Guest Posted January 14, 2003 I got 3 groups of Abrahams tanks that i want to defend the airfield. I have set up barricades and mines further south. When the T80's attacks the Abrahams moves forvard trough the minefield and gest blown up! Have tryed abouth everything to get them to stay and defend the airfield instead of engaging and mmove forward. Anyone got some creative ways of keeping the tanks from moving so far south as the minefiel. I want them to STAY!!!!!! Pleez HELP before i go MaD!!! Share this post Link to post Share on other sites
Bart.Jan 0 Posted January 14, 2003 Try put </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> this disableAI "move" <span id='postcolor'> into init field of each defending tank. or set fuel to 0 or make tanks without drivers. Share this post Link to post Share on other sites
)=Obi=( 0 Posted January 14, 2003 .... Sitting Ducks .... Try putting wire .... they surely won't go through. Share this post Link to post Share on other sites
Bart.Jan 0 Posted January 14, 2003 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote ()=Obi=( @ Jan. 14 2003,22:21)</td></tr><tr><td id="QUOTE">.... Sitting Ducks .... Try putting wire .... they surely won't go through.<span id='postcolor'> But even incoming forces won't go through. Share this post Link to post Share on other sites
daram 0 Posted January 16, 2003 If you want static guns try to set up a battery of DKM M-46 fieldguns instead of tanks I was joking. Try to setup a trigger to keep your tanks away giving them a waypoint with the order cease fire. Then when they reach destiny, another activation triger wich will lead them to battle again. Seems silly but I´ve tested it in other situations when I want some units not to leave a perimeter Share this post Link to post Share on other sites
Ruskiesrule 0 Posted January 16, 2003 Maby two waypoints right next to each other, i'm talking metres, and cycle them! If they're close enough to the waypoints they'll stay static, but if they move out to intercept they'll get the waypoint again! It mite work! Share this post Link to post Share on other sites
Shark111 0 Posted January 16, 2003 An answer and a question. If you want the tanks to stay back put a trigger or write a script which calls them back when they go too far. Try this for example: put a game logic at the beginning of the mine field, name it tanksback, then another one named patrolside where you want them to stay, finally script: ?(tank1 distance tanksback < whatdoyouwant) : tankgroup move getpos patrolside the same for the other tanks (...yes, you could do better but if we start talking about groups I'll get ). Now my question. The stupid tank is an M113, which, after loading troops in a danger zone does not run away, so that some T72s blow it up into pieces. Any idea on how to solve that? Thanks Share this post Link to post Share on other sites
Ottie 0 Posted January 17, 2003 What you can do is place triggers around the airfield on places that must be guarded and set the type of the trigger to guard by east/west, then the tanks with a guard waypoint will especially protect these areas and will not drive of to attack the enemy tanks (and ride in the minefield) Share this post Link to post Share on other sites
daram 0 Posted January 17, 2003 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Shark111 @ Jan. 16 2003,22:30)</td></tr><tr><td id="QUOTE">Now my question. The stupid tank is an M113, which, after loading troops in a danger zone does not run away, so that some T72s blow it up into pieces. Any idea on how to solve that? Thanks<span id='postcolor'> have you synchronized waypoints of load and exit between the troops and the damn m113? because this could be the issue. M113 must be independent to soldiers group, so you must proceed this way: 1) place your soldiers where you want to be taken. there put them a waypoint "enter". 2) put the m113 far of this point and add him a waypoint near the waypoint of the soldiers of type "load" (sorry, my ofp is in spanish and don´t know what will be the exact word in english version). 3) synchronize this 2 waypoints. 4) add a waypoint to the m113 where you want to take the soldiers. Check that you give this waypoint maximum speed and cease fire, combat mode.(i think is this way) to avoid the m113 to unload the troop when a threat comes. 5) then you can unload the troop adding a waypoint to the m113 (unload) and another for the troops (exit). 6) Synchronize these two again. 7) then you may add more independent actions to both units. I´ve tested it and it works fine..... I´ve seen more scripts to make this repeat many times on http://www.ofp-spain.com. Share this post Link to post Share on other sites
Shark111 0 Posted January 17, 2003 Thanks,Iknow that. My problem is that the M113 and the soldiers have no waypoint. They are lost in a forest, sieged by the enemy. Suddenly an allied tank patrol (the player and is mates) find them. This activates the trigger "lostfound" which has in the activation field: units(lostgroup) assignascargo m113; units(lostgroup) ordergetin true They get correctly in, but the M113 does no longer move. WhY? Share this post Link to post Share on other sites
Shark111 0 Posted January 18, 2003 Let's stop now. I've understood why the M113 was not moving. That was because of some wounded soldiers, who cannot stand up. The M113 waits for them. What a hero! But if there are 4 T72s inbound I'd like him to be a bit more realistic and run! So I made a script which cuts off those soldiers who are too far away. I know its not kind, but I think that's more realistic. Thanks for collaburation. Share this post Link to post Share on other sites