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Windwalking

WW AIMenu (complimentary commands)

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Yes froggyluv. It was not intuitive for me the first time around either. It does work however. The wait waypoint is very nice touch!

WindWalking, I notice if more than one unit is using same waypoints then tend to get very close to each other once they get to the waypoint....almost inside each other. Is it possible to make them maintain the formation relative to the waypoints and spaced out a bit?

This mod also works great with the copy my stance mod especially clearing towns/villages.

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Yes froggyluv. It was not intuitive for me the first time around either. It does work however. The wait waypoint is very nice touch!

Could you explain how I get the waiting units to advance to next waypoint?

Nevermind -I see you can get them to advance by reclicking the Wait WP thereby deleting it and they advance.

Edited by froggyluv

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This is having a real RTS element impact on the game. Keep up the good work WW.

---------- Post added at 22:28 ---------- Previous post was at 22:15 ----------

WW, I do notice the wait circle does not allow two of them be placed close to each other. This would be useful when using multiple groups with multiple waypoints.

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Great mod. I am wondering if you can set the choppers landing height to '1m' that way the chopper can do pickups at sea. '1m' is enough height to drop off divers and collect them, I tested it tonight. Thanks again.

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Nevermind -I see you can get them to advance by reclicking the Wait WP thereby deleting it and they advance.

WindWalking,

Sometimes some units will not resume the waypoints after the wait waypoint command is removed. I noticed this in the previous version as well. I don't see any patterns other than multiple units involved with multiple waypoints. Is there a limit on number of waypoints being used at any given time?

---------- Post added at 00:39 ---------- Previous post was at 00:19 ----------

One more WindWalking,

When you save a mission and reload, the waypoints are not retained completely. By that I mean there is a gap between the waypoints. More importantly, the Waypoints commands such as wait, delete, etc no longer work on said waypoints.

---------- Post added at 00:52 ---------- Previous post was at 00:39 ----------

Also consider a "Clear All" Waypoint. Sorta like regroup but deletes all the waypoints on the map.

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Thanks guys keep reporting bugs. I will try to iron them out. Needless to say waypoints are a bit of a complex system a d bugs will be there. I will make a tutorial video of how o use the WP system on Sunday.

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Great mod. I am wondering if you can set the choppers landing height to '1m' that way the chopper can do pickups at sea. '1m' is enough height to drop off divers and collect them, I tested it tonight. Thanks again.

No problem, will add it on the next release.

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On 2 seperate missions I found squad memebers dieing for no reason. While manuerving into position, I would hear " 2 - 3 give sit rep." 2 KIA, 3 KIA.

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On 2 seperate missions I found squad memebers dieing for no reason. While manuerving into position, I would hear " 2 - 3 give sit rep." 2 KIA, 3 KIA.

That's a new one. They shouldn't by all that is holy. What commands and how?

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No problem, will add it on the next release.

Fantastic news, ill be awaiting that small but vital modification.

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I am looking into making the units follow formation while moving from one waypoint to the other. This will be great for making convoys on the fly. It's a pain though because I depend on return to formation command to cancel the waypoint behavior. So that will be tricky because from the engine's standpoint, they will be in formation while going to the waypoint. I think this feature is important so I will try to figure it out hopefully without changing the cancel on return to formation behavior because it is ideal in our case.

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Excellent Mod....thank you very much. One question: Whenever I send my AI units into certain buildings to "Clear the Building", they will continuously keep circling in and out of the building over and over again. I try to get them to regroup or have them move to a certain spot, but that doesn't work. Sometimes, they will go to the spot I told them to move to, but then they do an about-face and head back into the building. Also, I've waited for 10 minutes to give them time to clear barracks and such, but to no avail. How do I correct this problem? Is there a 'halt' order to stop them from "Clearing" and then return to formation?

Side note: Sometimes, I will send them into office buildings (one level) and they will clear every room and then come back to formation.... works great; but when I send them into barracks (for example), they loop and over and over again - I can't get them to stop.

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Excellent Mod....thank you very much. One question: Whenever I send my AI units into certain buildings to "Clear the Building", they will continuously keep circling in and out of the building over and over again. I try to get them to regroup or have them move to a certain spot, but that doesn't work. Sometimes, they will go to the spot I told them to move to, but then they do an about-face and head back into the building. Also, I've waited for 10 minutes to give them time to clear barracks and such, but to no avail. How do I correct this problem? Is there a 'halt' order to stop them from "Clearing" and then return to formation?

Side note: Sometimes, I will send them into office buildings (one level) and they will clear every room and then come back to formation.... works great; but when I send them into barracks (for example), they loop and over and over again - I can't get them to stop.

Thanks for the report. Could u take a screen shot of the building they loop when trying to clear?

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Thanks for the report. Could u take a screen shot of the building they loop when trying to clear?

On the west side of Altis, North of Kavala and North of the power plant.....On top of Magos hill. There is a barracks there. Also, in the valley to the East of Magos hill is another barracks type building there that they looped in. It seems to happen on two story buildings.....I wonder if they can't open all those doors to get in the rooms, so they have OCD and won't give up until the job is done...... but they can't finish the job. Also, I can't pull them out of the loop....I tried "unstuck" and they spawn near me, but then they run back into the barracks.

Side note: I use the Fire Team from the group part of the editor. I'll send 4 troops into the building, but like the Roach Motel "They never come out.". Well, they come out and circle the building..Find another door....and then start clearing in an endless loop.

Edited by rehtus777

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Windwalking,

This one could be a game changer. What if your complimentary menu can basically do everything the waypoints in the editor can do except its in real time!

What if you can tell AI to "join" or "join and lead" that unit/group, "Guard" that building/roadblock, "seek and destroy" that perimeter, "Hold" that perimeter, etc, etc. The player would draw an eclipse on the map to indicate perimeter. In real time.

What do you think?

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Windwalking,

This one could be a game changer. What if your complimentary menu can basically do everything the waypoints in the editor can do except its in real time!

What if you can tell AI to "join" or "join and lead" that unit/group, "Guard" that building/roadblock, "seek and destroy" that perimeter, "Hold" that perimeter, etc, etc. The player would draw an eclipse on the map to indicate perimeter. In real time.

What do you think?

Once I iron out the kinks from the system that is what I am planning to do. I can't do everything the editor waypoints can do because of some limitations of the commands available, but I can do a lot of cool stuff. There is no dragging on the map sadly so I can make u create a marker in real time. However there are ways around that.

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New version is out.

Version 2.15

  • Fixed a bug with Land helicopter command, now it properly cancels when returning to formation or ordered to move away. Works only if farther away than 120m from the landing zone. Thats the only workaround I could find.
  • Added a marker on the map where the heli is ordered to land
  • Units will now move in formation when using Set Waypoint (That wasnt simple!!!!)
  • You can now cancel clearing building using return to formation
  • You can now select waypoints much more precisely even if close to each others.
  • *known issue* units will loop trying to clear barracks buildings. I will look into it.
  • added a 1m flight profile for helis
  • Increased the maximum number of waypoint groups possible to 12

https://dl.dropboxusercontent.com/u/3047338/%40WW_AIMenu_v2.15.zip

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New version is out.

Version 2.15

  • You can now cancel clearing building using return to formation

https://dl.dropboxusercontent.com/u/3047338/%40WW_AIMenu_v2.15.zip

Thank you....now I can return them to formation. Yes, they still have an Obsessive Compulsive Disorder and just won't quit clearing certain buildings ;), but now they will obey me when I tell them to 'stop it' and act normal (return to formation).

Edited by rehtus777
grammar correction

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Once I iron out the kinks from the system that is what I am planning to do. I can't do everything the editor waypoints can do because of some limitations of the commands available, but I can do a lot of cool stuff. There is no dragging on the map sadly so I can make u create a marker in real time. However there are ways around that.

That is great to hear man. It will flow so naturally to anyone familiar with the vanilla editor waypoints. I guarantee people will wonder why BIS did not include the feature in the vanilla release.

Thanks for new version and maintaining formations!

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Guest

New version frontpaged on the Armaholic homepage.

==================================================

We have also "connected" these pages to your account on Armaholic.

This means in the future you will be able to maintain these pages yourself if you wish to do so. Once this new feature is ready we will contact you about it and explain how things work and what options you have.

When you have any questions already feel free to PM or email me!

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Hey great mod by the way. However I just installed tmr mod and the TAB isnt working to deploy bipod. I looked back at past posts and found that it was an issue but its been fixed. Im just wondering why its doing it again :(. I got your latest version.

Edited by ru55lee

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Hey great mod by the way. However I just installed tmr mod and the TAB isnt working to deploy bipod. I looked back at past posts and found that it was an issue but its been fixed. Im just wondering why its doing it again :(. I got your latest version.

It shouldn't interfere anymore. I am unable to test right now. Can anyone please verify if this issue is there?

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