kaski 10 Posted June 30, 2014 (edited) I have created a scenario where players are captured and in jail. While players are in jail, I have set all factions as friendly (setFriend). After small scenes etc comes a transporter where is a Independent driver which drives in front of the jail. Enemy AI unloads an ammobox which is boobytrapped and it explodes in few sec killing the guards (setDamage). In this point alarm sound is played, everyone is enemy for OPFOR and players should get in the vehicle. Few independent spawns and tries to kill more OPFOR guards as a nice effect among with exploding tanks etc and the independent driver should wait for 25 sec until he starts driving (sleep 25 set in script, switch trigger synced to the waypoint where variable change triggers the the driving). This is where the problems start. The independent driver is just too random. Seems like there is many possibilities of what he does after this. These I have seen: - He starts driving instantly when shooting starts, I think cause the truck takes bullet. Got a workaround with temp godmode (allowDamage false), not ideal but works - He starts spinning after MOVE command - He doesn't drive 2 meters further - Driver goes to wrong way after MOVE command (he should drive little forward and then turn left but he turns right) - Driver drives over rocks, trees... damaging wheels - Driver gets stuck on rocks, trees, bushes.... Is the waypoint system just so random or what am I doing wrong? Is there any addons or scripts to make the driver go less random? If the driver would just drive same route by 100% chance it would be easy to just move waypoints so it doesn't get stuck but no, even route changes.. Heres a image of AIs waypoints. Its the red line. https://www.dropbox.com/s/yt4ojfhvkv3mf86/2014-06-30_00001.jpg https://www.dropbox.com/s/hjvj8kl6uqhzqz6/2014-06-30_00002.jpg Edited June 30, 2014 by kaski Share this post Link to post Share on other sites
CSLALUKI 30 Posted July 1, 2014 (edited) I don't create waypoints directly on the map, but I generate them directly at the start of the mission (init.sqf), and I haven't got these problems. So edit and use my dynamic waypoint creator simple script. Edited July 1, 2014 by [CSLA]LUKI typo Share this post Link to post Share on other sites
barbolani 198 Posted July 2, 2014 Hello kaski, Sounds a good scene. You didn't mention so maybe you are missing the key point. Driver must be CARELESS, by waypoint or scripting command. Indeed I recommend you the command, don't ask me why in a chopper insertion on Antistasi, creating waypoints with CARELESS didn't work. This will solve, for example, the issues when under fire... An additional disableAI "TARGET" and "AUTOTARGET" may help. BUT, maybe also you are having pathfinding problems. If the driver encounters units on the road, he may try to search for another route, or stop and wait.... EVEN (sometimes happens), ingame engines meeses up the specific route you want. It happens for example from Stratis Airport to Agia Marina, vehicles never reach destination and it's a reported bug. Hope this helps. Share this post Link to post Share on other sites
kaski 10 Posted July 3, 2014 Thank you both for the reply. I tried few hours to get this working with all things I could think of. To maintain my mental health I decided to move my starting to different location. There are no more rocks, fences and bushes and the driver is now driving as I want. I put him on careless and disabled target and autotarget. @[CSLA]LUKI: Thank you for your script. I will use it in future as it does not mess the editor. Share this post Link to post Share on other sites