武装突袭3

武装突袭3

AI Pathfinder Improvement
101 条留言
ImmortalTheOwl  [作者] 10 月 14 日 上午 2:30 
If you're playing on single player or on scenarios not run on MP, you might as well have the mod enabled anyway.
Keepthechange 10 月 12 日 下午 10:15 
Does this have to be ran on a server or can you run this while playing scenarios and single player
ImmortalTheOwl  [作者] 10 月 7 日 下午 5:54 
@J-Money I have one in the making, I'm just juggling between dev branch updates, my irl job and various modelling projects at the moment.
J-Money 10 月 7 日 下午 4:17 
can you do a video of like a before/after type thing? thanks!!
ImmortalTheOwl  [作者] 10 月 3 日 下午 12:56 
The description speaks for itself, but this reminds me I need to fix the description's wording n such.
Mumus 10 月 3 日 上午 1:12 
@zjløbniy
• There No dependencies and it should play well with most other AI mods.
zjløbniy 10 月 2 日 下午 10:22 
What about compatibility? Can I add Lambs or does it not work with other mods?
5U5 9 月 30 日 上午 8:22 
got it
ImmortalTheOwl  [作者] 9 月 30 日 上午 5:32 
@SUSOVALORD The dev branch does. I still need to make sure everything is working as intended on there before I push it to main branch.
5U5 9 月 30 日 上午 12:52 
So um is this mod doing anything on multiplayer?
ImmortalTheOwl  [作者] 9 月 28 日 下午 12:08 
The update has been pushed into the dev branch to address what we've talked about. Vehicles may behave weirdly as a result of me tweaking their detour order. So, I apologies if that causes any issues. I'm gonna keep tweaking and fixing stuff till I can get the results that is more usable in various scenarios.
ImmortalTheOwl  [作者] 9 月 25 日 下午 1:22 
@Teseł Yeah pretty much, based on what Diwako pointed out, I’m in the process of making it so units with an active waypoint are tracked automatically. All new additions and changes will be made to the DEV branch for testing to avoid flooding the main branch with updates.

@Michael1073 This mod can be ran on just about any server so clients don’t need it. But I can add a .bikey so signed servers can use it. I just haven't had much a chance to make one yet.
Teseł 9 月 25 日 上午 9:54 
Did you switch what Diwako pointed out?
Michael1073 9 月 24 日 下午 8:31 
I see that you recommend clients also run the mod yet you havent done signature keys denying them from being used on any servers with that enabled, any plans to change that soon?
ImmortalTheOwl  [作者] 9 月 22 日 下午 1:47 
@diwako Oh wait, I think I still have it set to manual so each unit has to be added manually to the array, that's probably why it isn't doing anything. I originally did that to avoid conflicting with other AI mods When I was testing in the dev branch.

I appreciate the heads up, I’m going to switch back to auto-register units that have a active waypoint on the server/host.
diwako 9 月 21 日 下午 11:15 
Just to illustrate what i am trying to say. actual code (little simplified and not needed variables removed which are not used anyways)

https://pastebin.com/Rt3chdaN
diwako 9 月 21 日 下午 11:08 
So... uuh. When does the mod do something? I looked into the initSmartPathing loop. I do see all kinds of calculations, but I do not see it adding anything to the API_units array.
That is the array which contains every unit that is should be looked at, but it is permanently empty.

I also do not see any calls to the other functions which do add units to that array.

Effectively right now it is doing nothing?
ImmortalTheOwl  [作者] 9 月 21 日 下午 4:53 
The moment you've all been waiting for, the latest dev branch update has been bumped to main branch.

Enjoy ^v^

More updates coming soon, stay tuned.
ImmortalTheOwl  [作者] 9 月 14 日 下午 1:02 
@SSG It's about to be. After numerous tests from the dev branch, I can safely say that I've finally completely reworked the mod to function as intended. And I have to say thanks to all the dev branch testers who put the time into helping me get this mod running smoothly ^v^

And with that, I had to update the description to show what it currently features with potentially more stuff to come soon.
SSG 9 月 13 日 下午 6:59 
Noticed a name change today, is the mod running properly at current stage?
ImmortalTheOwl  [作者] 8 月 18 日 上午 10:42 
Ameisin 8 月 18 日 上午 10:26 
Is it currently possible to access the dev branch?
ImmortalTheOwl  [作者] 8 月 10 日 下午 5:05 
@дикий кукуруз The Dev branch is to an extent, the main branch is currently still being reworked.
Инвестор Кала 8 月 10 日 下午 4:16 
does this mod compatability with LAMBS and VCOM?
ImmortalTheOwl  [作者] 7 月 18 日 下午 9:29 
@Free Placing multiple waypoints across bridges with water on them tends to resolve the issue (May have to adjust the height of the waypoints to match the bridge level for the ai to recognise em). It's what I've been testing with the obstacle avoidance stuff for vehicles. I've not tested this on non vanilla vehicles so their behaviour may vary.
Free 7 月 18 日 下午 7:51 
(Rhs vehicles kinda work to they just take a little time to cross the bridge)
Free 7 月 18 日 下午 7:50 
(Also sometimes is based on specific vehicles like the ww2 vehicles have this issue but not the vanilla vehicles)
Free 7 月 18 日 下午 7:48 
Is it possible you can fix the "bridge" issue with ai going over a bridge with water or in general its weird because sometimes they cross the bridge other times they just sit there or they end up trying to reroute their path into the bridge wall and stay stuck there forever this is one of the biggest issues with arma and makes some maps unplayable
ImmortalTheOwl  [作者] 7 月 14 日 下午 12:51 
@Nefil͡imP͠L̀ It can be ran on client side, however I do recommend the mod being run on server side.
Nefil͡imP͠L̀ 7 月 14 日 下午 12:05 
can this be used as client side for only units controlled via player as team leader? or server needs it to?
ImmortalTheOwl  [作者] 7 月 6 日 上午 8:01 
@Brilian & @Hitman As long as the mod doesn't affect the pathfinding abilities of the mod like what sog and IFA3 does then it should not conflict with eachother. Worse case scenario it starts throwing script errors your way.
Brilian 7 月 6 日 上午 5:51 
does this work on antistasi ultimate?
Hitman 7 月 3 日 上午 7:09 
работает вместе с модом HumanBots Only AI?
_mickey_ 6 月 27 日 下午 1:46 
@ImmortalTheOwl

thank you for your work! I will try and inform you about problems
_mickey_ 6 月 27 日 下午 1:43 
@user2g I am sure that with a lot of desire (we saw what @Dedmen did, he rewrote more than a million lines of multithreading code) the problem can be solved without significant performance costs, especially now, after the 2.20 update!

Another thing is that this should be done by professional ai-programmers, but not individual enthusiasts. I am very sorry that @BIS dropped AI support for Arma3
_mickey_ 6 月 27 日 下午 1:39 
@user2g I tested (for a long time) the "AntiWallGlitch" mod and it had zero impact on performance. The problem with this mod was different - The mod made the AI ​​(some units) exit from formation and stop forever. And second - blocking ai-penetration into walls, did not work stably. I constantly continued to see how the AI ​​goes through walls and objects, although to a lesser extent. For a long time I contacted the author of this mod and asked him to fix it, but he could not. In the end, I abandoned this mod, because it did not work stably and stopped the AI ​​units forever. In essence, it turned out to be meaningless.
ImmortalTheOwl  [作者] 6 月 26 日 下午 1:39 
Alrighty, the DEV branch has now gone public, you can visit it here: https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3485487020

Or look it up however you please. [DEV] AI Pathfinder Improvement

I've completely reworked some of the functions in the mod, even trying out something called dia_log format which is suppose to be a debugging tool for writing log files according to the wiki, I don't know how well it works but it's worth a shot.

For the smartdrive, I tried to include as many types of object classes as I could, but there are bound to be problems no doubt.

So far I have the following functions:
- initSmartPathing
- smartMove
- smartDrive
- dynamicPath
- groupPathMonitor

All feedback and scripting tips are greatly appreciated, and I wanna thank you all again for your patience while I get this working.
user2g 6 月 20 日 下午 4:13 
@_mickey_ The 1. Is a Engine/Feature issue a failsafe if you so will for the AI to ensure they get to a pathing or destination, so that can never truly be fixed, he can attempt to get the AI to reroute upon contact with a object but that can be performance demanding as the prevent ai through walls mod has attempted to do.
ImmortalTheOwl  [作者] 6 月 20 日 下午 2:36 
I'll get SmartMove/Drive, dynamicPath, and the monitor script on the DEV branch which should take me a few days at least and then I'll make the branch public.
_mickey_ 6 月 20 日 上午 3:34 
For future updates. The main pains in the ass of AI pathfinding for me personally is as follows:

1. when infantry goes through walls and objects
2. when AI infantry gets stuck inside a rock or falls under the floor (then will be stuck there forever) of a building where the first floor is high
3. when vehicles crush their own infantry
4. when vehicles can't get around an obstacle in their path and stubbornly continues to press the gas (forward and forward!) getting stuck forever.

If you can overcome at least some of these problems, then I will be happy.
ImmortalTheOwl  [作者] 6 月 20 日 上午 2:48 
Awesome, I appreciate it. When the DEV Branch goes public I'll announce it here.
_mickey_ 6 月 20 日 上午 2:13 
"Would you be interested in testing out the DEV branch when I make it public?"

Of course! I'll do the tests, I'm ready to help you bro
ImmortalTheOwl  [作者] 6 月 20 日 上午 12:45 
@user2g Exactly.

@_mickey_ I'm in the process of reworking all the scripts thanks to recent events and the 2.20 update, it'll take me a while due to my irl job, hence why I offered to open up my DEV branch. Would you be interested in testing out the DEV branch when I make it public?

@Maddy although the mod can be ran client side I recommend running it on the server just to be on the safe side.
user2g 6 月 19 日 下午 4:48 
@ImmortalTheOwl Public Dev branches allow faster testing to a wider audience using a large range of diff PC specs and mods allowing bugs to be found faster and may allow you to squash them before a stable release more effectively.
_mickey_ 6 月 19 日 下午 3:07 
or this

23:18:11 File AIPathfinderImprovement\scripts\fn_smartMove.sqf..., line 2
23:18:11 Error in expression <ist, 2] call API_fnc_dynamicPath;

_veh setWaypoints _finalRoute;
_veh setCurren>
23:18:11 Error position: <setWaypoints _finalRoute;
_veh setCurren>
23:18:11 Error Missing ;
23:18:11 File AIPathfinderImprovement\scripts\fn_smartDrive.sqf..., line 10
23:18:11 Error in expression <ist, 2] call API_fnc_dynamicPath;
_mickey_ 6 月 19 日 下午 3:07 
@ImmortalTheOwl Dude, your mod sounds promising, but I don't understand how it can be used without crazy bug spawns. As soon as i connect it and run my missions i get this:

23:18:11 Error Missing ;
23:18:11 File AIPathfinderImprovement\scripts\fn_dynamicPath.sqf..., line 37
23:18:11 Error in expression < = _x;
private _leader = groupLeader _grp;
private _wps = waypointsGroup>
23:18:11 Error position: <_grp;
private _wps = waypointsGroup>

23:18:11 Error Missing ;
23:18:11 File AIPathfinderImprovement\scripts\fn_autoAttach.sqf..., line 3
23:18:11 Error in expression < = _x;
private _leader = groupLeader _grp;
private _wps = waypointsGroup>
23:18:11 Error position: <_grp;
private _wps = waypointsGroup>
Maddy 6 月 19 日 下午 2:12 
Should this mod be loaded on all clients or just the server?
ImmortalTheOwl  [作者] 6 月 19 日 下午 12:45 
Hello everyone,

Significant progress on the AI Pathfinding Improvement mod!

I'm pleased to report that fn_smartDrive (for vehicle pathing) and the new fn_groupPathMonitor are now functional (Not in the current update mind you). The fn_groupPathMonitor completely replaces fn_autoAttach, which previously used an addAction menu on squad leaders which didn't really work nor was that my intention anyway. The mod's new design ensures AI groups will now utilize improved pathfinding proactively, without any player intervention.

All development and testing are currently taking place on a private DEV branch. If there community interest, I can make this DEV branch public. This will allow you to provide direct feedback, report and contribute to correcting any discrepancies in the scripts before I release it to the main branch. Your feedback and insights will be incredibly valuable during the testing phase.

Thank you for your patience and continued support.
ImmortalTheOwl  [作者] 6 月 17 日 下午 1:52 
on*
ImmortalTheOwl  [作者] 6 月 17 日 下午 1:51 
I don't get the errors often no, which is why I kind assumed they worked at the time.
The game sure lets me know when a script fails to load but not the usual little black box that appears telling me what the error is and what line it's one.