NOTE: This still has problems whereby personnel will sometimes collide (and in some cases intersect) with objects and take too long to re-route, get stuck, go through “target fixation” etc. The path-finding is deterministic and done in real-time with no pre-processed paths. So it’s up to the AI to figure things out.

If you want to see them do it in real-time, run the game with /i /d3 param, select either IA0915 of IA0916, then go to TacOps, enable (it’s ON by default) the new “Terrain Routes” option. The object avoidance routes are Cyan, while the patrol (select any ground vehicle first, even if it’s not moving) routes are Yellow.

I have long wanted to completely overhaul this and do it as was done (with pre-generated paths) in our All Aspect Warfare game, but I never got around to it because it’s a LOT of work. With these new scenes, I would like to do it that way, but it will break a lot of things and disrupt my schedule. So I will leave it for later when all the new scenes are completed since they will be needed to generate the paths (in BCStudio) which will be used. Doing it that way solves all pathfinding issues currently being observed.

Until then, I will continue to make the minor tweaks to the AI handling since it’s still needed to compensate for these new and larger scenes anyway.