chris3270 0 Posted March 12, 2007 Anyone else noticed this?? In 1.02 BIS fixed the AI infantry allowing them to cross over bridges. Now in 1.05 they no longer do that. I placed a squad in the editor and placed waypoints over a brigde. The Squad leader went over the bridge with no problem, however, the rest of the squad just stood at the opposite end of the bridge and waited. I even made myself Squad leader and crossed the bridge. My team just stood at the other side. They don;t even swim across anymore. I thought patches were supposed to fix problems, not re-create old ones. Share this post Link to post Share on other sites
bravo 6 0 Posted March 12, 2007 i noticed too.. try to place the ai in a near place of the bridge. they will cross.. not as easyer as they used to. Share this post Link to post Share on other sites
Blanco 0 Posted March 12, 2007 I tried a few bridges in group formation column (compact). It's the only formation that works for me. These work fine: - Dolores west bridge Fg-Fh 71 - Iguana Fd-78 - bridge in sector Gd-57 - bridge in the south sector Fh-19. I also found an weird bug in northern part of sector Fg-20. Has this been reported yet? These don't work: - Two bridges in Dolores Fh-71 & Fi-71 - Bridge in sector Fa-56 If they can't fix these I suggest they put shallow ground under the bridge Share this post Link to post Share on other sites
INNOCENT&CLUELESS 0 Posted March 12, 2007 Bridges, small doors, and even wider passages if many units approaching at the same time - this is something that will not work without a dramatic design change. All units in OFP/ArmA somehow have a virtual "privacy"-area around which other units avoid to violate when searching the path. In addition the units trying sometimes to keep fuzzy formations while passing something narrow. Forme as a crCTI player it is a common picture to have a base full with dancing infantry and vehicles when I pumped out to many units within a short time. There is no intelligent algorithm that detects blocked units/bulks of blocked units which are not able over a certain time to reach/leave an area. Once this is detected, this algorithm could in a tetris manner try to sort the order of move attempts so that the units at the periphery of a bulk would move first. Share this post Link to post Share on other sites
Fred DM 0 Posted March 12, 2007 i noticed something similar way back in 1.02: in the mission "Armored Fist", your friendly Abrams tanks won't follow you across the bridge into the second enemy camp. instead you have to cross one by one, giving them a way point on the other side of the bridge. but they would never follow you over the bridge in formation. Share this post Link to post Share on other sites
=jps=sgtrock 4 Posted March 13, 2007 It's not just infantry. I ran into the same thing when I was creating a user mission. Basically, I wanted to set up some bus routes to add some background atmosphere. The third bus route that I set up looped between Ortega and Dolores. The bus would cross the bridge on the east edge of Dolores going westbound, but couldn't going eastbound. I filed bug number 2210 on it. It's been classified as a child of bug number 2202. My bug report includes the user mission if anyone wants to download it and watch it. Just load it in the editor and select preview. You'll find that the player character is a passenger in the bus in question. BTW, I noticed something kind of odd. Some of the bus stops aren't in very logical places. I mean, 2 bus stops at the end of a road? What's the point? Minor nitpick, I know. I love this game. Share this post Link to post Share on other sites
Commando84 0 Posted March 13, 2007 hehe i've seen irl bus stops in dead ends and stuff like that. Share this post Link to post Share on other sites
=jps=sgtrock 4 Posted March 13, 2007 Yeah, but two bus stops across the street from each other? Check out the two in Cedras, for example. Share this post Link to post Share on other sites