anessen 10 Posted December 31, 2010 (edited) Hey I'm trying to get a C-130 to fly in a straight line from one point to another at high altitude with the players viewdistance set up and some funky cameras, all cinematic like. I am doing this by having "this flyinheight 2000" in the init field and giving it move waypoints. All it has to do is go on for a bit and fly over a trigger to start a paradrop. The AI appears to be incapable of flying in a straight line. The plane banks and turns wildly, sometimes randomly circling over a point on the ground for a few minutes before heading off in a different direction. Other times it just goes off in a random direction in a perfectly straight line, and misses its waypoint by a few miles. I have tried giving it one single waypoint really far away, or a number of shorter hops. Neither of these work. Is there any way to make the AI just go in a straight line at high altitude? EDIT Should also mention, the waypoints do set behaviour to Careless and set Full speed. These two screenshots were taken to show the very odd path that the AI takes. This first one has some friendly (independent) AI at the main airfield: http://img692.imageshack.us/img692/6421/arma2oa2010123117293165.png This one has no other AI on the map at all: http://img545.imageshack.us/img545/945/arma2oa2010123117400611.png It seems to be totally random, is not related to detecting enemy AI, and happens with the careless/full speed waypoint. Someone was passing the theory around that the flyInHeight command screws up the AI by constantly trying to change the altitude of the aircraft because it reads above terrain, not above sea level. There was a script that altered the flyInHeight command every 0.5 seconds to try and fix this by taking away the difference in terrain height. It made no difference to the problem. Edited December 31, 2010 by anessen Share this post Link to post Share on other sites
igneous01 19 Posted December 31, 2010 change the completed radius of the waypoint to a size of 200m or more. generally aircraft have issues with waypoints because they might miss the waypoint (default distance to complete it is i think 2m) so setting the completion radius to a larger distance will make the ai complete the waypoint Share this post Link to post Share on other sites
anessen 10 Posted December 31, 2010 That makes no difference. Those two screenshots were taken with a single waypoint, but I have tried adjusting the completed radius upwards to 500m and it does the same. I have also tried using a series of smaller waypoints with a 500m, 1000m and 2200m completed radius. None of these paths worked and if anything it made it worse. Share this post Link to post Share on other sites
[aps]gnat 23 Posted January 1, 2011 Have you tried commands like; (driver _plane) disableAI "AUTOTARGET"; (driver _plane) disableAI "TARGET"; (driver _plane) disableAI "MOVE"; Share this post Link to post Share on other sites
demonized 16 Posted January 1, 2011 i have seen somewhere here on the forums that AI has a max flyinheight at ca 2000, cant remember details or where but try lowering flyinheight 100 at a time.. Share this post Link to post Share on other sites
anessen 10 Posted January 1, 2011 Gnat;1825008']Have you tried commands like; (driver _plane) disableAI "AUTOTARGET"; (driver _plane) disableAI "TARGET"; (driver _plane) disableAI "MOVE"; Tried this just now' date=' made no difference. i have seen somewhere here on the forums that AI has a max flyinheight at ca 2000, cant remember details or where but try lowering flyinheight 100 at a time.. It seems that the height does affect it, flying at 1,500m means that the plane circles around random points, where at 1,000m and 500m it goes off course over these same points, like it is giving itself little waypoints. For some reason at higher altitudes it can't meet them and just circles around for a bit. I understand the need to simple not have a unit go in a straight line in normal situations, but this is a high altitude flight that doesn't have to avoid anything. Oh well I suppose it will need to be 1,000m drop then instead. Share this post Link to post Share on other sites
hellfire257 3 Posted January 1, 2011 You could use the unitCapture and unitPlay functions if you were feeling daring enough. http://forums.bistudio.com/showthread.php?t=101421 Share this post Link to post Share on other sites
Ulfgaar 26 Posted April 1, 2015 I know this is a very old thread, but it popped up when i was working on something and looking for a way to get the AI to fly at altitudes (stable as such). I've used the "unitCapture" and "unitPlay" functions, which work epicly on singleplayer, but causes the plane to studder/desync around like mad in multiplayer. It works and it will still fly the route you've made in multiplayer, but in multiplayer the "unitCapture" and "unitPlay" will give less than pleasent results. Share this post Link to post Share on other sites
Joe98 53 Posted April 2, 2015 In the thread above the original poster used "careless" and that probably accounted for the odd behaviour. Don't use careless and try it at a lower altitude. Try 200 meters but make sure he is not going run into a mountain! Make sure the weather is clear so that is not a factor. If it works at a low altitude it should work at a high altitude. Share this post Link to post Share on other sites
opusfmspol 175 Posted April 2, 2015 Example taken from the SOM "transport" support: _transportVehicle setCombatMode "BLUE"; _transportVehicle setBehaviour "CARELESS"; _transportVehicle allowFleeing 0; The transport helo flies in a straight line, and will fly into the teeth of an AA gun if one lies between the pick-up and drop-off points. Share this post Link to post Share on other sites