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Deathcon5

AI pilots won't fly in a strait line to waypoint

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I'm building a halo jump mission in OA and for some reason the AI pilot in the C130 won't fly over the target area! He keeps circling like a moron until he eventually gets to the waypoint but you can't predict what direction he'll come from. I've done paradrop missions in original ARMA2 and have not had any problems. The only difference is the altitude. Is there a cap? any ideas?

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is it necessary that the people dropping in start off in a plane?

Edit: Can you start the mission with them already outside of the plane and falling towards the earth? if so try this

here it is. Add this to the init of each unit you want to jump in.

this setpos [getpos this select 0, getpos this select 1,(getpos this select 2) +2000]; this flyinheight 2000; this setvelocity [0,0,0]; [this] exec "ca\air2\halo\data\Scripts\HALO_init.sqs";

If they are ai grouped to a human, the ai will follow the person even while in midair, and they will deploy their chutes when the player deploys their chutes.

Edited by Cotala Studios

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Aircraft at height do have a habit of flying in circles at least in the Arma world above a 1000 meters.

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Have you tried expanding the waypoint diameter so it isn't the size of a quarter as well? That might create some problems for AI because when they miss it, they turn around and try again, but when the plane can't turn as sharply as their AI-brain plans they literally end up going in circles.

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Use a script as this will produce much better results. I would suggest using the Mando_Heliroute script.

Even though this is for a Chopper , it can easily be edited to work for a Plane and is very simple to implement. It comes with a sample mission so you get to see how it all works.

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........ If they are ai grouped to a human, the ai will follow the person even while in midair, and they will deploy their chutes when the player deploys their chutes.

Actually they will not unless you have a working script for it and if you do would you be so kind as to point us to it? I was on several Domination servers the other day and the AI would not para jump with me on any of them.

I'm building a halo jump mission in OA and for some reason the AI pilot in the C130 won't fly over the target area! He keeps circling like a moron until he eventually gets to the waypoint but you can't predict what direction he'll come from. I've done paradrop missions in original ARMA2 and have not had any problems. The only difference is the altitude. Is there a cap? any ideas?

On the AI, I had simular issues as well, aside from setting the waypoint behavior to careless and the speed to full which did help some though it certainly was no cure I decided to stay away from chopper and move them to a plane, I think the plane goes fast enough that they can not turn like that, that is the only solution I could come up with and no one else chimed in either, so....

However it sounds like your waypoint behavior is not set to careless since you are already using the C130.

Edited by callihn

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If you use setvelocity in a loop the plane will fly straight, but now the problem would be how to turn it.

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script for it and if you do would you be so kind as to point us to it? I was on several Domination servers the other day and the AI would not para jump with me on any of them.

This script would be useless in domination. The player would spawn with a group of ai 2000 meters in the air the moment they joined the server, and then they would never be able to get in the air with AI again.

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If you use setvelocity in a loop the plane will fly straight, but now the problem would be how to turn it.

Interesting idea. I may play with that. It doesn't need to turn. It just flies off and gets deleted at the edge of the map.

For now I just have them spawning right at the plane as if you have just jumped out of it and you see the plane flying off.

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Interesting idea. I may play with that. It doesn't need to turn. It just flies off and gets deleted at the edge of the map.

For now I just have them spawning right at the plane as if you have just jumped out of it and you see the plane flying off.

I never tested it at high altitude, should work though.

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I'm having the same problems as the OP.

I've made a large-ish MP (non-dedi hosted) mission on Cherno where the players and friendly groups of AI are on 3 C130s (the players obviously being on only one). The aircraft start off the coast, fly to the edge of Cherno, then to a new destination inland and finally to the other edge of the map where they are deleted.

This all worked perfectly well for some time but now the AI planes constantly miss their waypoints screwing up the mission. I tried putting completion radius to 200 but no dice.

Kotp;1749180']Use a script as this will produce much better results. I would suggest using the Mando_Heliroute script.

Even though this is for a Chopper ' date=' it can easily be edited to work for a Plane and is very simple to implement. It comes with a sample mission so you get to see how it all works.[/quote']

How would I do this? I am completely out of my depth when it comes to scripting.

I would really appreciate any help.

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I didn't read the whole thread, so excuse me if I'm way off here. Problems I've had with waypoints and flyInHeight is that planes flying too high can never actually reach that waypoint because it exists at a different altitude. I haven't played with this stuff in years though.

IF you're using waypoints, you can probably try to increase its completion radius or loop through the waypoints and modify their altitude.

Another problem that could be related is that floating point maths can go haywire at high altitudes. Using #lightpoint with really low values to light up the inside of a C130 for added ambiance effect may not work at high altitudes. I don't expect that to be the case here though, since the integer part of positions should be more than enough accuracy to work. But I saw HALO being mentioned, so I thought I'd mention it.

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Thanks guys but I eventually managed to fix it myself.

I cut down the number of waypoints, put the initial one far inland and had the paras jump out by trigger far behind that waypoint. The second waypoint has the aircraft going out to the delete trigger.

This way the scattered drop I want goes to plan and if the aircraft do go in circles at the waypoint the players won't notice. If engine noise is heard then that just adds to the immersion.

No need for fancy scripts. :)

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On 9/14/2010 at 9:56 AM, f2k sel said:

If you use setvelocity in a loop the plane will fly straight, but now the problem would be how to turn it.

Necroing this!

 

What is this setvelocity thing?, it sounds like it might be what I need, I'm trying to get a formation of B17s to fly in a straight line, there is no need for them to turn, I just want them to fly straight at high altitude (Relatively high by WWII standards) I've tried a dozen different init codes, they all fall apart upon contact with an enemy, or if they don't make contact, they break into a massive climbing roll and break formation 6 miles down wind for no reason. attaching too another plane does no good when the other plane eventually does the same thing. Besides, a formation of 30 B17s attached to one point or multiple pace planes is tricky. Disabling AI features only seems to work temporarily. And truthfully, these planes DO need some active input, as they tend to list and dive slightly over time if you don't hold the stick back and steady. So even if disabling AI worked, which it doesn't, it would just result n them gong comatose and slowly rolling out of the sky as if they had a heart attack at the stick.

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