AAI Programable Vehicles waypoint path circuit

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Wetapunga
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AAI Programable Vehicles waypoint path circuit

Post by Wetapunga » Wed Aug 02, 2017 8:48 am

So first time posting here, but wanted to show off something I built with the AAI mod set

Infinite Waypoint Engine
circuit.jpg



So what it does is it tracks and controls a unit relative to waypoints you lay down with the zone tool. It will drive in order from first to last of the tiles in the waypoint set. When the reversing circuit is engaged it will reach the highest number in the sequence and retrace it's steps following the waypoints in reverse order. If the reversing circuit is inactive it will proceed from highest number waypoint zone tile to first. This gives you the handy option of setting your vehicle to follow a looping track such as a perimeter patrol, or a path such as a road avoiding obstacles and silly AI shortcuts.

Most useful feature is that is can handle effectively infinite waypoints, lay down waypoint zone tiles and it will follow them. You can add and remove waypoints with the zone tool and it will continue along happily without stopping (may get confused if reversing circuit is active when changing waypoints, just deactivate the reversing circuit and turn it on again and it should sort itself out)

It can handle multiple vehicles following the route if you want as long as the extra unit signals are just slaved to the output and aren't fed into the unit tracker.

Built to be easily changed in settings, the waypoint zone can be changed with only 3 edits. Vehicle data stored in single location


It's a bit of a mess, the primary loop function is on 3rd revision for tidying up but the reversing circuit stuff is first gen.

Future additions i'm thinking of could be additional condition circuits for tracking unit data, like fuel, ammo, cargo, ect and the data of a target unit/building. In theory it should be a relatively simple logic circuit to change the waypoint zone being followed based on conditions. So a single vehicle could have multiple waypoint routes and choses between which one to follow. "Floating waypoints" could be laid down by a zone controller following a target vehicle such as a miner to prevent "kissing" when linking up and automatically adjusting route for miners moving to new fields.



Blueprint for anyone that wants to play around with it. Any changes/improvements/suggestions appreciated.

Code: Select all

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