dragon zen 16 Posted December 21, 2010 Of course I'm not the first one to talk about these: 1. I don't know how real AH work, but Rockets being controlled by gunner is real ineffective. 2. I haven't tried OA yet, and I just try some mod which add flares to AA2 (firstly I say THX to those friends). Flare is attached as another weapon, which make it impossible to use it in time. ( It is same for smoke of tank). 3. How to command AI pilot to fly low and slow? I think AH should always keep itself safe, rather than crash into the center of battleground. I really don't know how to control the AI when I edit my mission. Share this post Link to post Share on other sites
Banderas 0 Posted December 21, 2010 Of course I'm not the first one to talk about these:1. I don't know how real AH work, but Rockets being controlled by gunner is real ineffective. Use the "Manual fire" command in the action menu. 2. I haven't tried OA yet, and I just try some mod which add flares to AA2 (firstly I say THX to those friends). Flare is attached as another weapon, which make it impossible to use it in time. ( It is same for smoke of tank). OA flares/smoke is working with the R key when in the pilot/commander position for a chopper/tank. Community made flares are usually made either automatic or have a hotkey. For a nice flare system I would recommend Mando's Missile script suite. 3. How to command AI pilot to fly low and slow? I think AH should always keep itself safe, rather than crash into the center of battleground. I really don't know how to control the AI when I edit my mission. Currently there's no way for an AI pilot to hover at its location far away and use standoff tactics with its weapons. Maybe try to give it a simple "move" waypoint and sync it with a trigger that prevents it to move to the next waypoint until specified/general enemy units are pacified. If you give it a "Search and destroy" WP, it will circle around that point in random, seeking out possible hostiles. "Guard" WP also makes them move onto enemy targets, when discovered. Share this post Link to post Share on other sites
demonized 20 Posted December 21, 2010 for flying heights put this in ah init line for 30m, not the pilot: this flyinheight 30 patch 1.56 have serious issues with AI flying due to bug, this is fixed in newest available beta. Share this post Link to post Share on other sites
Banderas 0 Posted December 21, 2010 3. How to command AI pilot to fly low and slow? I think AH should always keep itself safe, rather than crash into the center of battleground. I really don't know how to control the AI when I edit my mission. Another solution for this might be the new "unitcapture/unitplay" script command. With this it is said possible to drive/fly a vehicle around by the player, capture its movement and "copy" the route for the vehicle in another mission, controlled by AI. http://forums.bistudio.com/showthread.php?t=101421 Here's a demo mission http://www.kylania.com/ex/?p=36 Share this post Link to post Share on other sites
dragon zen 16 Posted December 22, 2010 THANKS. I'll try the AI. I think, the polit use rockets and the gunner use missile AT THE SAME TIME, which will be more effective, just like BF2? Share this post Link to post Share on other sites