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Bobcat26

ejecting from damaged tanks to early

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Hi all

are their any scripts or codes to keep the tank crews from ejecting so early

most of the time the tanks are still in good shape and the tank crews bail out anyway :-(

maybe something like

eject = 0

:-)

thank you

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Unfortunately not that I am aware off... It is a much needed feature and it had been brought up in the Suggestions forum on quite a few occasions.

Peace,

DreDay

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The only solution currently is to lock the vehicle to keep AI crews in to the bitter end.

Will they still attempt to operate the vehicle when they can't get out even though they want to?

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The Problem is that they bail out as soon as the Tracks or the engine are busted.

I can understand that they bail out when the engine is destroyed, it could catch fire (and it does in ACE, so I'm quite happy that the crew bails out of a burning vehicle)

but they shouldn't jump out just because of broken tracks.

IRL soldiers would stay in the relatively safe tank instead of bailing out to get shoot

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The only solution currently is to lock the vehicle to keep AI crews in to the bitter end.

As far as I have experienced, there is absolutely no way to keep A.I. in an inoperational vehicle. They just get out, no matter if the commander is a player or A.I. When the commander is a player, the player can stay where he wants, but A.I. subordinates ignore any "stay in" or "get in" command, when the vehicle is damaged in a certain way.

No command, nothing can keep A.I. inside. When they 'want' to get out, they get out and can not be ordered to get in again.

It could be done with a workaround:

init-line of vehicle 'tank':

tdriver = driver this; tgunner = gunner this; tcommander = commander this; this lock true;

3 triggers:

 
Condition: repeated: not tdriver in tank 
On Activation: tdriver moveindriver tank; tgunner moveInGunner tank; tcommander moveInCommander tank; {_x orderGetIn true} forEach [tdriver,tcommander,tgunner];

 
Condition: repeated: not tcommander in tank 
On Activation: tdriver moveindriver tank; tgunner moveInGunner tank; tcommander moveInCommander tank; {_x orderGetIn true} forEach [tdriver,tcommander,tgunner];

 
Condition: repeated: not tgunner in tank 
tOn Activation: tdriver moveindriver tank; tgunner moveInGunner tank; tcommander moveInCommander tank; {_x orderGetIn true} forEach [tdriver,tcommander,tgunner];

This will keep A.I. inside although you see them very shortly jump out; but they are moved in again after 0.0 - 0.5 seconds.

Edited by RogueTrooper

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As far as I have experienced, there is absolutely no way to keep A.I. in an inoperational vehicle. They just get out, no matter if the commander is a player or A.I. When the commander is a player, the player can stay where he wants, but A.I. subordinates ignore any "stay in" or "get in" command, when the vehicle is damaged in a certain way.

No command, nothing can keep A.I. inside. When they 'want' to get out, they get out and can not be ordered to get in again.

Yeah, but if the vehicle is locked via script? Normally, nothing can get out in that case. That's what he is saying.

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Locking a vehicle has no effect for AI.

_neo_

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And after the AI crews jumping out, they however aren't afraid of the tank explosion, staying so closely and waiting to die for the explosion.

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I have repaired afew enemy tanks only to have the ai crews jump back in and kill me with it :( thats why they stay close, there waiting for a fool like me

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And after the AI crews jumping out, they however aren't afraid of the tank explosion, staying so closely and waiting to die for the explosion.

Indeed. There has been another thread about this behaviour. The default behaviour of AI in a group, whose leader is also AI, who jump out of a damaged vehicle, should be running farther away (probable explosion safe) and seek cover in bushes or something around.

At least they should not jump out and LAY DOWN BESIDE the vehicle.

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The Problem is that they bail out as soon as the Tracks or the engine are busted.

I can understand that they bail out when the engine is destroyed, it could catch fire (and it does in ACE, so I'm quite happy that the crew bails out of a burning vehicle)

but they shouldn't jump out just because of broken tracks.

IRL soldiers would stay in the relatively safe tank instead of bailing out to get shoot

Don't know how safe it is to sit in disabled armour, especially if your armaments/defences don't work. If your enemy has the capability to disable your armoured vehicle while it is mobile, he quite likely has the capability to disable it further or destroy it if it is sitting still. I'd have the tendency to get the f*ck out of Dodge.

Edited by MissionCreep

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Doesn´t have to be, If your Tank gets disabled by an IED you won´t jump out after this. Generally you usually wouldn´t jump out as long as your Weapon Systems are functional.

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Human can calculate danger and decide is it safer to defend themself inside tank until rescue arrive (like friendly APC or infantry) and leave with them, or maybe they should rather GTFO while they still can.

AI can't, so until some tweaks are done AI bailing out is optimal choise. Still, they should really get away from disabled vehicle.

Or we could take advantage of unrealistic HP system. Basically when track is gone, but rest of the tank is pretty much OK, they would use tank as pillbox, but if vehicle health drops bellow, let's say, 50%, they would bail out, as it's obvious enemy have means to fu**ed them up.

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Doesn´t have to be, If your Tank gets disabled by an IED you won´t jump out after this. Generally you usually wouldn´t jump out as long as your Weapon Systems are functional.

Problem is, you don't often really know what hit you (if you did, you probably could have evaded it :)). If it was a Takiban-type scenario, IED is a good probability and yes, you can stay in, especially if you have friendlies covering you. If it is an IED ambush and the enemies have some serious AT capability there are probably no good options. However, in the case of another attack vehicle, AT weapons or (worst of all) airstrike, staying inside may not be the best option.

Edited by MissionCreep

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Yeah, you are right. It always depends on the scenario

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