Jump to content
Sign in to follow this  
Dreadnought808

1.03b list of specific island pathfinding issues

Recommended Posts

We've received some useful info in regards to persisting pathfinding problems:

"We did many changes to pathfinding in the latest patch. The first one is fixed bug in navigation-space generator which accidentally created paths down from the cliffs, or contrary, up the steep hill. This solved problems on certain islands where the walruses were totally hopeless. If you can report certain island or certain spot on the island where the problem persists we will appreciate it. That what you were asking for, so yes, please - feedback is welcome. (...)

Filip Doksansky

Lead Programmer

Bohemia Interactive"

I suggest to keep this thread clear of chats and discussions about pathfinding, and only post the exact locations of where you've encountered pathfinding issues.

Please test thoroughly before posting- one small hickup does not mean it's an actual problem in the code.

Test with a single walrus on the island, in defensive mode, and preferrably test it a good few times so you're certain it should be mentioned here.

Thanks in advance for your support!

Share this post


Link to post
Share on other sites

The shore area close to the port on the island of Dead lock. Trees and stuff there is still a nightmare in v1.03 for the walruses.

Share this post


Link to post
Share on other sites

Island: Granite

The turn on the Southeast coast road, where it connects to the sea. Directly below the middle base. The entire turn causes some issues about 60% of the time.

North of the central base containing the headquarters: When moving the walrus from west to east or east to west, on the plain directly in front of the base, very often the path leading through the base is chosen. Suggest creation of a road/path in front of it, west to east, near the treeline.

Small Northeast bridge. Walrus ends up in the canyon below 90% of the time.

Presence of other walrusses causes issues throughout the entire island because of the narrow paths. (Not due to navgrid, but the dynamic obstacle avoidance problems)

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×