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AI pathfinding Tanoa - Old ruins

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Been a long time since I have been on the forum and notice that the public feedback tracker has changed. I don't really see where to post it on the feedback tracker so I will do it here.

 

Pathfinding of the AI always has it's quirks, but on Tanoa it goes surprisingly well in the jungle of Tanoa, considering that they have to find their way between thousands of trees and bushes.

There is one place on the Tanoa map though where the AI has horrible pathfinding and that is at the old ruins on the main Island of the map. I hope that the BI devs will have a look at that location and see if they can improve the AI pathfinding there.

 

When you are commanding an AI team and want to go inside the old ruins you have to babysit every single AI team member to specific positions inside the ruins otherwise they don't even walk inside. Once they are inside the ruins tarrain they behave okay considering the amount of obstacles that are there. The real problem with the AI is getting them ouside of the ruins again. The ruins has at least 3 access/exit points, but they can't find them when you order them outside of  the ruins. After several minutes of them walking in circles the only exit they can find is on the east side where they have to go over a steep hill. If they don't become completely stuck there and get the 'can not comply' response it still takes them 5 minutes to pathfinding themselfs out of the ruins, but half the time they just bork out completely.

 

The old ruins is such a cool location for scenario's, but the AI pathfinding kills the fun there and makes that location not very usable with a friendly AI team at your command.

 

Pls look in to this BI devs.

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Been a long time since I have been on the forum and notice that the public feedback tracker has changed. I don't really see where to post it on the feedback tracker so I will do it here.

 

Pathfinding of the AI always has it's quirks, but on Tanoa it goes surprisingly well in the jungle of Tanoa, considering that they have to find their way between thousands of trees and bushes.

There is one place on the Tanoa map though where the AI has horrible pathfinding and that is at the old ruins on the main Island of the map. I hope that the BI devs will have a look at that location and see if they can improve the AI pathfinding there.

 

When you are commanding an AI team and want to go inside the old ruins you have to babysit every single AI team member to specific positions inside the ruins otherwise they don't even walk inside. Once they are inside the ruins tarrain they behave okay considering the amount of obstacles that are there. The real problem with the AI is getting them ouside of the ruins again. The ruins has at least 3 access/exit points, but they can't find them when you order them outside of  the ruins. After several minutes of them walking in circles the only exit they can find is on the east side where they have to go over a steep hill. If they don't become completely stuck there and get the 'can not comply' response it still takes them 5 minutes to pathfinding themselfs out of the ruins, but half the time they just bork out completely.

 

The old ruins is such a cool location for scenario's, but the AI pathfinding kills the fun there and makes that location not very usable with a friendly AI team at your command.

 

Pls look in to this BI devs.

Please create a ticket on the feedback tracker, as BIS Devs are unlikely to see this thread and look at the issue.

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As I said, I have been on the feedback tracker, but the site has changed and it's not particularly user friendly, I wasn't able to create a ticket.

 

I have taken the trouble to place the problem out here on this forum. If BI devs don't see and don't look at their own forum it then it it's out of my control.

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As I said, I have been on the feedback tracker, but the site has changed and it's not particularly user friendly, I wasn't able to create a ticket.

 

I have taken the trouble to place the problem out here on this forum. If BI devs don't see and don't look at their own forum it then it it's out of my control.

Here, allow me to help you earn a PhD in rocket science to create a ticket on the feedback tracker...

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Hahaha the first entry in your rocket science link : "How to Overcome Laziness (with Pictures) - wikiHow"

Hahaha,made my day :)

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Here, allow me to help you earn a PhD in rocket science to create a ticket on the feedback tracker...

Well that is constructive, not. 2002 account and still trolling, congratz man.

 

It has nothing to do with lazy. The old feedback site worked fine, the new site does not even have simple  'open ticket' button or anything unless it is stuffed away behind that secondary login. I guess that was the intent of the new site, the old site was to accessable and to many people gave feedback. :)

 

Anyway, I reported this. It is up to BI to do something with it or not.

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The old feedback site didn't work fine, it had massive security loopholes which were the cause of it being taken down and eventually being replaced. It was so accessible undesirables were able to breach it, which for people dumb enough to use login credentials that are the same for various websites might constitute an issue.

 

FYI, once you login you click the '+' in the top right and then click 'New ArmA3 Bug Report'. If you aren't willing to take 5 mins to figure out how a new system works, or take sarcastic comments maybe the internet isn't for you.

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As I said, I have been on the feedback tracker, but the site has changed and it's not particularly user friendly, I wasn't able to create a ticket.

 

I have taken the trouble to place the problem out here on this forum. If BI devs don't see and don't look at their own forum it then it it's out of my control.

 

couldn't agree more...to pay for the game and then be made to jump through hoops by signing up on another new account and then report the issue there isn't exactly a customer friendly experience. We don't get paid to help organize their triage notes, and TBH it shouldn't need to be our responsibility. it in fact is NOT even though they try to make it so.

 

I've heard that alot of players gave up on that site due to so many things getting ignored over the last few years and felt it wasn't worth the effort to go above and beyond.

 

They SHOULD always be scouring the Troubleshooting and DEV Development forums to collect feedback and issues. It's not as if they're poor and can't afford to, afterall.

 

***Anyway...to get back on topic...I have found that the AI drivers get stuck alot in the trees/forests trying to follow those very narrow. dark colored dirt pathways that leads through the trees. They get stuck on things constantly. The path finding for AI drivers need to stop following those types of narrow dark paths.

 

I've been working on a major update for my Duws Modified mission and was considering making a separate version exclusively for Tanoa but from what I've experienced thus far there are too may issues with the AI pathfinding there that will likely halt my efforts. When they stop getting stuck all the time (or in many cases refuse to move even to the first waypoint at all), and they are able to traverse well through all the islands (need more connecting bridges) then maybe I'll do the work. Right now without knowing what will be fixed and what will not, makes proper mission balancing and future proofing your work and time all but impossible right now.

 

Even the new respawn menu is broken after a save/resume making it impossible to use for missions that support saving/resuming. This was even before Tanoa released and is currently still being ignored. Frustrating to say the least, since having a nominal amount of patience is just not enough around here typically, heh.

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