Cloughy 0 Posted December 15, 2010 (edited) In Grid ref 082-126 i have 2 helos flying to a waypoint at that grid ref, then turning. Now the problem is in the editor, they crash 1 in 10 times of trying, im MP coop, they crash every time at the waypoint. They are flying height at 150 and they seem to slow down for the turn, then nose dive really steeply, then try to pull up, but its too late, they both crash. Now if i move the WP south a bit it seems to be better, but why are the crashing at that local??? Also helos are up and down alot when flying, like the server aint updating quick enough, but the server uses same bandwidth settings as arma and arma2, only seems apparent more in arrowhead on takistan. Anyone else had issues with nose diving helos on takistan. Tried with Merlins and Chinooks, both do it. Cheers GC Edited December 15, 2010 by Cloughy Share this post Link to post Share on other sites
manzilla 1 Posted December 15, 2010 In Grid ref 082-126 i have 2 helos flying to a waypoint at that grid ref, then turning.Now the problem is in the editor, they crash 1 in 10 times of trying, im MP coop, they crash every time at the waypoint. They are flying height at 150 and they seem to slow down for the turn, then nose dive really steeply, then try to pull up, but its too late, they both crash. Now if i move the WP south a bit it seems to be better, but why are the crashing at that local??? Also helos are up and down alot when flying, like the server aint updating quick enough, but the server uses same bandwidth settings as arma and arma2, only seems apparent more in arrowhead on takistan. Anyone else had issues with nose diving helos on takistan. Tried with Merlins and Chinooks, both do it. Cheers GC I have in the SP missions I'm creating. The AI just ain't too good at flying in the mountains in some spots. Share this post Link to post Share on other sites
st_dux 26 Posted December 15, 2010 AI pilots will always try to rigorously maintain a specific height above ground level even when flying through terrain that has highly variable elevation. Since they also have a tendency to overcompensate when making adjustments, this will often result in their demise in mountainous terrain. Like many things in ArmA, this doesn't make any sense -- there ought to be a way to set AI altitude above sea level, which is how pilots actually fly most of the time -- but unfortunately, there is no way around it. Your only options will be to make the AI fly even higher up, giving them more room to screw up, or to use scripting to force them upward in case they dip too low (this generally looks quite fake, though). You might also try forcing them to fly more slowly around the danger area, but there is no guarantee that this will fix the issue. Share this post Link to post Share on other sites
Trenchfeet 0 Posted December 18, 2010 If the choppers aren't visable to the player you could put a trigger at the spot where they normally crash and just get it to setpos their altitude back to a safe height, so at least they can get through that region. Share this post Link to post Share on other sites
tj72 0 Posted December 18, 2010 Like many things in ArmA, this doesn't make any sense -- there ought to be a way to set AI altitude above sea level Yes that is perfect idea to fix the issue,.... Your only options will be to make the AI fly even higher up, giving them more room to screw up, or to use scripting to force them upward in case they dip too low (this generally looks quite fake, though). Yes, just make a nice script to fix it. Its what scripts are for. The logic for the such a script would be simple. I would personally make a loop that would run during flight time and check if the distance to ground was below a desired threshold. If the threshold is reached then setvelocity straight up by a certain amount to avoid the ground. Its no matter if its an ugly solution or pain in the but to make these things. I personally get a kick out of overcoming these problems. Its just the way things are in this game with alot of frustrating problems and the need to fix them to improve the gameplay. Someone may make a great pilot AI mod one day but for now, learning how to script a solution is the quickest way to address the problem. Share this post Link to post Share on other sites