Comments (8)
From the wiki (this is old but I bet the syntax still works, I just dont know about how to apply it to the current civilian spawning system).
// Adjust "speedLimit" variable to change limited speed. (A3 1.24 we don't need loop for a continus effect, limitSpeed alone is enough.)
_this setVariable ["speedLimit", 200];
_nul = _this spawn {
while {canMove _this} do {
_this limitSpeed (_this getVariable "speedLimit");
sleep 0.1;
};
};
Might be a start. While I have experienced the sometimes erratic driving, I just chalk it up to Arma and have yet to have a gameplay experience hindered by it. I feel like the 'updated driving ai' of past was maybe haphazardly implemented by bohemia.
from antistasi-1.x.
Can you make a pull request for this?
from antistasi-1.x.
@StefArma
Another spawn
with short pause - performance eater. Better leave civ-AI on foot and use saved CPU for mil-AI. I don't like this particular solution.
from antistasi-1.x.
https://forums.bistudio.com/forums/topic/191515-ai-driving-feedback-topic/
This article suggest for test purpose to do:
driver vehicle forceSpeed 40;
so the driver only has frocespeed and when the vehicle is taken by player it won't have any limit.
from antistasi-1.x.
The actual code in AS
https://github.com/A3Antistasi/antistasiofficial/blob/master/AntistasiOfficial.Altis/CREATE/createCIV.sqf#L127
Also from the forum post looks like forceSpeed
is applied to AI driver, limitSpeed
is applied to vehicle. We've been applying limitSpeed
to vehicle.
Description and examples on wiki are confusing
https://community.bistudio.com/wiki/forceSpeed
https://community.bistudio.com/wiki/limitSpeed
from antistasi-1.x.
Also observing AI for some time (including civ) i don't see the need to any additional limitations (driving speed is ok imho)
from antistasi-1.x.
yes after last update they looks way smarter
from antistasi-1.x.
Not a thing anymore
from antistasi-1.x.
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from antistasi-1.x.