bravo 6 0 Posted April 30, 2008 I have created the roads in the map but when i test AI in the roads, they don't use them as they should. Does anyone know why? Share this post Link to post Share on other sites
Serclaes 0 Posted April 30, 2008 Is the AI set to safe/careless? Share this post Link to post Share on other sites
bravo 6 0 Posted April 30, 2008 I tried both ways careless and no careless, they act very stupid. the road is a simple line.. It even happens if i use an original ArmA road set in the road networks. edit: this is really frustrating. Share this post Link to post Share on other sites
Serclaes 0 Posted April 30, 2008 How do you place the roads? Share this post Link to post Share on other sites
bravo 6 0 Posted April 30, 2008 the same way they teach in Allie tutorial.. (VisitorRC3Tutorialprt6.pdf) I just noticed i forgot to run the smoothroads.vis script in them.. maybe this is the problem.. going to test it right away. report soon. edit: it didn't solve the problem. tried in some parts to test and they still move and stop.. move and stop.. and its only 1 vehicle edit2: this is how i build the roads: enlarge Share this post Link to post Share on other sites
Snake Man 399 Posted April 30, 2008 I'll take a wild quess that you've made those roads and forgot to add the proper Geometry property to it So in O2 open the road, double click the Geomety, make sure the Property window is open (CTRL-1), then add new property and put name: class, value: road. Also at the same time I suggest you add name: map, value: road. Then also make sure you have LOD called RoadWay in the road object. The RoadWay should be about the same as the first/normal LOD. Take a look at the BIS example models for roads. When you have these setup properly, try again and we'll see if it helps. Share this post Link to post Share on other sites
fasad 1 Posted April 30, 2008 I remember dmitri started this thread about AI driving skills going haywire when using a small terrain grid cell sizes (~5m?). Share this post Link to post Share on other sites
bravo 6 0 Posted April 30, 2008 Thanks for the thread and info. but Im using terrain cell size = 10 meters. what does this mean then? edit: @Snake Man : if you open the "P:\ca\roads\asf6.p3d" with O2 you will see there is not geometry in the options. The road i edited was this one.. just added diff texture. And the its not working with original roads. Share this post Link to post Share on other sites
fitzee 7 Posted April 30, 2008 Hi. Maybe binarizing has something to do with it? Ive only used the dirt road so far, and the ai have no trouble using it. Using 5 meter terrain res I havent seen the problems dmitri describes in that other thread. Its strange how some visitor features work so well for some and so bad for others. Share this post Link to post Share on other sites
bravo 6 0 Posted May 3, 2008 can you post here the road model that you are using so i can try and test it.. Might have to do with the models.. Share this post Link to post Share on other sites
bravo 6 0 Posted May 3, 2008 ok, thanks. i have another problem.. when i use the procedure "road network" sometimes i have the problem you can see in the pic: 1600x1200 how can i fix it? Share this post Link to post Share on other sites
ProwlerWolf 0 Posted May 3, 2008 Did you try re-placing the road? Use 'Export Net' and 'Import Net' then move the imported copy and see if that fixes it. From my experience I get these errors when the two objects overlap Share this post Link to post Share on other sites
bravo 6 0 Posted May 3, 2008 its strange because when i Export and import i got a bigger road then i had.. like the double size and all linked :\ edit: ok, i got a way to do it.. ill test now and report soon edit2: tested, but it still appears what am i doing wrong!? Its annoying. edit3: i have tried to run the smoothroad script and it also did not work. Like i said.. its really really anoying.. Can anyone provide a solution for this Visitor3 bug instead of place the road all over again from zero? Share this post Link to post Share on other sites
ProwlerWolf 0 Posted May 4, 2008 That is strange.. Did you try editing the terrain in bulldozer to see if moving it up and down changed it? Share this post Link to post Share on other sites
bravo 6 0 Posted May 4, 2008 That is strange..Did you try editing the terrain in bulldozer to see if moving it up and down changed it? I don't know what i did.. but the error in that specific place disappeared.. I wish i knew what i did to fix it.. (i did alot of thing in the map to remember exactly what) I bet there are more along the map. Ill let you know more bugs and what i try to do to fix it. Share this post Link to post Share on other sites
bravo 6 0 Posted May 5, 2008 Ok, i know what gives me that road bug. But i don't understand by. Its because i set the Texture layer (texture size) = 10.0x10.0m To avoid that road bug i get other visual error/bug.. such as the border map shrink some considerable meters creating the annoying end of satellite instantly, ie, creates a defined line along the map and you will know where the map border ends. But by using this method the map is very, very fluid. Even if i run the View distance set to 10000. So, to make sure i do it right i followed the wiki Project settings. It indeed solves the road bug and busted the map in FPS, but it sets wrong the border of my image. The image it sell did not shrink because the rest are in place, its just misses some meters near the map border (all around the map) Hope someone can help me to fix this my images and settings: My images are: <ul>Sat_lco.png image has 5120x5120 pixel Mask_lco.png image has 5120x5120 pixel bck.BMP image has 5120x5120 pixel (my background image) My Project Settings: (same as in the wiki project page) 1024x768 (in this one i have to use 40x40m instead of 10x10m to solve the road bug) edit: does anyone know why the map have the borders cut all around? edit2: this is the other bug i have when i set the Texture Layer to 40x40m: 1024x768 HELP! Share this post Link to post Share on other sites