安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题






• There No dependencies and it should play well with most other AI mods.
@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.
I appreciate the heads up, I’m going to switch back to auto-register units that have a active waypoint on the server/host.
https://pastebin.com/Rt3chdaN
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?
Enjoy ^v^
More updates coming soon, stay tuned.
And with that, I had to update the description to show what it currently features with potentially more stuff to come soon.
thank you for your work! I will try and inform you about problems
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
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.
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.
Of course! I'll do the tests, I'm ready to help you bro
@_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.
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;
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>
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.
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.