sabot10.5mm 47 Posted January 22, 2018 the ai knows about a vehicle, it relentlessly tries to dive bomb in a vtol. anyway to make pilot careless mode and gunners aware? _crew = creategroup west; _locPos = player getPos [1500,random (360)]; //veh = createVehicle ["B_T_vtol_01_armed_F", position player, [], 1500, "FLY"]; veh = [_locPos, 0, "B_T_vtol_01_armed_F", _crew] call bis_fnc_spawnVehicle; //createVehicleCrew veh; //sleep 1; //_crew = group ((crew _vehicle) select 0) //_crew = veh select 2; _wp=veh select 2 addWaypoint [position player, 0]; _wp setWaypointType "loiter"; _wp setWaypointLoiterType "Circle_L"; _wp setWaypointLoiterRadius 500; veh select 0 flyInHeight 500; {veh select 2 reveal _x} forEach allUnits; https://steamuserimages-a.akamaihd.net/ugc/924795891776256085/8ED84B790EE0EE65BFE89FCF57807825E9B6A3A4/ vtol should be loitering 500 meters yet he seems to like to dive the tank Share this post Link to post Share on other sites
cb65 86 Posted January 22, 2018 Try this. _crew = creategroup west; _locPos = player getPos [1500,random (360)]; _veh = [_locPos, 0, "B_T_vtol_01_armed_F", _crew] call bis_fnc_spawnVehicle; _vtol = _veh select 0; _pilot = driver _vtol; _pilot setSkill 0; _pilot disableAI 'TARGET'; _pilot disableAI 'AUTOTARGET'; _pilot disableAI 'MOVE'; _wp = _vtol addWaypoint [position player, 0]; _wp setWaypointType "loiter"; _wp setWaypointLoiterType "CIRCLE_L"; _wp setWaypointLoiterRadius 500; _vtol flyInHeight 500; {_vtol reveal _x} forEach allUnits; Cheers. Share this post Link to post Share on other sites
HazJ 1289 Posted January 23, 2018 I do not recommend using disableAI for obvious reasons. The setBehaviour command should do what you want. _crew setBehaviour "CARELESS"; https://community.bistudio.com/wiki/setBehaviour Enemy will still shoot at the VTOL. The VTOL will just fly around clueless, lol. Remember to change to COMBAT or whatever if you want it to engage targets again. To prevent enemy shooting at it, use setCaptive command: _pilot setCaptive true; // captive _pilot setCaptive false; // not captive Share this post Link to post Share on other sites
sabot10.5mm 47 Posted January 23, 2018 1 hour ago, HazJ said: I do not recommend using disableAI for obvious reasons. The setBehaviour command should do what you want. _crew setBehaviour "CARELESS"; https://community.bistudio.com/wiki/setBehaviour Enemy will still shoot at the VTOL. The VTOL will just fly around clueless, lol. Remember to change to COMBAT or whatever if you want it to engage targets again. To prevent enemy shooting at it, use setCaptive command: _pilot setCaptive true; // captive _pilot setCaptive false; // not captive can the pilot be careless and the rest of the crew aware? maybe giving separate groups would do this? Quote Try this. _crew = creategroup west; _locPos = player getPos [1500,random (360)]; _veh = [_locPos, 0, "B_T_vtol_01_armed_F", _crew] call bis_fnc_spawnVehicle; _vtol = _veh select 0; _pilot = driver _vtol; _pilot setSkill 0; _pilot disableAI 'TARGET'; _pilot disableAI 'AUTOTARGET'; _pilot disableAI 'MOVE'; _wp = _vtol addWaypoint [position player, 0]; _wp setWaypointType "loiter"; _wp setWaypointLoiterType "CIRCLE_L"; _wp setWaypointLoiterRadius 500; _vtol flyInHeight 500; {_vtol reveal _x} forEach allUnits; Cheers. i will try it Share this post Link to post Share on other sites
pierremgi 4853 Posted January 23, 2018 LOL. The only AI behavior to disable for driver is AUTOCOMBAT. It will stay in aware or careless mode as gunners can be in combat mode. Share this post Link to post Share on other sites
fn_Quiksilver 1636 Posted January 23, 2018 BIS has not had AI programmer in 5+ years. helis like ghosthawk and planes like armed blackfish have same 2011 vintage AI of forward-facing weapons (in a few weeks we'll be able to say they havent had AI programmer in 6 years) 1 Share this post Link to post Share on other sites
Midnighters 152 Posted January 26, 2018 On 1/23/2018 at 12:01 AM, fn_Quiksilver said: BIS has not had AI programmer in 5+ years. helis like ghosthawk and planes like armed blackfish have same 2011 vintage AI of forward-facing weapons (in a few weeks we'll be able to say they havent had AI programmer in 6 years) "Legacy Feature" 1 Share this post Link to post Share on other sites