GraemeA Posted October 25, 2008 Share Posted October 25, 2008 I've been struck by some of vehicle paths since the Marines Module and latest patch, so I did some experiments. In the tests shown below the road layout is identical, the vehicle was always given a move command, there are no enemy forces, objectives etc and I have tried to put the waypoints at the same place: In the first column, with no buildings near the junction, the lorry does a sharp left turn at the crossroads. In the second column, with a building, it doesn't do the sharp left at the crossroads, but does a sharp(ish) left and then sharp right to get back on the road. In the third column, with a building nearer the crossroads, it doesn't do any sharp turns at all. When I first saw this in a scenario, my first thought was that it was the turning circle of the vehicle that caused the behaviour, but the above results suggest that something more is involved. Any ideas? 0 Quote Link to comment Share on other sites More sharing options...
hoolaman Posted October 25, 2008 Share Posted October 25, 2008 Where were your waypoints? 0 Quote Link to comment Share on other sites More sharing options...
GraemeA Posted October 25, 2008 Author Share Posted October 25, 2008 The waypoints were at the crossroads and at the end of the road on left (at the corner were it turns). They are just about visible in the first picture in the first column. 0 Quote Link to comment Share on other sites More sharing options...
dan/california Posted October 25, 2008 Share Posted October 25, 2008 This happens to me too, hopefully they will nail it down for 1.11. The game is so close to sublime perfection at this point. 0 Quote Link to comment Share on other sites More sharing options...
Spindry69 Posted October 27, 2008 Share Posted October 27, 2008 I think this could be a possible cause of some vehicle pathing problems. http://www.liveleak.com/view?i=7d6_1224910424 0 Quote Link to comment Share on other sites More sharing options...
General Jack Ripper Posted October 27, 2008 Share Posted October 27, 2008 Maybe the Tac AI "thinks" that there might be enemy in the buildings, even if there are no enemy troops on the map? The way it looks to me is that the vehicle has a look around before driving between two buildings, or simply decides not to drive between them at all. Two buildings close to a road does make a fantastic ambush point... 0 Quote Link to comment Share on other sites More sharing options...
fireship4 Posted October 28, 2008 Share Posted October 28, 2008 Well you cant have men in both buildings shooting at vehicles inbetween because of crossfire. 0 Quote Link to comment Share on other sites More sharing options...
GraemeA Posted October 28, 2008 Author Share Posted October 28, 2008 I hadn't thought about the possibility of an ambush. It is the effect of the distance of the buildings to the crossroads that puzzles me. If the TacAI thought 'ambush', it doesn't really explain the different behaviour in the second and third columns. When I saw it first, I thought the closeness of the building to the crossroads (in the 3rd set) caused it turn off the road, because it couldn't turn sharp enough to stay on the road. But in the middle set, it does a very sharp right turn to get back on the road, sharper than it would need to stay on the road in the 3rd set. 0 Quote Link to comment Share on other sites More sharing options...
Fat Dave Posted October 28, 2008 Share Posted October 28, 2008 Hi guys, I am sure this sort of 'dodging potential ambush' logic is not built in It must be a pathing related code issue - nothing more. Cheers 0 Quote Link to comment Share on other sites More sharing options...
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