#Spawned Units Ignore Roads
14 messages · Page 1 of 1 (latest)
I actually did figure it out (or at least how to fix it). I ended up having to connect the connection node to an exsisting one, when it generated one, the units went dumb.
One sec
I changed it, so I don't have the file anymore in that version, but in the first image with two nodes the units just ignored both roads, in the second when I connected my road to an exsisting node, it worked as expected.
Sweet. The vehicles can only path using one network. They can't swap between two islands on the same journey yet
They'll use whichever has the closest exit point to their destination
in this case, the default map roads
Oh, so if I want them to use a single road for one journey does it need to be connected to the road network by an exsisting joining node? I am not quite sure I understand what was originally happening.
the first example (not connected) they have the choice of using either the roads on the whole highway network, or just that added road (which is a new network). In the second example they can use both roads because its now the same network
So, to keep it as one network you need to start a new road from a current big blue dot?
Yes
Perfect, thanks!!!
dunno if this is related but some of the bots are learning impatient human taxiing techniques lmao
dw, ai is getting fixed. also why tf is your window red?