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Author Topic: AI-controlled cars go nuts in 1.91!  (Read 878 times)

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KyleEasterly

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AI-controlled cars go nuts in 1.91!
« on: 04 Feb 2003, 07:57:21 »
All of this takes place during a scripted intro sequence.

My first problem is that my AI-driven cars don't always follow the waypoints like they should. They will slow almost to a stop upon approaching a waypoint, and will sometimes veer off the road in turns and such when it is completely possible to keep the car going (even at speed "Normal" they do this)

Also, when 2 cars are approaching each other on the road, not going to collide at all, they swerve out of the way when one is a sports car and one is a motorcycle about a foot off of the road on the opposite side of the sports car. It's very annoying to be watching a cool angle with cars passing each other then having them stupidly dive off of the road because they think they're going to hit.

Then I've got this other problem, I set a set of waypoints for a guy in a car to follow to his destination, with cameras set up along the path he is supposed to take. Yesterday he followed it pretty well (except for the aforementioned motorcycle-swerving), today he takes another road, then turns around and resumes course as he should. I was reading a post about landing helicopters in a tight alleyway and the guy said they did it fine the night he made it and the next day they went nuts, going everywhere. Someone followed up mentioning some kind of "AI random seed" in some file related to the mission, and how that screws things up. Does anyone know about this randomseed thing and how to disable it? I would also like to know how to make AI-vehicles follow waypoints to the letter, without the stupid 'collision prediction and prevention' thing.

I have included what I'm working with in the enclosed file (ep01_thecontact.zip) - you will need OFP Resistance V1.91 to run it properly. Switch the mission editor over to "INTRO" to see the problems refrenced above.

Thanks,

-Kyle

Offline macguba

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Re:AI-controlled cars go nuts in 1.91!
« Reply #1 on: 04 Feb 2003, 09:32:27 »
Tried to load the mission to have a look but it seems an addon is required .....

btbw_suzuki

not that it was likely I could help, AI drivers suck.
Plenty of reviewed ArmA missions for you to play

KyleEasterly

  • Guest
Re:AI-controlled cars go nuts in 1.91!
« Reply #2 on: 04 Feb 2003, 23:39:37 »
Weird, don't know why it wanted that addon when it wasn't even in the map anywhere.

Here's an updated version where I removed the suzuki refrences from the mission.sqm file.

mission backup.sqm is how it was before.

****
IMPORTANT:
****

If you want to see the cinematic camera angles and get an idea of where the car is supposed to go, open introscene.sqs, comment out:
victor switchcamera "external"

and uncomment the first 2 lines.

The car is supposed to:

Go down the curvy road into lipany.
Make a left at the busstop
Make a right and park next to the road across the street from the large building.

Walk to the man in the black jacket in the park.
Talk to the man in the black jacket in the park.
« Last Edit: 04 Feb 2003, 23:58:16 by KyleEasterly »