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AI pathfinding considers mud tracks as roads [Tanoa]
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Description

If an AI unit which is driving a vehicle (car, truck) is ordered to move to a location it will usually try to find a path that consists of roads. If the shortest path to the destination includes a mud track (the dark brown ones that only fit a quad) but a normal road as alternative exists the driver will still take the mud path. The car will (obviously) not fit and get stuck in trees.

Details

Severity
None
Resolution
Open
Reproducibility
Always
Operating System
Windows 10 x64
Category
AI Pathfinding / Motion
Steps To Reproduce

Spawn a civilian AI SUV north of the southern roundabout in Georgetown (Tanoa), heading south. Set a move waypoint to Regina (that's a location south of Georgetown).

The driver will take the first exit in the roundabout, then shortly after turns left on the mud road and then go on the mud track on the right to hit the first tree after a few meters.

Additional Information

I would rate this issue low because as a mission designer you can set several waypoints along the desired path to avoid this issue. Maybe a fix isn't even possible as the nav algorithm would require additional information in the navmesh about "fits cars up to...".

Event Timeline

seb3sec created this task.Jun 9 2016, 1:51 AM