zagor64bz 1225 Posted February 22, 2018 Hi, I placed a chopper on the freedom deck,on a helipad. When I order my squad (AI) to board the chopper, they seem not to find the path to the heli and run around without getting in. Any idea why? Share this post Link to post Share on other sites
Beagle 684 Posted February 22, 2018 A known issue that can't be solved easily. There are no pathways like in the map buildings on deck, so the AI does not know how to walk on it. AI in general has trouble with editor placed objects that are not part of the original map. At least the runways works for AI. Share this post Link to post Share on other sites
zagor64bz 1225 Posted February 22, 2018 Just now, Beagle said: A known issue that can't be solved easily. There are no pathways on deck, so the AI does not know how to walk on it. DAMN!!! I have to rethink the whole mission now!! Thank you man! Share this post Link to post Share on other sites
warlord554 2065 Posted February 22, 2018 A solution I use in my missions is create a small cutscene that fades out a few seconds from the deck. Execute a getincargo script for my team. Then when screen fades back in we are boarded and ready for take off 1 Share this post Link to post Share on other sites
zagor64bz 1225 Posted February 22, 2018 What I did was almost the same: I create an addAction on the choppers which teleport my team inside.Never thought about the faded in/out part dough .Nice.... Share this post Link to post Share on other sites
cyborg111 32 Posted September 21, 2018 Thats not all, the AI is walking like in water. so the (issurfacewater getpos AI) has to be changed by ((issurfacewater getpos AI) && !((getposASLW AI) select 2) > 0) the second is, that the AI geting in formation with the Helicopter instead of mount. This behavior is caused by another position issiue. The ai "thinks" that the helicopter is in the air and hovering, but it stands on the deck next to the AI. Here a changing of (getPos AI distance getposASL vehicle to mount < x) to (getPosASLW AI distance getposASLW vehicle to mount < x) should help. This is nothing the Missiondesigner can fix by its own. 1 Share this post Link to post Share on other sites
zagor64bz 1225 Posted September 23, 2018 Just to add at that it surprise me how we have only 2 walkable ships in game and they can't really be "walked" by AI efficiently. BI should really work on that. Share this post Link to post Share on other sites
Grumpy Old Man 3545 Posted September 23, 2018 2 minutes ago, zagor64bz said: Just to add at that it surprise me how we have only 2 walkable ships in game and they can't really be "walked" by AI efficiently. BI should really work on that. Hopefully the next iteration will bring improvement in that area, though I'll still be skeptical and won't buy it depending on how AI turns out in the first place. Seeing how walkable moving objects are done in a plethora of games from 10 years ago should leave anyone positive. Cheers 1 Share this post Link to post Share on other sites