LordX71 0 Posted June 12, 2020 Hello everyone, I have a problem, I would like my patrols that follow their waypoint to stop repeating their task to move to another waypoint. I thought it simple and I redid the floof model on the article https://forums.bohemia.net/forums/topic/215636-how-to-make-ai-patrol-switch-to-a-reinforce -waypoint / but it doesn't work for me, my patrols don't break the cycle https://steamcommunity.com/sharedfiles/filedetails/?id=2128164740 it is the screenshoot of my own version but it is exactly the same of the floof model Share this post Link to post Share on other sites
LordX71 0 Posted June 12, 2020 I also thought of setting my triggers in blufor present and sync the waypoint with the triggers. and I also try the triggerActivated command but nothing helps the cycle did not break Share this post Link to post Share on other sites
JohnKalo 657 Posted June 13, 2020 Well a more sophisticated way is via the videos below: Share this post Link to post Share on other sites
LordX71 0 Posted June 17, 2020 i don't want to delete waypoints but i just want it to go to another waypoint cycle with the help of a trigger Share this post Link to post Share on other sites
JohnKalo 657 Posted June 18, 2020 I will have to test it but due to exams it might take a while. I know you would rather not delete the waypoints. Just suggested it since the other way does not work. For a simpler solution you can try : https://community.bistudio.com/wiki/setCurrentWaypoint https://community.bistudio.com/wiki/Waypoint (still not like your initial method) Share this post Link to post Share on other sites
opusfmspol 282 Posted June 18, 2020 On 6/12/2020 at 10:14 AM, LordX71 said: my patrols don't break the cycle With mods, or without mods? Share this post Link to post Share on other sites
pierremgi 4890 Posted June 19, 2020 if you place a trigger, don't link it, just place a little code on activation, to script something deleting the waypoints and adding a new one: while {(count (waypoints yourGroupHere)) > 0} do { deleteWaypoint ((waypoints yourGroupHere) #0) };wp = yourGroupHere addWaypoint [ NewPositionHere ,0];wp setWaypointType "MOVE";wp setWaypointBehaviour "COMBAT";wp setWaypointSpeed "FULL";yourGroupHere allowFleeing 0; I just read that you don't want to delete the waypoints?? I'm not sure to understand why, but scripting is your solution. You can re-add these old waypoints with some conditions. So, my last, in the init field of your GROUP ICON: 0 = this spawn { _anArrayOfWaypoints = [getMarkerPos "m1",getMarkerPos "m2",getMarkerPos "m3",getMarkerPos "m4",getMarkerPos "m5"]; While {count units _this >0} do { private _anArrayOfWaypoints = _anArrayOfWaypoints call Bis_fnc_arrayShuffle; while {(count (waypoints _this)) > 0} do { deleteWaypoint ((waypoints _this) #0)}; private _newNbrOfWpts = floor random (count _anArrayOfWaypoints ) max 2; For "_i" from 0 to _newNbrOfWpts do { _wp = _this addWaypoint [ _anArrayOfWaypoints #_i ,0]; }; waitUntil {sleep 2; currentWaypoint _this == _newNbrOfWpts+1}; }; }; where: this is for your group (not unit!) [getMarkerPos "m1",getMarkerPos "m2",getMarkerPos "m3",getMarkerPos "m4",getMarkerPos "m5"] must be replaced by your own path positions (all of them) How does it work: while there is at least one unit in group, you shuffle the waypoints, you delete any existing wpt (not mandatory but safe); you pick at least 3 wpts (or more) and your group proceeds to path until the last waypoint is reached then you restart a shuffle, point at least 3 waypoints....etc 1 Share this post Link to post Share on other sites