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WallyJas

AI capturing warlord in vehicle convoy

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Guys I have been enjoying myself in the editor creating a

'capture warlord' mission. However this time the player is the pilot of a Littlebird, AI are the squad doing the capturing and the warlord is in a vehicle convoy moving from A to B (thanks to SHK's mover script).

I am using triggers such as:

[[i]myAIteam[/i]] doMove (position [i]warlord[/i]);

and

[[i]warlord[/i]] joinSilent [i]myAIteam[/i];

These are all working just fine and the AI squad are effective in completing the capturing, however I am running into an issue that I can't seem to figure out a solution to.

The AI squad do not recognise the warlord when he is in the vehicle. As soon as he steps out they move to his position and effect a capture, but not if he remains inside.

At the moment I am having to land the chopper, get out, shoot the tyres of the vehicle (which makes the occupants get out) and then run back to my chopper in order to continue with the mission and let the AI .do their thing'.

I am hoping that someone can suggest how I can get the warlord to get out of the vehicle without me shooting the tyres, or get the AI squad in my chopper to shoot the tyres out (which would be the perfect solution).

Any ideas please?

Edited by WallyJas

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You could set conditions for a trigger, with an onact of Warlord DoGetOut

Possibly check the distance of the squad from the warlord's vehicle, as in, say, if they are closer than 2 metres, force the warlord out.

Does that help? :)

(Also, can you show me the link to the scripts for your convoy ;) )

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Thanks for the fast response Dread, I'll look into that.

At the moment I have the AI squad moving to the to Warlord, maybe I have them move to the vehicle he is in and then use the trigger you suggested to get him out.

PS: I have had no luck getting a convoy to work properly. I simply have three vehicles, all at the same start point and all individually given the same destination marker.

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Not the right post lol

Edited by SteveJA360

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Hi guys, I am now wanting to get a 'longer chase' out of the convoy. As the player helo pilot, when I fly over the top of the convoy with the warlord in it, all the enemy AI jump out and the convoy stops.

What I am hoping for is a series of triggers that makes it so that the convoy will do a few more things randomly so that the chase lasts longer.

Any suggestions on how I:

1 - When the enemy spot the chopper sometimes the vehicle stops, the bodyguards get out to engage, but after a certain time they get back in and the convoy continues

2 - When the enemy spot the chopper sometimes the convoy ignores the helicopter and drives on

3 - If I block the path of the convoy (with the helo) sometimes #1 takes effect other times they will just drive through

Basically I am wanting to get some random behaviour from the convoy to 'spice things up' ...... any suggestions please?

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For number 2;

Helicopter setcaptive true

Where you have the helicopter's name in there, above.

This prevents the AI from reacting to you as an enemy, or shooting at you.

Hope that helps :)

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Hi guys I am hoping someone can help with another issue I am having with this command

[myAIteam] doMove (position warlord); 

If the Warlord decides to flee, the AIteam that are suppose to keep moving to his position don't seem to follow. They only move to his position once, if he has left that position then do not find his new position. How do I fix that please?

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Try "doFollow" instead of doMove.

Whilst the warlord is in a vehicle, none of these commands will work, as the warlord doesn't technically have his own position (I stand to be corrected!) - you want to find the position of the vehicle he is in. Try:

(leader myAIteam) doMove (position (vehicle warlord));

doXxx commands are given to individual units and not groups, the above syntax therefore gives the doMove command to the leader of your AI squad. If the warlord is on-foot then "vehicle warlord" is himself - i.e. (vehicle warlord) = warlord - meaning that this command should work whether he is in a vehicle or not.

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Thanks Siggy that's great news. I'll give it a crack and post my results. What happens if the AI squad leader is killed, will his 2IC take on the cause?

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