Page MenuHomeFeedback Tracker

Ability to prevent AI units walking (pathfinding) through an area via module/scripting
New, NormalPublic


Correct me if I'm wrong but such a thing doesn't exist: I want to make AI units not walk through an area by removing it from their pathfinding logic.

It could be created like this:
A new "ModuleAreaRestriction_F" is a module object in Arma 3 that can be placed in the mission editor to define an area where units are restricted from entering or leaving. When the module is activated, it creates a trigger volume around its position that can be customized to fit the mission's needs.

The ModuleAreaRestriction_F has various configurable properties, which can be accessed through its attributes in the editor or via scripting. These properties include:

Activation: Determines when the module should be activated, such as when the mission starts or when a trigger is activated.
Condition: Specifies a condition that must be met for the module to activate.
Area: Defines the size and shape of the restricted area. This can be set to a circular or rectangular shape, with customizable dimensions.
Color: Determines the color of the area restriction zone on the map.
Title: Sets the module's name, which is displayed in the editor and on the map.

Once the ModuleAreaRestriction_F is activated, all units will not consider that area for their pathfinding system to walk through.


Operating System
Windows 10 x64
Feature Request

Event Timeline

Nerexis created this task.Sun, Mar 5, 12:25 PM
Nerexis renamed this task from Ability to prevent units walking (pathfinding) through an area via module/scripting to Ability to prevent AI units walking (pathfinding) through an area via module/scripting.Sun, Mar 5, 12:30 PM
Nerexis updated the task description. (Show Details)

Great idea! I would love to see this in the Arma3 editor