If you give an AI unit a waypoint and then give the waypoint a completion radius, the waypoint will not become complete until the AI unit is exactly at the center of the waypoint.
Players don't experience the same behavior. {F24157}
If you give an AI unit a waypoint and then give the waypoint a completion radius, the waypoint will not become complete until the AI unit is exactly at the center of the waypoint.
Players don't experience the same behavior. {F24157}
In the attached repro mission I've given an AI unit and the player both identical waypoints at different positions. Both waypoints have a completion radius of 50m and the player can safely observe the AI unit using the zeus interface. When the waypoint is completed a high explosive shell will be dropped near the unit, this can be used as an indicator for when it is considered completed. Step by step:
Hey! Thanks for the report.
The completion radius works against AI checks. If the AI has nothing else to check it won't find out that the WP is completed until it securely reaches the very waypoint.
In COMBAT behavior the checks are performed almost constantly making the AI realize a WP has been completed soon after crossing the completion radius.
I agree it probably isn't much intuitive, but I can't tell you now whether changing this behavior would even be feasible.
For now I'll play a dead fish and wait for more feedback/votes ;)
Also note that the distance a WP completion is checked by the AI differs according to the type of vehicle used.
Thanks for the response! Will patiently wait and see what the outcome is. That combat behavior thing is useful to know, will keep that in mind.
Edit:
"Also note that the distance a WP completion is checked by the AI differs according to the type of vehicle used."
Would be interested to know if this applies to cargo units also. The reason I noticed this behavior was because I'm trying to get a waypoint to trigger for a group in a helicopter's cargo space in order to trigger a paradrop.