Hey thanks for answering.
I'm going to try a S&D Waypoint with max driver skill.
However, I'm okay to go on a patrol script system if I'm almost sure that the AI vehicle won't get stuck in the town (patrols can last 2 hours).
As Gunter says, proposals can help. If you really want to keep your waypoint system (which is understandable) then I advise you to look at the attributes of the driving AI (and not the others on board).
Play with the values to find an acceptable and realistic compromise (reaction time, general skills -> AI_Skill).
In the same way, make sure you put them in Safe mode (setBehaviour) when they're on the move, and keep your fingers crossed that after contact they'll return to it ^^.
By playing with these values, I manage to get 90% civilian traffic and 75% enemy traffic. The remaining 10% and 25% are due to the basic AI, which is still not very good at driving.
Good luck with your edition!
Thanks for your answer.
I don't see which mods prevent the AI from getting stuck, they all offer interesting things about the behavior of the AI but I don't see anything about the AI getting stuck.
And same, how can the RYD script solve this issue if a S&D waypoint can't ?
Thx !
would like to bump this, as id like to not use 3 workaround methods combined to simulate controller input to get my wheel working either when it worked OK in A3