Closed super-gauntlet closed 2 years ago
Awesome. Coiincidentally.....
I'm actually attempting to fine-tune the pathfinding functions and one thing I did was ensure road waypoints were on roads. Once I'm done, the profile waypoints should already be snapped (but only if using pathfinding)
oh interesting. That's essentially what I was trying to do, I just did it in the simplest way possible. It was easiest to figure out what type of group it was here.
I've got no issue removing that change if your stuff works just as well to avoid duplicating work yeah.
By all means keep it in, not sure when I'll be done with this. I just thought it was awesome because I used practically the same code but, in the pathfinding functions.
I'll remove it if I find it redundant later.
cool sounds good! yeah it's a simple change but it makes the AI so much less stupid along roads.
@super-gauntlet nice! Seems fine to me. What bug does adding the "reserving"
state to the FOB check fix exactly? I don't see a problem for it as reserving
is already basically an idle state after defending but just curious.
The OPCOM changes are just bugfixes. The waypoints are a bit different. I noticed that the waypoints created by ALiVE tends to make vehicles drive off roads for no reason.
https://community.bistudio.com/wiki/addWaypoint
The addWaypoint function takes 4 args in addition to the group, one of which is radius. You'd think normally that radius would be the distance you have to be from the wp for it to be completed, but it actually randomizes the waypoint. Instead of doing this for vehicles, we find the closest road and set radius to -1 (for exact placement).