branch. Your feedback and insights will be incredibly valuable during the testing phase.
Thank you for your patience and continued support.
The game sure lets me know when a script fails to load but not the usual little black box that appears telling me what the error is and what line it's one.
What about the error? You don't get such error message?
But yeah, all the scripts in the mod will have to be redone anyways due to the update. Not just because of what happened.
21:20:03 File AIPathfinderImprovement\scripts\fn_autoAttach.sqf..., line 3
21:20:03 Error in expression < = _x;
private _leader = groupLeader _grp;
private _wps = waypointsGroup>
This came as a complete surprise to me. You can imagine how incredibly disappointed I was by this, and now the guy is no longer working with me and I'm in the process of rewriting all the scripts myself to make sure that all functions I had visioned works as intended. This will take a significant amount of time and work to redo no doubt.
But my goal remains to deliver a quality AI pathfinding improvement mod. I wanna thank you again for bringing this to my attention.
With that said, I think it's time I made a FAQ section of the mod as I'm noticing repeated questions. Hopefully that'll clear things up.
I definitely got carried away assuming these functions would just work, turns out they aren’t exposed the way I thought. I’ll reach out to the person who helped me put together these scripts and see if he used anything to create the scripts.
I appreciate the heads up.
setWaypoints
groupLeader
waypointsGroup
getCBASetting
BIS_fnc_selectBestPath
BIS_fnc_Astar
on top of several wrong syntax usage of existing sqf commands. The postInit does not wproperly Ofire either. The post init function only attaches some addAction to groups placed in the editor and does not add anything dynamically to spawned groups afterwards.
Is this intended?
I'm working on an update to make it more automated so that even after mission start it'll pick up on dynamically/newly spawned AI. Until then, a one-liner in your late-spawn logic is the easiest workaround.
@Brim Same as above, plus I'll be making screenshots and a video showcase soon, just keep in mind that this Mod is still in it's prototype stage so I can't guarantee that it'll work flawlessly all the time.