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Thread: AI won't move up a hill. (Solved)

  1. #1

    AI won't move up a hill. (Solved)

    I'm making a "Defend the base" mission where players have to defend a small firebase (see picture below) against hordes of incoming enemies.

    Now the spawn script runs creating groups of enemies (or vehicles) with a "MOVE" waypoint to the helipad (A on map) and one to the hill (B on map)
    So all AI will move first to A then to B.



    Now the problem occurs when the AI have reached A and are about to head to B. They behavior I'm looking for is to get them through the small pathway between the helipad and the hill (green line), while the AI decides that the shortest path is around and into the minefield on the west side (red line).

    Is there some way to force AI to take a certain path? (Already tried multiple waypoints in the tunnel, didnt work) Or anyone got another solution?

    Cheers, Curry
    Last edited by mrCurry; Apr 5 2010 at 15:51.

  2. #2
    Sergeant Major SNKMAN's Avatar
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    You could try it with another group behaviour "SAFE" / "AWARE" / "COMBAT" or you could create another "HeliHEmpty" between A and B and send the groups to this bevore sending them to B so they defenetly will choose the right way.

  3. #3
    First Lieutenant Manzilla's Avatar
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    Try making the path way a little wider and/or what SNKMAN said. I've had this problem before in one of my missions, the AI wouldn't walk through a corridor like you have on your map. I made it wider and it was no problem. Not sure if that is an actual fix but it worked for me.

    Also what map is this on? I've had some occurrences on Panthera where my AI group would not walk up a small hill. It wasn't to steep but the AI wouldn't go on top of it even though the whole hill was wide open, i.e. no rock walls or unclimbable terrain.

    Thanks for the excellent thread name as well! It makes for a helluva an easier time when trying to search via title for an issue. Some people put these ridiculously generic titles and trying to search through those via forum search is impossible.
    Last edited by Manzilla; Apr 5 2010 at 15:37.
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  4. #4
    Well, I don't know what your "HeliHEmpty" will change, but I put in several waypoints inside the passage and got the following every time (tried with all combat behaviors)

    Waypoints, see on map
    Blue, points where AI stopped
    Red, Direction in which they moved out after stopping
    Green, a tree


    Just to the east of that tree they turn, heading back down the hill and into the minefield
    Moving about the waypoints didn't help, same result every time.

    Edit: will try with a wider path now
    Map is Chernarus

    ---------- Post added at 03:50 PM ---------- Previous post was at 03:41 PM ----------

    Haha "The easiest solution is often the best", widening did work...

    I reckon the AI was moving up the hill hit a "too step for running" part and decided to go zig-zag, making them go to a position outside the wall, i.e. run down and back outside, through the minefield (and i reckon they would have to had run back down again to get inside once more, and probably gotten stuck in a infinite loop if it wasn't for the mindfield :P)

    Cheers lads, often all you need is another set of eyes hehe
    Last edited by mrCurry; Apr 5 2010 at 15:52.

  5. #5
    First Lieutenant Manzilla's Avatar
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    Glad to hear!

    I think SNKMAN's thinking on the empty way point was to use it like a WP by directing the AI to walk to it instead of using more WPs. That's what I use to create WPs when I spawn groups, not sure how it's down with physical units on the map though.

    Enjoy.

  6. #6
    Hehe that's what I ended up doing to make the AI not go on side all the time :P, so now they got 3 waypoints, A - helipad, B - passage (invisible H), C - hill
    Once again, cheers!

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