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Quesh-Kibrul Pathfinding

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I don't know anything about map/island building, but is there some kind of AI pathing that the author needs to include in order to make the AI more capable of driving on roads?

I'm trying to create a convoy on Quesh-Kibrul. I've use my own waypoint methods, norrin's convoy script, and DTM2801's convoy script. No matter what I try, the AI driving is just abysmal on the roads. Whether or not I group the waypoints close together, set the HMMV's closer or farther apart, or manually adjust the max speed. They constantly stop and start turning in odd directions, then bunch up and hit each other.

But on Cherno or Utes they drive just fine. I can put a waypoint down far away and they even take turns and curves fairly well along the way.

Is there something broken or missing about Quesh-Kibrul that would make the AI awful at driving on the roads?

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;1608730']you should post this in the "ArmA 2 - ADDONS & MODS: COMPLETE" forum.

Under the [ADO] Quesh-Kibrul v1.0 thread: http://forums.bistudio.com/showthread.php?t=91856

Well it isn't an issue with Quesh-Kibrul in particular. It's not related to that specific mod. It's just an editing question about how the path-finding works. Is the AI path-finding affected at all by how islands are made, or should the AI be able to drive along roads with no problems no matter the island?

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AI should be able to drive as close to human behavior as possible. The Island shouldn't matter, but more often is the case that it's a bug or just how the Island was made.

If you want an answer to you question though, go to the guy who made it.

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I figured out my problem. It's not an issue with the map. In the convoy scripts I was using I didn't realize the first array element passed must be the lead vehicle for them to work correctly.

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So are they working now? What happens when they come under fire?

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