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Questions on enemy patrol despawn logic #933
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Hello,
Vehicles and patrol infantries use exactly the same system. And use
Most of the time, if the vehicle/infantries doesn't reach the destination. The waypoint trigger the
Remove drunk driver loosing wheel, breaking engine ... (https://github.com/Vdauphin/HeartsAndMinds/blob/master/%3DBTC%3Dco%4030_Hearts_and_Minds.Altis/core/fnc/patrol/disabled.sqf#L6)
Should not append in master. And since CBA 3.14 CBATeam/CBA_A3#1274 should not append in master_daily
I don't think
H&M use |
Thanks to your explanation, I now better understand the patrol system.
I use a modified version of master_daily, and it seems the exact same problem as CBATeam/CBA_A3#1274.
They are not empty groups, the [0,0] waypoints are assigned to groups contain units. Anyway, I'll check that as you suggest. |
Hi, I've looked into the waypoint [0,0,0] issue. First, those groups with [0,0,0] waypoint are created by When patrols are created, patrol units are spawn at a closest city to players' city, then generate waypoints at players' city, finally generate waypoint to another closest city. HeartsAndMinds/=BTC=co@30_Hearts_and_Minds.Altis/core/fnc/patrol/addWP.sqf Lines 45 to 50 in 5e63bf8
I found the waypoints that should be at players' city are actually at [0,0,0], that is to say, waypoints generated by: HeartsAndMinds/=BTC=co@30_Hearts_and_Minds.Altis/core/fnc/patrol/addWP.sqf Lines 46 to 49 in 5e63bf8
are at position [0,0,0]. so I wonder if it's caused by So what I said before:
could not be truth. I'm still not sure if this always happens. Just in case, I'm using Kujari as terrain. |
Patrols system don't use
This is wrong, the patrol system find (https://github.com/Vdauphin/HeartsAndMinds/blob/master_daily/%3DBTC%3Dco%4030_Hearts_and_Minds.Altis/core/fnc/patrol/init.sqf#L49-L51):
May be because
Create an issue |
An, my fault, I copied the wrong function name... I now edited my previous post. Anyway, I'll create a new issue. |
Greetings!
I've recently noticed on my server that there're many enemy patrol infantries far away from players. They continuously generate new waypoints in the same city after older ones are reached, and seems never despawned.
I've taken a close look into the code in
btc_fnc_patrol_playersInAreaCityGroup
,btc_fnc_patrol_WPCheck
,btc_fnc_patrol_eh
, andbtc_fnc_patrol_disabled
, but I still don't get a clear view on how patrols are despawned.I've understood:
But I still don't unsterand:
If you have a way to better explain the patrol system, please enlighten me.
Thanks!
Another off topic question: I've noticed sometimes enemy groups will have a waypoint at [0, 0] coordinate but still have other normal waypoints near cities, I think it might related to the terrain I use, how could I check it?
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