Taurus 20 Posted July 20, 2007 Yes, pathing. AI abilities to reach waypoints and or locations. See these two examples. Having a 5T truck(which has difficulties with turning as it is big) 2 way points, 20% of the times it can't reach the first one, or get back to the last. Some of the times it burst into flames as it "collides" with something unseen, like the 9:th pixel of a house. Make your own Sahrani.sara mission and place a truck heading back and forth from Corazol to Valor. See the house between the fountain and the house on the edge of town with the construction buildings(which the AI soldiers get stuck in 80% of the times too! ) That house "doesn't exist" to the AI and it seems to try to drive through it... Which it can not do of course... 2 locations "doMove" 20% stuck as with the way-points. Which makes my mission "fail" as it needs the truck to get to the supposed location. I've built an "switch to manual drive" script when this happens, but should that REALLY be necessary? Share this post Link to post Share on other sites
ManDay 0 Posted July 20, 2007 hey taurus Oh yes - the old problem I know how you feel You say "it doesnt exist to the AI" so it just collides. I saw something very strange lately which makes me wonder why the ai actually collides: sometimes ai-soldiers just literally walk thru vehicles as those didnt exists. so I thought (even tho it makes me wonder) that the ai cannot collide with something it doesnt know about. know what i mean? anyway, im going to try your issue to find you a solution ;> Share this post Link to post Share on other sites
tj72 0 Posted July 20, 2007 In OFP Res the playmoves caused AI to phase through walls not even trying to use any collision. This effect seems similar if not the exact same. Share this post Link to post Share on other sites
Taurus 20 Posted July 20, 2007 anyway, im going to try your issue to find you a solution ;> Hi I'd appreciate that thanks! I've been sitting 6-7 hrs this round, take to account that I've been doing 6 different versions, and still not found that pixel which the driver could find a route to 100%. But it's impossible, hence the "manual drive"-script. Which is a cool thing by itself, but it took too much time to build such a script,and trying to find that pixel just to "help" the AI. And I could also imagine that the poor souls playing my mission when its ready(if it will ever be...) will be rather annoyed that they have to drive that <swear word here> truck that much. TJ72 Ye, it seems they become "ghosts" when e.g. mounting a vehicle which is next to a wall. The "stuck in additional buildings" such as: Construction buildings Cargo containers Bus stop sheds(word?) Light posts Fountains And maybe more, those are the ones I've encountered problems with. Anyways, its annoying. I get when I'm annoyed and that makes me tired. Share this post Link to post Share on other sites
Blanco 0 Posted July 21, 2007 Yeah, in OFP player collision detection sucked, in Arma it's good. But now AI collision detection sucks in Arma. In OFP it was far from perfect, but still little bit better imo. Share this post Link to post Share on other sites
ManDay 0 Posted July 21, 2007 Hm, I'm not sure whether this is ok, but - assuming you are talking about the fountain at Modesta, where also my truck gets stuck - I just placed an additional waypoint at the crossroads next to the trouble-house. This works then. Share this post Link to post Share on other sites
Taurus 20 Posted July 21, 2007 Blanco Yes, its okish. However BIS has "hot fixed" the AI collisions when they encounter another AI, they just go "ghost form" and can pass each other. I have no problem with that, just this matter with the objects, but I guess BIS will work that out eventually. Hm, I'm not sure whether this is ok, but - assuming you are talking about the fountain at Modesta, where also my truck gets stuck - I just placed an additional waypoint at the crossroads next to the trouble-house. This works then. Thanks but not exactly, because that's how I solved it at the moment. BUT The truck gets stuck (Oh the irony, it rhymes...) when returning home from Valor(and other places too) sometimes. Valor: To the right of the west most house, which is burnt out, there's a tomb stone. I've destroyed it, but in front of that tomb stone is a pile of dirt, like 25 centimeters high. Which the truck gets stuck in. Now if it was a Ferrari or Lamborghini or any other sport car I wouldn't say anything. But its a army truck which is built for semi-off road purpouses. The House to the right of this tombstone is a "5T Truck" magnet, and sometimes the truck warps into it and gets destroyed. So I tried placing the wp and or marker on the rather ok sized grass area on the opposite side of the tombstone, thinking the driver would reverse out on the road and head back. Nope, it will drive straight forward into the huge tree nearby, or into the house with the fence/wall around, which would be ok if it wasn't for the little fact that theres this steep hill next to the house, which makes the path in between the house and the hill too narrow, and impossible for the truck to pass by. As I come to think of it the game engine seems to have problems with calculating the route depending on the turn radius of the vehicle. Trucks and that 6 wheeled APC has a rather huge turn radius, [edit inner] It has 8 wheels and is called Stryker [/edit inner] making them hard to turn for the poor AI. Tracked vehicles and jeeps are easier. Tracked vehicles because they can turn instantly, and cars because they're small. Too bad the good ol M113 hasn't got that many cargo spaces. Darned it! Now I remembered I used a M113 in another mission, which was my first completed mission weee! That M113 driver was a thinking. "Hey! I'm offroad LoooL!!, but I don't understand that this vehicle has limitations regarding how steep hills it can climb" That M113 ran out of fuel whilst trying to climb a steep hill. Now this is hilarious So I put a helicopter to carry my reinforcements instead. The obvious solution to all this would of course be: Don't die as much so you don't need to be reinforced. Share this post Link to post Share on other sites