武装突袭3

武装突袭3

AI Pathfinder Improvement
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更新于:9 月 21 日 下午 4:50

MAIN BRANCH 2025.9.22mb

The following changelogs is the same as DEV BRANCH 2025.9.16a's changelog.

What's new:
• The mod can be ran everywhere, meaning it now starts on dedicated servers, headless clients, hosted MP, and single-player.
• Vehicle detours: Stalled vehicles side angles and take a short 'micro-waypoint' , then resumes to the real goal. (Still a work in progress but I'm interested to see how this goes)
• Infantry anti-stack: AI infantry gets a little nudge when they start to bunch into the same spot while stalled. (It's like the equivalent to moving a unit slightly in zeus manually in a way)
• Player-led safeguard: Groups with a player as squadleader are ignored so your orders won't be ignored.

Behavior focus
• Improves pathfinding and reduces stuck cases for infantry and vehicles.
• Does not change combat modes or block engine-level wall/fence glitches. (Trust me I tried)

Compatibility
• Server/HC only for dedicated, clients will not need to install the mod if you're running the mod on a server, only the zeuses hosting the ops will need it.
• The mod should play fine alongside other AI overhaul mods. (I hope)

Usage notes and Limits
• The mod will start automatically on mission start.

• Zeus modules are not included in this build but I am thinking of trying to make some to adjust how the mod performs in future updates if the community wants it.

That should be all, I may have missed something here and there but if you got any questions, I'd be happy to ask, I'd like to thank you all for your patience and I do hope this mod serves your operations well.

Stay tuned for further updates.

更新于:7 月 18 日 下午 4:52

更新于:7 月 18 日 下午 4:51

更新于:6 月 12 日 上午 11:40

更新于:6 月 12 日 上午 11:38

Version 0.4.0 – Full Automation & Robust Obstacle Avoidance

-=Auto-Attach Overhaul=-

• Replaced manual addAction entirely with a background “watchdog” loop that scans allUnits every few seconds and hooks every AI group leader on mission start and as they spawn, no clicks or modules needed (Unless you want modules and CBA options in a future update).

-=Dynamic Pathfinder Improvements=-

• Merged the engine’s road-graph with a detour logic, sampling multiple points along each segment.

• Added configurable obstacle-class list (Building, Static, Sandbag*, etc.) so vehicles swing cleanly around any editor-placed barrier. What you'll need to do is place a single move way point for example and the AI will detect and hopefully avoid obstacles well before they hit them.

• Automatic bounding-box–based offset ensures the detour clears the actual width of each obstacle.

-=Stuck-Recovery Refinement=-

• Infantry and vehicles now check 5 seconds after order issue if waypoints remain and the unit hasn’t moved > 1 m, they should automatically re-route.

• Idle or garrisoned AI (no pending waypoints) are left untouched.

Any problem you run into please let me know either here or on discord but I'll respond faster on discord.

更新于:5 月 26 日 下午 7:37

V0.3.5 Patchnotes

• More automated - Smart Routes now attach and run on spawn automatically without any manual interaction.

Coming soon:

• Screenshots and a video showcase for the addon.

更新于:5 月 26 日 上午 11:06

v0.3.2 Patch Notes:

• Replaced all old calls (groupLeader _grp, getPosition, etc.) in autoAttach with the proper SQF commands (leader _grp, getPos).
Hopefully that should fix the script error that occasionally occurs and get auto-attach running cleanly.
Let me know if anything else pops up, thanks!

更新于:5 月 23 日 上午 11:53

v0.3.0 Patch Notes

• Fixed PBO/config so all scripts are now correctly read at startup
• Hopefully resolved the missing-semicolon and path issues in fn_autoAttach.sqf

Everything should run as expected now, if you run into any problems, please let me know! Feel free to DM me on Discord if you're in the Arma Discord Server.

更新于:5 月 19 日 下午 1:02

更新于:5 月 19 日 下午 12:57