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(DEV) AI Pathfinder Improvement
   
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Data Type: Mod
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21 May @ 2:38pm
30 Aug @ 12:50pm
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(DEV) AI Pathfinder Improvement

Description
Welcome to the development branch! This is a work-in-progress version for testing major overhauls and new features.
Popular Discussions View All (1)
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18 Jul @ 2:58pm
Paste your error logs here!
ImmortalTheOwl
114 Comments
ImmortalTheOwl  [author] 8 hours ago 
Even if it’s a rare occurrence, it wouldn't hurt to add a safeguard so any player-led group is automatically excluded from my scheduler, which should also cover the handoff and brief leader swaps on respawn/revive as well. If anyone happens to see it again, do let me know.
_mickey_ 10 hours ago 
@ImmortalTheOwl later, I found that the problem I described below is not stable. I encountered it only once, and it never happened again. I don't know what exactly caused that problem :/
LuizBarros99 11 hours ago 
Could it also be interesting to investigate if this could also happen when the player respawns and AI briefly take over the command of the group?

Or would the fix that you have likely already apply also to this?
ImmortalTheOwl  [author] 19 hours ago 
@_mickey_ Interesting, so when the AI leader dies and the player becomes leader, the scheduler kept nudging the old doMove order toward the old destination. I'll push a fix soon to address this so that any group with a human leader will soon be automatically excluded from the scheduler. So your manual orders will still take full control. As for Vehicles, they still get the detour behaviour when AI-led. If you can retest the same scenario when I push the update out, that would be super helpful.
_mickey_ 6 Sep @ 11:34am 
@ImmortalTheOwl Hi! I think I found the problem.

I started in a group under the command of an AI commander. When the commander was killed, the squad command passed to me (the player). After that, all the subordinate AI ​​members of my squad had a permanent Move status. Every time I commanded them to return to the formation, they returned briefly and then moved somewhere again. It was as if your mod ordered them to move, without the player's order.

This probably happens when changing the command from AI to player.
ImmortalTheOwl  [author] 4 Sep @ 3:54pm 
Working on it, don't you worry.
_mickey_ 4 Sep @ 3:44pm 
@ImmortalTheOwl Thank you for your answers. Now I understand much more) We are waiting for your updates!
ImmortalTheOwl  [author] 4 Sep @ 3:28pm 
Hope that helps as well.
ImmortalTheOwl  [author] 4 Sep @ 3:28pm 
When the scheduler detects a stall, it re-issues doMove to the exact destination position registered, nothing random.

If I pass a position (e.g., getMarkerPos "rally"), the nudge is always to that same vector.
If I pass an object, I currently resolve it once to its position at the time of the call. I’m not “following” the object afterward.
The “stop threshold” (1 m for infantry, ~3 m for vehicles) is only the radius where the mod stops nudging, it does not pick a random point in that radius.

Right now I don’t add intermediate points. That’s why vehicles can still push into an obstacle, they’re being nudged toward the same goal until they clear it. The next step I’m exploring is a small, deterministic detour (probe a few angles, pick the first clear micro-waypoint), then resume the original goal. If you want me to make the destination “follow” a moving object instead of a fixed position, I can probably add that as an option too.
_mickey_ 4 Sep @ 3:10pm 
" It only nudges a unit’s current move when the unit stalls" - here is the whole principle of your mod. Still I didn't get an answer where exactly you direct the AI ​​if this AI stopped. To the object or is it a random point in the radius x?