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- User Since
- Jul 1 2013, 7:33 AM (598 w, 6 d)
May 9 2016
I'm with Fri13 ^^. A command that will tell a unit to just follow the waypoints and ignore all other AI or player activity would be excellent
ahh.. Interesting - How about setting, in my example, the pilot of the helicopter to get to move (waypoint set to careless), then getin helicopter (linked to trigger that calls the evac helicopter). So when he flies to the designated point he will still be on careless? Or does being in a helicopter negate this careless setting. I guess I'll test this evening :)
What we need is an instruction for the driver of a vehicle to obey waypoint information ONLY. So any other AI instructions like observation, reaction to detected threats etc. are just disabled and it will dumbly follow the waypoints as laid out in the editor (with the speed function still active, limited/normal/full)
e.g.
(driver VEHICLE_NAME) disableAI "all";
(driver VEHICLE_NAME) enableAI "waypointfollow";
A basic example of what could be above ^
Is this possible to implement, devs?
hmm, you're right. Back to the drawing board. It works for me in map preview, enemy units all around the chopper but it lands and even fires on the enemy AI. In a multiplayer session, the helicopter hovers dumbly.
Quite how this happens when in Arma 2 it worked just fine..
I think I managed to fix this, for me at least. My mission requires an evac chopper to come in and pick up some soldiers under fire. I placed an invisible helipad where the pick up was to happen, but the helicopter refused to land, instead either circling or flying off approx 200 meters away and just hovering there. I tried all options above and none of them worked until I added this one I found:
(driver heli_evac) disableAI "THREAT_PATH";
where "heli_evac" is the name of the evac chopper in the editor. I think this stops the pilot plotting new waypoints in the event that the helicopter comes under fire/is spotted by enemey AI.
The rest of the choppers init commands are below. The helicopter and pilot are set to invulnerable so that it can actually fly out of the area and complete the mission, more of a drama thing than a realism one I know:
this allowdamage false;
(driver heli_evac) disableAI "AUTOTARGET";
(driver heli_evac) disableAI "TARGET";
(driver heli_evac) disableAI "MOVE";
(driver heli_evac) allowdamage false;
(driver heli_evac) disableAI "THREAT_PATH";
(driver heli_evac) disableAI "PATHPLAN";
see if this works for any of you