Arma 3
Hetman War Stories: Multiplayer - Altis
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Atlas  [developer] 24 Jun @ 7:40pm
AI Tactical Movement System
Tactical Movement Script - Overview

This script fundamentally enhances how AI groups move across the battlefield by replacing simple point-to-point movement with intelligent tactical pathfinding. Here's what it accomplishes:




Core Functionality

Intelligent Pathfinding System
  • Creates multiple waypoints between start and destination instead of direct movement
  • Analyzes terrain features to find tactically sound routes
  • Considers elevation, slope, cover, concealment, and enemy positions

Vehicle-Specific Movement Logic
  • Handles wheeled and tracked vehicles differently with appropriate slope limitations
  • By default, **ALL ground vehicles avoid roads** (configurable)
  • Uses road fallback only on extremely steep terrain (>40° slopes)
  • Validates vehicle traversability between waypoints

Terrain Analysis
  • **Slope Calculation:** Prevents vehicles from attempting impossible terrain
  • **High Ground Avoidance:** Prevents "skylining" by avoiding ridgelines and exposed positions
  • **Cover Preference:** Infantry seeks cover using buildings, trees, and rocks
  • **Forest Navigation:** Avoids thick forests for vehicles while allowing infantry passage

Real-time Tactical Execution
  • For vehicles: Uses doMove commands with direct driver control
  • For infantry: Creates traditional waypoint chains
  • Includes path validation and alternative route finding
  • Provides debug visualization with colored markers




Key Features

Configurability
The script includes multiple movement profiles:
  • **"aggressive"** - Close intervals, heavy road avoidance, high stealth penalties
  • **"fast"** - Uses roads, larger intervals, minimal terrain consideration
  • **"stealthy"** - Maximum concealment, avoid all high ground
  • **"off_road"** - Default tactical movement avoiding roads

Performance Optimization
  • Limits path length and complexity
  • Uses expanding circle searches for position finding
  • Includes fallback mechanisms for difficult terrain

HAL Integration
  • Automatically overrides HAL's standard waypoint function (RYD_WPadd)
  • Maintains compatibility with existing HAL orders
  • Includes auto-rehook system to maintain integration if overwritten




Practical Impact for You the Player!

Instead of AI groups moving in straight lines or using obvious routes, they now:
  • Follow treelines and valleys for concealment
  • Avoid exposed ridgelines that would silhouette them
  • Use terrain features for cover during movement
  • Navigate around obstacles intelligently
  • Adapt movement style based on unit type (infantry vs vehicles)

This creates much more realistic and tactically sound AI behavior, making AI opponents more challenging and AI allies more effective in combat scenarios.
Last edited by Atlas; 24 Jun @ 7:59pm