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I would like to make the AI fire at a BLUEFOR helicopter. My problem is that the enemy AA specialists are too good and they manage to bring down the BLUEFOR chopper almost every time. That is really irritating when a mission is big and the players lose while returning to base because their chopper was brought down by a a super AA enemy. I believe that this occurrs because the enemy AI has got AA launchers that can lock on the helicopter.

 

As a result I would like the AI to fire by using the rpg launcher. The rpg launcher has no lock feature so the players will most likely manage to escape while they see RPG rounds flying near their helicopter. ( Hollywood style and quite impressive) 

 

So far I havent managed to make the AI fire with the RPG because they fire with their primary assault weapon instead.

 

So, any ideas guys? 

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How about setting a few select units to only be equipped with RPGs so they're forced to use them? And if you really want them to fire consistently you can add in their init or in a trigger the Reveal, DoTarget, DoWatch and DoFire commands?

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I'll try that. Hope that the AI will use their RPGs and not just stand there because they wont have a primary weapon.

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You really only have to use doTarget and doFire. How you want it scripted depends on how it'll be used in the mission.

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Hi so I don't know if you managed to get it to work but I did, you can test around with it and see if you can reproduce my results

 

it was really simple I just placed rpg7v2 units down, named them (a1 a2 a3 a4 for example), got rid of their primary weapons so they only had rpg7s equipped

 

then I placed a trigger activated by Blufor Present with these commands

a1 reveal player;
a1 dotarget player;
a1 forceWeaponFire [ weaponState a1 select 1, weaponState a1 select 2];
a2 reveal player;
a2 dotarget player;
a2 forceWeaponFire [ weaponState a2 select 1, weaponState a2 select 2];
a3 reveal player;
a3 dotarget player;
a3 forceWeaponFire [ weaponState a3 select 1, weaponState a3 select 2];
a4 reveal player;
a4 dotarget player;
a4 forceWeaponFire [ weaponState a4 select 1, weaponState a4 select 2];

in the activation box. or you can put it in an .sqf file and call it from the trigger. Place the trigger area really close to or right over the RPG units for a better effect. If its placed too far the AI will fire too soon and the RPGs will sail past you 100s of meters away.

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