granQ 293 Posted April 3, 2011 This is like the oldest trick in the book.. put a vehicle, with fuel 0. Waypoint towards extraction. East not present, setfuel 1. Your extraction vehicle comes... why the ai keep jumping out now? i hate it.. :( Share this post Link to post Share on other sites
Tankbuster 1746 Posted April 3, 2011 Is it a wheel vehicle? It's probably getting damaged during the drive making the AI bail. Share this post Link to post Share on other sites
NeMeSiS 11 Posted April 3, 2011 Whats wrong with syncing a waypoint to that trigger? Share this post Link to post Share on other sites
granQ 293 Posted April 4, 2011 nothing, its just like I said the oldest trick. Place a unit, one waypoint and setfuel.. and it been working since OFP, Resistance, ArmA1... and I am sure arma2 before.. its just recently they started to eject. Share this post Link to post Share on other sites
MeIvin 10 Posted April 4, 2011 Hello! It could be a way to prevent AI to keep sitting in the vehicle after they've been driving and ran out of fuel. Would be pretty silly if they have to go somewhere and they keep sitting in the vehicle looking out the windows. Maybe it's a "fix" from bis? Kind regards, Melvin Share this post Link to post Share on other sites
sander 14 Posted April 4, 2011 Hi, Can you specify the exact conditions where this behaviour is observed? A test that I just ran in 1.59 using different types of vehicles shows that tracked armoured vehicles (M1A1), wheeled armoured vehicles (LAV-25) and wheeled softskins (Humvee) behave as before when placed in the editor with an empty fuel tank that got filled only when a condition was met. The crew remained in the vehicle and any passengers stayed on board. It is a different story with helicopters: both passengers and crew bail from a waiting helicopter that has no fuel, but this behaviour was also observed before 1.59. Regards, Sander Share this post Link to post Share on other sites
granQ 293 Posted April 4, 2011 yeah probably, this ain't like a "real" thread.. just thinking out loud. I miss the fuel trick, new generations won't even know about it. * Starts writing a history book of old ofp/arma editing thats been lost* btw, anyone remember the M2 machinegun exploding around you? One of the first published artillery scripts :) Share this post Link to post Share on other sites
sander 14 Posted April 4, 2011 Hi, As this method is used in dozens of missions, I would like to know whether this behaviour can indeed be observed. Could you provide an example where this AI behaviour reliably occurs? Because if it is a problem I have quite a bit of work to do fixing any such fault. My own test set up does not result in crews and/or passengers bailing their vehicles, bar for the already known problem with helicopters. The buried exploding M2 as an IED susbtitute from the OFP days is sorely missed, Armed Assault already put an end to that one. Regards, Sander Share this post Link to post Share on other sites
AZCoder 921 Posted April 4, 2011 I remember using the fuel trick a few times until around 1.57, then it seemed unreliable and I switched to hold waypoints. There may be multiple factors that determine if AI bail or not, I did not explore the cause. Share this post Link to post Share on other sites
sander 14 Posted April 4, 2011 Hi, This is my preferred method of triggering vehicles and timing movements, as AI commanders may sometimes order fully fueled vehicles to move in order to engage targets despite a hold waypoint. My setup is usually to have a publicVariable broadcast, which meets the condition set in the waypoint of the waiting empty tanked vehicle, which then receives a this setfuel 1 in the On activation field. This appears to work reliably in both A2 1.09 as well as CO 1.59, so I am curious what circumstances could influence the situation that would cause crews to bail. Regards, Sander Share this post Link to post Share on other sites