武装突袭3

武装突袭3

(DEV) AI Pathfinder Improvement
227 条留言
ImmortalTheOwl  [作者] 15 小时以前 
How so?
治水的大宇啊 15 小时以前 
seem DEV version broken
治水的大宇啊 16 小时以前 
i would give a test,i think infantry would be great
ImmortalTheOwl  [作者] 10 月 27 日 上午 5:59 
Good thing I'm testing this now rather than later, found a lovely script error at line 58 in the init script. I got this XD
ImmortalTheOwl  [作者] 10 月 27 日 上午 5:55 
Aight, I've updated the dev branch, Imma do some testing to make sure the mod works before pushing it out to main branch.
ImmortalTheOwl  [作者] 10 月 27 日 上午 5:18 
anywho I've already gone and done it, I'll upload a test build to make sure the infantry side still works before pushing it out to the main branch.
ImmortalTheOwl  [作者] 10 月 27 日 上午 5:11 
I doubt it, I remember where all the vehicle parts of the scripts went so it wouldn't hurt to remove them.
治水的大宇啊 10 月 24 日 下午 6:00 
idk whether it would occur some bugs if you separate it
治水的大宇啊 10 月 24 日 下午 5:54 
stable version vehicle do well than vanilla.if you want to rewrite and any else, you 'd better retain stable version vehicle systam
治水的大宇啊 10 月 24 日 上午 8:01 
ok
ImmortalTheOwl  [作者] 10 月 24 日 上午 5:15 
Yeah, nothing yet, so I'm going to go ahead and separate the vehicle part of the mod from the infantry. This should take me a lil bit, I'll keep you posted.
治水的大宇啊 10 月 23 日 下午 9:34 
seem there is no feedback from him : (
治水的大宇啊 10 月 19 日 下午 9:42 
ok
ImmortalTheOwl  [作者] 10 月 19 日 上午 8:36 
Aight, we'll wait to see what mickey has to say and then I'll see about updating the main branch with just the infantry side of things on it.
治水的大宇啊 10 月 18 日 下午 7:45 
yes ,and as i said,seem more bug appear
ImmortalTheOwl  [作者] 10 月 18 日 下午 6:17 
It's still not working is it?
@_Mickey_ what do you got for us, whenever you're available?
治水的大宇啊 10 月 18 日 下午 6:08 
vehicle stuck by fight still occur(only DEV version
治水的大宇啊 10 月 18 日 下午 6:05 
ai seem dont want to leave road to turn round
治水的大宇啊 10 月 18 日 下午 6:04 
the first bug in DEV version:ai vehicl turn round seem stuck
ImmortalTheOwl  [作者] 10 月 18 日 上午 10:31 
I got some debug scripts ready here for you guys while you test some things out. I'll throw it onto a pastebin if you want em.
ImmortalTheOwl  [作者] 10 月 18 日 上午 9:27 
I will also be giving this a test run to see how it performs.
ImmortalTheOwl  [作者] 10 月 18 日 上午 9:22 
Alright, I've finally got around to updating the dev branch with changes based on what we've been talking about these past couple weeks or so.

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.
治水的大宇啊 10 月 15 日 下午 9:52 
waiting for your good news : )
ImmortalTheOwl  [作者] 10 月 15 日 下午 9:44 
Aight, got some updates, I'm almost done with the next update, so before I consider seperating infantry side from vehicles, I would like to give this build a try. I'll keep you posted when it goes live.
治水的大宇啊 10 月 12 日 上午 12:46 
i make a little test,i load lambs,AAS(an ai mod),and API's stable version,as far as now they performance well
_mickey_ 10 月 11 日 上午 7:35 
Of course, you can count on me!

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).
治水的大宇啊 10 月 10 日 下午 8:43 
emmmm i tast stable version,no this bug
治水的大宇啊 10 月 10 日 下午 8:39 
interesting,vanilla have the same problem,but after i make a new waypoint, it move
治水的大宇啊 10 月 10 日 下午 8:33 
and again,i set enemy on the way,they stuck again
治水的大宇啊 10 月 10 日 下午 8:32 
and i get ai out and get in,and make new waypoint, they move
治水的大宇啊 10 月 10 日 下午 8:29 
i remember, stable version have the same bug too
治水的大宇啊 10 月 10 日 下午 8:29 
i only use this DEV vision and cba,zeus enhance
治水的大宇啊 10 月 10 日 下午 8:28 
oh terrible,even i use zeus remake a new waypoint,it still dont move
治水的大宇啊 10 月 10 日 下午 8:27 
remaining waypoints didnt disappear,but ai vehicle didnt move
治水的大宇啊 10 月 10 日 下午 8:26 
oh i see
i use zeus to make 4 waypoints,yes,ai drive hunter HMG and engage at the first waypoint,after the fight,it stuck
治水的大宇啊 10 月 10 日 下午 8:08 
now im going to make some tests,such as vehicle acrossing block,engaging,and multiple way point.without LAMBS
ImmortalTheOwl  [作者] 10 月 10 日 下午 1:46 
When it’s up, could you try a clean repro (no LAMBS first, then with LAMBS) using a simple chain of MOVE waypoints through a checkpoint composition and let me know if wheeled and tracked vehicles still behave the same? If this doesn’t hold up across a few tests and testers, I’ll consider splitting vehicles and infantry into a separate mod and keep the main branch infantry-only.
ImmortalTheOwl  [作者] 10 月 10 日 下午 1:45 
Thanks for sticking with the tests. I'll be honesy, I’ve been tempted to cut vehicles out and keep this addon infantry-only, but I want to give vehicles one more try before I consider making such the decision.

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.
_mickey_ 10 月 10 日 上午 7:10 
Unfortunately, I didn't describe the trigger issue well. It's complicated.

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.
_mickey_ 10 月 10 日 上午 7:00 
Overall, my opinion is that your mod creates a diferent of problems for the vehicle AI. Or at least, that's what I think.

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
_mickey_ 10 月 10 日 上午 6:53 
I also encountered a new, strange problem with your mod. It only went away when I disabled it. It's a very confusing and strange issue.

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.
_mickey_ 10 月 10 日 上午 6:44 
"The repeated GET IN/OUT after contact sounds like a vanilla bug as described by 治水的大宇啊."

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.
_mickey_ 10 月 10 日 上午 6:39 
I ran tests with Lambs + your mod, only your mod (without Lambs), and without Lambs and without your mod.

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.
_mickey_ 10 月 10 日 上午 6:32 
@ImmortalTheOwl Hi! So, I ran some tests. I don't claim 100% truth; this is just my experience. Your mod definitely and definitely has a negative impact on vehicles, causing several problems at once!
ImmortalTheOwl  [作者] 10 月 9 日 上午 8:34 
The mod only nudges movement when units stall, it doesn’t change the leader/engage logic. The repeated GET IN/OUT after contact sounds like a vanilla bug as described by 治水的大宇啊.

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.
治水的大宇啊 10 月 8 日 下午 9:36 
whatever,the bug always came from vanilla
治水的大宇啊 10 月 8 日 下午 9:33 
and i have to say sorry to creator,i wouldn't test with DEV version,so my bug report would came from current stable version.
治水的大宇啊 10 月 8 日 下午 9:31 
honestly,most of better ai mod are outdated for current version,so we current mission is overcoming vanilla bug,and after that is compatibility
治水的大宇啊 10 月 8 日 下午 9:28 
a mech team go to a place,they encounter a fight on the way,after the fight,they dont move
治水的大宇啊 10 月 8 日 下午 9:27 
about waypoint disappear,i think is a bug from lambs.i used to suffer the bug