AICarSteeringComponent – Arma 3

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m (Lou Montana moved page Arma 3 AICarSteeringComponent to Arma 3: AICarSteeringComponent: Text replacement - "^Arma 3 " to "Arma 3: ")
m (Text replacement - "\[\[[Cc]ategory:[ _]?Arma[ _]3:[ _]?([^|]*)]]" to "{{GameCategory|arma3|$1}}")
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* sets a custom path for a vehicle, behaves like Move command but with ability to send path through list of points. Accepts array of arrays (3 or 4 elements). Either (x,y,z) or (x,y,z,wantedSpeed)
* sets a custom path for a vehicle, behaves like Move command but with ability to send path through list of points. Accepts array of arrays (3 or 4 elements). Either (x,y,z) or (x,y,z,wantedSpeed)


[[Category:Arma 3: Vehicle Configuration]]
{{GameCategory|arma3| Vehicle Configuration}}

Revision as of 01:09, 5 January 2021

Config

class AICarSteeringComponent
{
    // controls working parameters of steering PID controller (Kp, Ki, Kd)
    steeringPIDWeights[] = { 1.2, 0.1, 0.2 };
    // controls working parameters of speed PID controller (Kp, Ki, Kd)
    speedPIDWeights[] = { 0.7, 0.2, 0.0 };
 
    // remapping of maxSpeed of vehicle, for fast vehicles we want to lower the used speed
    doRemapSpeed = true;
    remapSpeedRange[] = { 30.0, 70.0 };
    remapSpeedScalar[] = { 1.0, 0.35 };
 
    // prediction ahead is used for both steering and analysing of shape to modify the speed
    doPredictForward = true;
    predictForwardRange[] = { 1, 20 };
    // steer ahead is a point to steer to, saturated down to given range, in meters
    steerAheadSaturation[] = { 0.01, 0.4 };
 
    // set method of predicting safe speed
     
    speedPredictionMethod = 2;
    // 0 - three angles method
    // 1 - wheel direction method
    // 2 - combined method
    // three coef's to determine how much given angle should influence slowing down
    wheelAngleCoef = 0.7;
    forwardAngleCoef = 0.7;
    steeringAngleCoef = 1.0;
    differenceAngleCoef = 1.0;
  
    // for how long we allow to be not moving, before we consider us stuck
    stuckMaxTime = 3.0;
                 
    // overtaking is part of collision avoidance
    allowOvertaking = true;
    allowCollisionAvoidance = true;
    // allow using movement vector as direction
    allowDrifting = false;
  
    // parameters of predictionMethod = 1
    maxWheelAngleDiff = 0.2616;
    minSpeedToKeep = 0.1;
  
    // how strong AI will turn when commanded left/right
   commandTurnFactor = 1.0;
};

Scripting commands

useAISteeringComponent true/false

  • enable or disable new ai driving across all vehicles driven locally on the machine.


vehicle forceFollowRoad true/false

  • forces AI driver to stick to immediate road, as long as the path is near the road


vehicle setConvoySeparation 20

  • sets distance between following vehicles, should be set for all vehicles in convoy with the same value.


vehicle setDriveOnPath [[1000,10,1000],[1100,10,1000]]

  • sets a custom path for a vehicle, behaves like Move command but with ability to send path through list of points. Accepts array of arrays (3 or 4 elements). Either (x,y,z) or (x,y,z,wantedSpeed)