Arma 3
AI Pathfinder Improvement (DEV BRANCH AVAILABLE!)
ImmortalTheOwl  [developer] 19 May @ 7:35am
Any questions, ask em here!
If you have any questions regarding the mod and it's functions, please post em in this thread.
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Showing 1-15 of 20 comments
does the mod takes alot of fps
ImmortalTheOwl  [developer] 20 May @ 1:11pm 
Originally posted by Not a cool guy:
does the mod takes alot of fps
I designed the AI Pathfinder Improvement to be as lightweight as possible.

Unless you’re triggering hundreds of recalculations every second, you should see no noticeable FPS hit.
How much performance would be affected if the smart route was attached to all units, instead of only the squad leader? and how different their movements would be.
Maybe a option to choose to enable it for all units.
I have the mod in our mod list and i can't seem to find the smart route option?
ImmortalTheOwl  [developer] 21 May @ 11:13am 
Originally posted by SUSOVALORD:
Hi, nice work! I know there's 0.21 written on the topic, but can I use this mod in 0.22?
Yes, there’s nothing engine-specific that changed between 1.21 and 1.22 which this mod relies on. All calls are to public BIS functions, so it should work identically under 1.22.
Domin 21 May @ 11:13am 
Hey man, appreciate your work! Just wondering if this mod works with other AI enhancements like LAMBS? If not no worries, Cheers!
ImmortalTheOwl  [developer] 21 May @ 11:17am 
Originally posted by Domin:
Hey man, appreciate your work! Just wondering if this mod works with other AI enhancements like LAMBS? If not no worries, Cheers!
Yes, it should run smoothly with LAMBS, ALiVE, VCOM etc.
ImmortalTheOwl  [developer] 21 May @ 11:22am 
Originally posted by Kazuma-San:
How much performance would be affected if the smart route was attached to all units, instead of only the squad leader? and how different their movements would be.
Maybe a option to choose to enable it for all units.
Each “Smart Route” calculations takes around ~2–5 ms on modern CPU for a typical 10-node route. Meaning in theory, hooking it to every unit in a 10-man squad multiplies that to about ~20–50 ms give or take, still reasonable if you only do it once at mission start.

If you need all units, I can probably add the action in one of the scripts to every soldier and vice versa.
ImmortalTheOwl  [developer] 21 May @ 11:29am 
Originally posted by TTV SakuraBunVR:
I have the mod in our mod list and i can't seem to find the smart route option?
I can think of a few things thats happening.
If you're running Zeus Enhanced, its custom RMB menu will override the menu I had, which I totally forgot that ZE had it, or I might've accidentally removed it in a previous update, or something went wrong in one of the scripts. Either way, I'm currently looking into it and will update the mod accordingly.
Thank you!
We are running zuse enhanced i belive.
Troiz 27 May @ 6:04am 
Does this work for units that are spawned in dynamically? For example for units in KP Liberation
ImmortalTheOwl  [developer] 27 May @ 7:23am 
Originally posted by Troiz:
Does this work for units that are spawned in dynamically? For example for units in KP Liberation
At this time no, the function only auto‐attaches on mission start, so anything that spawns after init (like KP Liberation’s waves) won’t pick up the Smart Route action unless you trigger it yourself. A simple workaround for now is to manually input [] call API_fnc_autoAttach; into the debug console or the exec code module in zeus. That will walk through all live squad-leaders and add the Smart Route entry.

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.
Troiz 27 May @ 8:01am 
Originally posted by ImmortalTheOwl:
Originally posted by Troiz:
Does this work for units that are spawned in dynamically? For example for units in KP Liberation
At this time no, the function only auto‐attaches on mission start, so anything that spawns after init (like KP Liberation’s waves) won’t pick up the Smart Route action unless you trigger it yourself. A simple workaround for now is to manually input [] call API_fnc_autoAttach; into the debug console or the exec code module in zeus. That will walk through all live squad-leaders and add the Smart Route entry.

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.

Thanks! looking forward to the automated version
_mickey_ 15 Jun @ 4:49pm 
Goof Day Author. How about compatibility with LAMBS AI mod? There will be no conflicts?
Last edited by _mickey_; 15 Jun @ 4:50pm
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