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AI Driving Control version 2.6.7 Description: Gives more control to AI drivers. Script uses nearEntities to find vehicles/men, calculates relative angles to nearest one and applies forceSpeed depending on situation. Use "STEALTH" behaviour to temporarily bypass the script. Features: AI will brake and speed up for vehicles ahead. AI gives way to vehicles approaching from the right. Pedestrians have priority over vehicles. Pedestrians are overtaken or followed if directly in front of vehicle. Works on and offroad. Have less (not avoid) crashes. Engines turn off on idle if at final waypoint. Vehicles on "STEALTH" behaviour bypass code until behaviour changes (setBehaviour, etc.). Bypass script entirely on a vehicle's init with "this setVariable ["NOAIDRIVINGCONTROL", true, true]". For a convoy use "<object> limitSpeed <km/h>" on lead vehicle. Gates ("Land_BarGate_F", "Land_BarGate_01_open_F" and "Land_RoadBarrier_01_F") are detected when closed. Note: place gates BEFORE AI driver gets in vehicle/spawn/zeus/etc. i.e. not scanned in realtime. As a bonus, gates are made indestructible (by tanks as well unfortunately). Addon and script version. Download: Google Drive Usage: Works with placed and spawned vehicles, single player and dedicated server. Clients with AI drivers must be running the addon. For Zeus, the player being Zeus must be running the addon. Script version runs once on mission initialization and needs to remoteExec for each new spawn (except Zeus). Follow INSTALLATION.txt. Hold movement keys for (up to) 3 seconds if your vehicle's fuel was removed and you're the commander. Variables (vehicle's init field only): Defines "bounding box" width, per vehicle, which detects men around and stops the vehicle. Where 1 = vehicle's width; 1.5 = default; 2 = default for tanks. Smaller values improve overtaking men but run them over more often, higher values will be safer but will halt more often. Higher than default should not be necessary: this setVariable ["AIDCBBOXWIDTHCOEF", <coefficient>]; Defines "bounding box" length, per vehicle, which detects men around and stops the vehicle. Where 1 = vehicle's length; 1.5 = default: this setVariable ["AIDCBBOXLENGTHCOEF", <coefficient>]; Defines setConvoySeparation for each vehicle on AI led groups only. AIDC overwrites that command by default so if it is to be used it must be defined here: this setVariable ["AIDCCONVOYSEPARATION", <distance>]; Disable workaround of removing fuel of tanks when nearby infantry: this setVariable ["AIDCNOFUELREMOVE", true]; Notes: Any forceSpeed command (on affected land vehicles) will be overwritten by the script. Does not cause dependency on missions. Known issues: When confronted with large groups of pedestrians, vehicles occasionally stall (with accelerated time only probably). Quadbikes are not detected by other vehicles on road (@BI: they always report "isOnRoad false"). Are detected offroad. Does not work on ALiVE vehicles. Incompatible with TPW SANITY (uses forceSpeed as well). License: Non Military - You may not use the content of this addon as a whole or any part of this addon for military purposes. No Monetization - You may not use this addon as a whole or any part of this addon on monetized servers. Attribution - You must attribute the material in the manner specified by the author or licensor (but not in any way that suggests that they endorse you or your use of the material). Noncommercial - You may not use this material for any commercial purposes. Arma Only - You may not convert or adapt this material to be used in other games than Arma. Share Alike - If you adapt, or build upon this material, you may distribute the resulting material only under the same license. Credits: Bohemia Interactive BI Arma Forum Contributors Wikipedia BI Wiki Code Optimisation author(s) https://community.bistudio.com/wiki/Code_Optimisation 3 1 A Measure of Relative Direction https://www.youtube.com/watch?v=uDwP4T7bPSY Thanks to: Foxhound and Armaholic.com. Mondkalb and the Global Mobilization CDLC team for copy/paste of their EULA from https://steamcommunity.com/sharedfiles/filedetails/?id=1284731930 Kremator for testing with tanks. Rubberkite for reporting issues and continuous support. Everyone supporting me @BI Forums. Media: Changelog:
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Arma 3 AI - Can't get the AI to drive for the life of me
Banci posted a topic in ARMA 3 - TROUBLESHOOTING
I can't for the life of me get the AI to drive with me when I'm trying to squad lead in a game like warlords. Usually, I need 2+ cars for a full squad and unless I select the driver specifically and make him move to a point, they won't respond to orders. I can't get it to just follow the lead vehicle or anything. A bit of help would be appreciated, IDK if its a bug or if I'm doing something wrong.