Jump to content
Sign in to follow this  
exec

AI following roads/waypoints

Recommended Posts

Hello. My apologies if this has already been covered, although I didnt find a similar topic with the search module.

I am currently making a mission that requires an AI convoy (consisting of tanks and trucks) to follow a narrow, winding road. I've tried the following:

-setting many waypoints for AI to follow

-setting very few waypoints

-setspeedmode to limited/normal/full/no change

-changed ranks

-changed position of each vehicle

-added formation "column"

-moved AI in vehicles using "moveindriver"

All the above do not make any (consistent) difference, as the AI continue to over-take the preceding vehicle in the convoy.

I understand that OFP had this limitation in certain areas on an isle, is it the same for ArmA? Any suggestions on what else I can try to have the convoy move like a convoy?

Any help - much appreciated.

Share this post


Link to post
Share on other sites

Sometimes its objects to close to the road, and you can destroy the objects so the AI isn't distracted by them... These can be built-in objects (signs, trees, bushes), or objects you placed via the editor.

Upload your sample mission and I'll have a look. I'm curious which roads are causing the problem.

Share this post


Link to post
Share on other sites

Nice idea JohnnyBoy, although Im not sure how to go about doing that. Perhaps by using the object IDs? I can see the convoy is afraid of moving though the narrowest part of the road that is partly surrounded by trees.

This brings me to another thought - will it work if I made the convoy go directly to each ID on the road? Ie. script its movement down the road?

Moving the units in the vehicle did help a little bit, I dont really understand why. The most of the vehciles now stay in line, but the trucks still overtake the tanks.

The area is Passo Paradiso, an area southwest of the city of Mataredo on Sahrani. Id still like to work a little more on the convoy + other objectives and the player insertion even before uploading a beta.

Thanks for your help.

Share this post


Link to post
Share on other sites

You can try following:

Give some higher rank to leading vehicle.

Group all other vehicles with the leading one.

Place waypoint, where you want to make the convoy go.

Set behaviour to "Safe" or "Careless".

Set formation "Column".

And this should do the trick.

Share this post


Link to post
Share on other sites

Definitely do what Deadfast recommends. Most of the time the AI can handle the roads properly.

But I've still had occasional problems in Operation Flashpoint where a convoy's AI driving was impacted by some objects near the road.

In that case, destroying those objects helped the AI driving.

You do use the Object IDs to do this. To destroy one object:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">((position this nearestobject 259904) buildingpos 10)

To destroy a list of objects objects:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> {(position this nearestobject _x) setDammage 1} ForEach [ 256692,256255]

Also, if you have any live units standing/walking within 10 or so meters of the road, this can impact AI driving.

Its possible the new mountain roads are too narrow and steep for convoy AI...but I hope not.

Overcoming AI stuff is sometimes a lot of experimentation and frustration.

Good luck dude. Let us know if you solve it, and what road you're talking about (so we can benefit from your work!wink_o.gif

Share this post


Link to post
Share on other sites

The AI should handle even those mountain roads.

I've tryed that and had no troubles with that. I think that AI driving got better after the latest patch. But they unfortunately still got probs with bridges banghead.gif .

Share this post


Link to post
Share on other sites
Quote[/b] ]Set behaviour to "Safe" or "Careless".

That worked. I guess to switch them back to 'aware' or 'combat' after the convoy gets attacked. I also moved out some trees to make for better vision for the players that will set up the ambush on the convoy. Its for the main road leading to Mataredo from the south.

Thank you both for the help.

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  

×