-duke- 0 Posted August 19, 2011 I'm currently working on an MP Mission where tanks are used in a supporting role allowing you to concentrate on engaging enemy soldiers. Each time your team moves the line forward, your supporting armor is triggered to move forward as well and engage any opposing OPFOR armor. Each trigger is synced to an armor waypoint and it works well for the most part. To keep the action continuous without bogging things down, OPFOR and BLUFOR spawn additional units when they've reached a minimum count of < X. Unfortunately, sometimes your supporting armor takes enough damage for the crew to disembark but they will not engage enemy nor will they continue onto the next waypoint until one of the triggers is activated which is to be expected. The problem is, not only does it look a bit silly to have them standing there doing nothing, it disrupts the math for respawning BLUFOR units and as such, creates a noticeable lull in the overall gameplay as less BLUFOR units are created. Hopefully I haven't lost you at this point because I'm having a tough time explaining myself so far :o Anyway, to deal with this issue I've tried simply destroying the tanks when they reach a damage level of x which doesn't always work. I've also tried to have the units join my spawning BLUFOR troops but so far to no avail. Lastly, I've just tried deleting the tanks synced waypoints keeping all but the last waypoing which is a move waypoint. I must be doing something wrong because that doesn't seem to work either? Any suggestions on the best course of action on how to deal with the static tank crews once the tank has been destroyed? Also, the tanks themselves are set to move as careless/limited as this seems to be the only way I can get them through a city without getting stuck on buildings. If the tank crews of the destroyed tank are to join the fight, I need them to change from careless/limited to combat/limited. Any and all help is greatly appreciated! Thank you. Share this post Link to post Share on other sites
f2k sel 164 Posted August 19, 2011 (edited) I don't see that. I see the crew get out and if they don't die in the tank explosion they will move to the waypoint and engage any enemy they find. I just re read the last bit of your post. I suspect the reason they stop and don't fire is that on careless they won't shoot. When the tank is destroyed you could change their behaviour to aware or combat so they should then engage the enemy. Edited August 19, 2011 by F2k Sel Share this post Link to post Share on other sites
cobra4v320 27 Posted August 19, 2011 (edited) This will delete the tank and crew if the damage is above 0.8 and if the crew exit the vehicle. if (getDammage tank1 > 0.8 or {alive _x && _x in vehicle _x} count (crew tank1) == 0) then { {deletevehicle _x} foreach (units groupname) + [tank1]; deleteGroup groupname; }; Also, the tanks themselves are set to move as careless/limited as this seems to be the only way I can get them through a city without getting stuck on buildings. They have to be on safe or careless in order to use the roads otherwise they will go off-roading. Edited August 19, 2011 by cobra4v320 Share this post Link to post Share on other sites
demonized 20 Posted August 19, 2011 placing this in init of vehicle would help maybe: _null = (vehicle this) spawn { _grp = group (driver _this); waitUntil {sleep 1; !canMove _this}; if (({alive _x} count units _grp) != 0) then { { _x setWaypointBehaviour "AWARE"; _x setWaypointSpeed "FULL"; } foreach (waypoints _grp); _grp setBehaviour "AWARE"; }; }; Share this post Link to post Share on other sites
enforcer4100 10 Posted August 20, 2011 you could also give the driver the waypoints and make him group leader. Than you use the getInDriver, getInGunner,... commands and when the tank is disabled they will keep following the WP's Share this post Link to post Share on other sites