Jump to content
Sign in to follow this  
roadrunner20

mission editor simpe convoy

Recommended Posts

Been looking at topics and google about convoys but a lot of them a lot more complex than what i want and most of them require a lot of pre know how which i dont understand a lot of the script.

i really want to do a simple convoy ie

couple of jeeps couple of trucks then couple of jeeps at back

then they move together in a convoy like way and dont drive stupid.

I been trying to use waypoints and such but it never works and looking at the script from topics just totally confusing and makes no sense.

is there a simple script i can just copy and past into each truck or jeep to stop them driving stupid and simple convoy?

Share this post


Link to post
Share on other sites

Let me tell you this right now, having a mission dedicated to convoys is not pretty.

If you really want to go through with it, use this convoy script manager.

http://forums.bistudio.com/showthread.php?t=90208&highlight=Convoy

Its impossible to make them not drive stupid, its just how they are programmed.

This irritates me so much, because so many good missions could be made if only we had a decent AI driving system.

Let me see if I can dig up an example mission for you.

Example Mission - http://www.mediafire.com/?7d1djg8vp575tqd

This mission only uses the convoy control script since the units have already been spawned.

As soon as you spawn they will start following the leaders waypoints and once they reach the end trigger the mission will end.

Feel free to use it as much as you want, if you have any other questions just ask here or PM me.

Edited by Toasticuss

Share this post


Link to post
Share on other sites

thanks for the heads up

when i saw game and then saw the mission editor i thought this would be a great game for making some detailed mission and convoy ambushes and great convoy fights ect.

As you say the AI seems to have a very anoying way of driving trucks and all things moving, seems they only excell in ground combat and at times can perform in air.

I also been searching for briefing for missions and displaying objectives and markers on map for multiplayer.

I would really like to be able to tell people in multiplayer what to do, ie dont shoot untill convoy is within the "KILLZONE" MARKER ON MAP.

Is this possible without having to make a lengthly script and then place into a file?(bassically want to make simple objective for players using mission editor)

cheers

Share this post


Link to post
Share on other sites
thanks for the heads up

when i saw game and then saw the mission editor i thought this would be a great game for making some detailed mission and convoy ambushes and great convoy fights ect.

As you say the AI seems to have a very anoying way of driving trucks and all things moving, seems they only excell in ground combat and at times can perform in air.

I also been searching for briefing for missions and displaying objectives and markers on map for multiplayer.

I would really like to be able to tell people in multiplayer what to do, ie dont shoot untill convoy is within the "KILLZONE" MARKER ON MAP.

Is this possible without having to make a lengthly script and then place into a file?(bassically want to make simple objective for players using mission editor)

cheers

Your mission example is in the cooker.

---------- Post added at 10:37 AM ---------- Previous post was at 10:01 AM ----------

Mission Example - http://www.mediafire.com/?3q5p5ngy94dth6z

AI cant shoot for shit, but this works fine, comes with working briefing.

Edit: Looks like theres a minor error on the briefing. Let me fix it.

Okay, mission should be good to go now.

Edited by Toasticuss

Share this post


Link to post
Share on other sites

i also made another mission where a special forces team helichoppers into a hilltop to assualt a enermy base, when the enermy are alerted they send for reinforcements which arrives.

problems i facing here are quite ironic as the enermy Ai drives perfectly fine to and from the base BUT i finding the triggers for ending the game and music triggers really not working at all.

I used a trigger in the base for when the BOFOR are detected by OPFOR the trigger will go off and in the effects a alarm will sound.

problem is i cannot hear the alarm when the trigger goes off, nor can i seem to get the music triggers to go off when the reinforcements arrive on the trigger location.

any ideas why this might be? singleplayer has alarms which go off in the pretty much exact same way and i can hear alarm from a long disstance away

Share this post


Link to post
Share on other sites
i also made another mission where a special forces team helichoppers into a hilltop to assualt a enermy base, when the enermy are alerted they send for reinforcements which arrives.

problems i facing here are quite ironic as the enermy Ai drives perfectly fine to and from the base BUT i finding the triggers for ending the game and music triggers really not working at all.

I used a trigger in the base for when the BOFOR are detected by OPFOR the trigger will go off and in the effects a alarm will sound.

problem is i cannot hear the alarm when the trigger goes off, nor can i seem to get the music triggers to go off when the reinforcements arrive on the trigger location.

any ideas why this might be? singleplayer has alarms which go off in the pretty much exact same way and i can hear alarm from a long disstance away

Are the sound triggers grouped to you?

Share this post


Link to post
Share on other sites

noob question what you mean grouped to me?

if you mean have i made the triggers which i have then put the sound effects on and then using F2 grouped them onto myself no.

For example one trigger is

trigger on the enermy base with "activated when OPFOR detects BOFOR" then has a effect of an alarm.

am i ment to put this trigger where BOFOR is going to be with "detected by OPFOR rather than having trigger on the OPFOR base on detected when they see us?

a bit confused as the trigger i find could work in dual ways but unsure which one is the correct, either on their area with them detecting us or our area with the same detected.

cofused i am a bit:yay:

Share this post


Link to post
Share on other sites
noob question what you mean grouped to me?

if you mean have i made the triggers which i have then put the sound effects on and then using F2 grouped them onto myself no.

For example one trigger is

trigger on the enermy base with "activated when OPFOR detects BOFOR" then has a effect of an alarm.

am i ment to put this trigger where BOFOR is going to be with "detected by OPFOR rather than having trigger on the OPFOR base on detected when they see us?

a bit confused as the trigger i find could work in dual ways but unsure which one is the correct, either on their area with them detecting us or our area with the same detected.

cofused i am a bit:yay:

The triggers should be (F2) grouped to the player for the music to play.

Also have in the on activation "playMusic "Music name";" with the condition being "unitName in thislist;" same with the other units.

If you have Steam, Skype, or Xfire just PM me your username, I can help you much faster there.

Share this post


Link to post
Share on other sites

thanks for help. tbh i still cant get it to work as i want as it seems very random and hit and miss rather than dead black or white trigger works or not which is anoying.

does the game allways have this randomness when you try use editor or is it pretty much down to you and no randomness happens( i ask this as i seen many people say multiplayer games random a lot)

Edited by roadrunner20

Share this post


Link to post
Share on other sites
thanks for help. tbh i still cant get it to work as i want as it seems very random and hit and miss rather than dead black or white trigger works or not which is anoying.

does the game allways have this randomness when you try use editor or is it pretty much down to you and no randomness happens( i ask this as i seen many people say multiplayer games random a lot)

Well I am not very familiar with the multiplayer mission making yet, as I am just getting my foot in the door there. But I've heard that its a whole new ball game because of the syncing messes that go on.

Its usually hit or miss with SP but I can imagine MP being a bit sketchy.

Share this post


Link to post
Share on other sites

Didn't Mano have a script to eliminate alot of dumb driving by the AI??

Share this post


Link to post
Share on other sites
The triggers should be (F2) grouped to the player for the music to play.

This is simply not true and the problem must be another one. If a trigger detecting presence fires, it fires simultaneously on all computers in the network, including the server. The only reason to group it (F2) is if you want it to fire only when a certain unit or group enters the trigger zone.

Share this post


Link to post
Share on other sites

I saw one mission using convoys, they weren't too bad. The person set the speed of the front vehicle, and set the speed of the convoy a bit slower.

Maybe that can be explored for your convoy.

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×