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@_Mickey_ what do you got for us, whenever you're available?
This will be the final decider if I wanna keep the vehicle aspect of the mod as one or seperate them entirely. We'll find out soon enough.
Continue your experiments with vehicles, that's the right thing to do. I just wanted you to temporarily separate the infantry, since it's already working well.
Perhaps you can even add infantry to a full-fledged build (not a DEV build). And you can experiment with AI-vehicles separately (this could be a DEV build).
i use zeus to make 4 waypoints,yes,ai drive hunter HMG and engage at the first waypoint,after the fight,it stuck
I’m gonna prepare a build that adds pre-contact roadblock detection for vehicles, in other words: short forward/side “feelers” as I might call it, that detect zeus-placed obstacles (H-barriers, fences, concrete/road barriers, sandbags, wrecks, etc.) and ignore trees & foliage, so it chooses the clearer side, and remembers that lil bias briefly to avoid zig-zagging and stuff like I've witnessed while testing, and still keeps all the safeguards.
I'll add a few words. At the start of the mission, this trigger was far from the player and wasn't activated in any way. But after changing its conditions, and even after resetting them to their original values, it somehow caused the AI vehicle the player was riding to stop! It was as if after editing values something had broken.
I couldn't get the AI vehicle to move using a chain of waypoints: MOVE, MOVE, MOVE. After the first waypoint, the vehicle stopped and couldn't move any further! Only when I disabled your mod did it continue its journey.
I don't understand the connection here, but this is my experience.
I think what you needs to be done is create a stable version just for infantry. And then move the AI-vehicles mod to the DEV version. Add one feature at a time so everyone can test one by one additions for vehicles.
IMHO
1. I changed the conditions of a trigger belonging to a player. I changed the conditions from "Owner Only" to "Any Player." The trigger itself was set to "Skip Waypoint" for the AI on the player's side.
2. I changed the first waypoint they were supposed to skip when activating this trigger from "MOVE" to "HOLD."
After that, when I started the mission, the player's vehicle (controlled by the AI) stopped moving after completing its first mission waypoint!
I don't understand the connection. Then I reverted everything back to normal, and the problem still persisted - The player's vehicle stopped moving only after reaching the first waypoint! It's double strange!
It was only when I disabled your mod that the problem went away.
no, I think it's not a vanilla bug. What 治水的大宇啊 described is something completely different. He was describing a problem where a group of AI subordinates endlessly exits/enters the vehicle they belong to, and whose commander is in that vehicle. Sometimes there's a short pause (a few seconds) between the Get In/Get Out commands. In my case, the problem only affected the AI drivers, not anyone else. And there was no pause. The AI would instantly be ejected from the tank, which was always answered by a new and instant Get In command.
Only when I disabled your mod did the vehicles start behaving more responsibly. They stopped stalling, jerking, and lagging. The AI driver stopped get out/get in out endlessly. Yes, I know Arma's AI isn't perfect, but without your mod, the AI vehicles seem more responsive to current waypoints.
The current build already avoids player-crewed vehicles, and runs only on MOVE/S&D/DESTROY etc waypoints, and pauses during get-in/out to avoid fighting those orders.
But yeah, if anyone can reproduce the issue mickey is having with only this mod, please share a lil repro (mission + mod list + short clip with RPT logs). Until then, I’ll keep focusing on better vehicle path finding and hazard avoidance.