Beagle 684 Posted July 15, 2011 Performance - is good. But let's don't forget about this:ARMA 2 CO 1.59 - beta build 82604. No custom addons. Situation: Generated town and vehicle with "Seek and Destroy" waypoint. No wonder, there are no predefined A.I. routes in module generated towns. Don't exspect too much from A.I. Share this post Link to post Share on other sites
kremator 1065 Posted July 15, 2011 The AI routines for pathfinding then need to be tweaked :) Share this post Link to post Share on other sites
mrcash2009 0 Posted July 15, 2011 (edited) Well, that´s not entirely correct, there are several graphical settings (ie texture quality, shading quality, scene complexity, terrain grid and so on...) in profile folder also. Well from my experience removing entire keymapping config is pointless, I never did and only removed ArmA2OA.cfg and it re wrote with new changed values and did make a difference once I put my graphics back to how I used it before, the other config for keys etc was never removed. No wonder, there are no predefined A.I. routes in module generated towns. Don't exspect too much from A.I. I wonder how that cold be overcome anyway? How does this work with ambient civvies they seem to work it out, I guess they use a different system? Edited July 15, 2011 by mrcash2009 Share this post Link to post Share on other sites
Alwarren 2767 Posted July 15, 2011 One bug that is still in the current beta that annoys me like hell is the pointer going "Engage" when you are over thin air. Please, BIS, fix this! It happens so easily in the heat of battle, and it is next to impossible to undo, since they will not give a damn about "Disengage". They just run off like headless chicken. Pretty please :) Share this post Link to post Share on other sites
metalcraze 290 Posted July 15, 2011 No wonder, there are no predefined A.I. routes in module generated towns.Don't exspect too much from A.I. There are no predefined A.I. routes in ArmA at all (apart from building waypoints) The problem is that A.I. treats only what's part of the map originally as obstacles and mostly ignores stuff that you just generate ingame (not even in the editor). To put it simply - it doesn't "see" the randomly placed buildings through the module. Share this post Link to post Share on other sites
f2k sel 164 Posted July 17, 2011 I think the AI path finding doesn't update very quickly. If you place a bar gate and close it the AI will stop but when you re-open it they treat it as closed for several minutes and will drive anywhere but through it. Share this post Link to post Share on other sites
zyklone 1 Posted July 17, 2011 I think the AI path finding doesn't update very quickly. If you place a bar gate and close it the AI will stop but when you re-open it they treat it as closed for several minutes and will drive anywhere but through it. It appears that there is something which attempts to save cpu by caching paths found by the AI. This is also a very common issue in CTI where AI will walk right through buildings which were recently created. What's needed is probably some command to invalidate all saved paths running through a certain area. Share this post Link to post Share on other sites
f2k sel 164 Posted July 17, 2011 Yes it would be nice if you could force it to re-evaluate the path. Share this post Link to post Share on other sites
spork 10 Posted July 18, 2011 with the last couple of betas i've been getting warnings from windows that i'm running out of memory, but i've got 4gb and i'm only running arma. does this mean arma is using more memory, or it's a bug? Share this post Link to post Share on other sites
suma 8 Posted July 18, 2011 with the last couple of betas i've been getting warnings from windows that i'm running out of memory, but i've got 4gb and i'm only running arma. does this mean arma is using more memory, or it's a bug? Warnings from windows that you are running out of memory most often mean the disk on which you have your swap file placed is getting full. Share this post Link to post Share on other sites
DAP 619 Posted July 21, 2011 Performance - is good. But let's don't forget about this: gPbvPLJR6T4 ARMA 2 CO 1.59 - beta build 82604. No custom addons. Situation: Generated town and vehicle with "Seek and Destroy" waypoint. I tested this situation in my mission again and guess that I found a cause. This bug appear when I place generated town too close to the map's "border". One part of this town was outside of this "border " and I think that AI just have no calculated routs for this "unknown" area. When I place whole town inside this "border", then all fine and AI vehicles avoid collisions with generated town. Tested with latest beta (82948) So, I think, all fine with this. Share this post Link to post Share on other sites