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TOViper

Problem with AI

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Hi!

This is a bug concerning AI behaviour in cities.

I didn´t find any topic describing this bug in detail, so I try to explain it as good as possible.

WindowsXP SP2

Version: 1.14, German DVD

CPU: Intel P4 3,4 GHz

VID: ATi Radeon X1600

SND: Soundblaster Audigy 2 ZS

Situation

=======

Location:

Somato, garden marked on map, see here:

somato.jpg

Figures:

Me (WEST, soldierWB, named "toviper", standing NEAR small garden)

1 AI (WEST, soldierWB, named "ai", standing IN the small garden)

1 Trigger (Activation by: "Radio Alpha", On Activation: "[ai] join group toviper"

See this:

situation.jpg

(where I am looking over the wall into the garden)

Problem:

The AI is not able to get out of this garden.

What I want:

Activate the trigger to get the AI joining my group and then bring the AI out of the garden by telling him a "move" command.

What I tried:

If I tell him to follow, he stands still or moves near wall and quits with hanging there, see here:

hangs1.jpg

If I tell him to move to a point outside the garden (more than 10 meters away) he stands still and quits with "Negative", see here:

hangs2.jpg

If I tell him to standup, go prone, board a vehicle, ... it doesnt change anything, the AI is not able to get out of the garden.

The AI is able to get INTO the garden (thats the reason why I noticed the bug), but not able to get out of the it.

It happend during playing Evolution, where I wanted to get my soldier back to base by car, while I was waiting in Cayo. He stopped in this garden and told me: "Negative".

I think somebody should write a script, usable for every AI that is pointed by the weapon of the player,

that "teleports" him 10 or 20 meters away from his actual position by activating this script e.g. via radio.

Dear coders of the engine: Do you have any solutions?

Next thing:

========

AI driving-behaviour. Simply ugly. Why?

Test it: let AI drive from southern Airport (near Paraiso) to Corazol with a Hummvee and watch. Take a deep breath! Its simply UGLY.

I don´t want to loose more words and time talking about the behaviour of AI now. pistols.gif

I don´t want to loose more words about AI running through walls if I dont want them to run through it (mostly right into the enemy). pistols.gif

I don´t want to loose more words about AI response (sometimes I loose control over members of the group I am commanding). pistols.gif

I dont want to loose a word about approx. 150 Euros I used buying OFP, Resistance, ArmA, QG by hoping things get better. pistols.gif

I dont want to loose a word about the 9 years of development of this (more and more) fu**** up game, where some basics still don´t work. pistols.gif

And I dont want to explain my feelings of all that shit, because nobody is interested in ugly words. Maybe I would get band.gif !

Sorry guys for this criticism, but at the moment I am at the point where this game (in single player mode) is not interesting anymore and where I am asking myself: should I spend more hours with beeing angry about the engine while trying to have single-player fun? mad_o.gif

TOViper

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AI path finding is tragic

I feel your pain. Trying to work around anticipated AI pathing in the mission editor really weighs this game down like an anchor.

Funny how AI pathing - especially convoys - has been horrible since OFP hit the streets. Though try as they may, the developers have never resolved this.

ArmA/OFP could be much more rich and rewarding than it is if they would find the issue and finally fix it.

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now you know why i have problem with missions for Mod P85

i try to do mission, i have "ideas in mind" and AI screws everything completly

seems that all i can do is "field battle" mission,

some time ago when i released Police/bandits addons i was thinkiing about missions for it... i gave up my ideas

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