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sortel

Why do choppers spin at waypoints

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I know that choppers have been covered in a lot of detail, but I have not seen a specific answer to the following:

For example: A chopper initialized with </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">setCombatMode "Blue"; setBehaviour "Careless"<span id='postcolor'>

1) Why does the chopper stop and do a 180/360 spin at some waypoints?  Can this be fixed?

2) Why does the chopper (and other vehicals) have to stop/start at each waypoint?  Can this be changed?

I find myself using as few WP as possible since they seem to slow things down so much.

Thanks!

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">1) Why does the chopper stop and do a 180/360 spin at some waypoints? Can this be fixed?<span id='postcolor'>

Firstly, I've NOT tested this solution (I'm feeling lazy tounge.gif). I think it's because the chopper has to get to the exact position of the WP, so if it misses by a few metres or so it has to circle round and have another go.

You could try giving the waypoint a radius, say 20-50m or so. Then when it gets to any point inside the WP area it should count as complete and go straight on to the next (I stress the word should smile.gif ).

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">2) Why does the chopper (and other vehicals) have to stop/start at each waypoint? Can this be changed?<span id='postcolor'>

This is pure speculation, but I think it's because a move waypoint assumes that you want it to move there and stop. It times the decelleration to stop exactly at the WP. Once it's stopped (i.e. completed the WP), then it checks the next WP. Off-hand, I can't think of a workaround. confused.gif

I may be wrong about one or both of these points, and if I am I apologise and will make way for someone who knows more (and treat it as a learning experience.. tounge.gif ).

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (sortel @ Mar. 26 2003,21:30)</td></tr><tr><td id="QUOTE">I know that choppers have been covered in a lot of detail, but I have not seen a specific answer to the following:

For example: A chopper initialized with </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">setCombatMode "Blue"; setBehaviour "Careless"<span id='postcolor'>

1) Why does the chopper stop and do a 180/360 spin at some waypoints?  Can this be fixed?

2) Why does the chopper (and other vehicals) have to stop/start at each waypoint?  Can this be changed?

I find myself using as few WP as possible since they seem to slow things down so much.

Thanks!<span id='postcolor'>

As far as spinning, I'm assuming you're using flyinheight. A lot of times when a chopper is above a default altitude of 50, the waypoint isn't always triggered.

As far as thme stopping and starting, I'm not sure how to fix that.

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Try to place the waypoint to the final destination. It sounds like you have an extra waypoint, the chopper goes though. Then the chopper will continue without stoping, to the final destination. confused.gif

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Guest jacobaby

It is very irritating. Sometimes you need to set extra WP if the distance between two is large, or if you want the helos to avoid slamming into mountain sides.....

TJ

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (MintyBoy @ Mar. 26 2003,23:53)</td></tr><tr><td id="QUOTE">You could try giving the waypoint a radius, say 20-50m or so. Then when it gets to any point inside the WP area it should count as complete and go straight on to the next (I stress the word should smile.gif ).<span id='postcolor'>

The WP-placement radius is just what it sounds like:

The WP will be placed random somewhere within the circle you see at the map, just like placement-radius for units. smile.gif

If I remember correctly you can set the chopper to "combat" it will be less thorough with passing the WPs, atleast I get very unpredictable results if I want the chopper to pass over my head biggrin.gif

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...or for some nifty terrain following insertions to avoid enemy positions.

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Thanks for all of the replies.  It sounds like a known issue with the AI.  It would be nice to be able to set the WP size rather than just it's random placement radius.  This would help with chopper flight error that seems to occur due to terrain and wind.

As speculated, I am ferrying troops and would like to avoid enemy positions and mountains.

BIS: A waypoint type of "Intermediate" would be nice.  Just go there and expect to keep going.  Of course, this could have some pretty funny side-effects if there is no next WP (i.e. once there, it just keeps going in original direction and speed - like in space)  tounge.gif

I'll keep working on it.

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Shadow @ Mar. 27 2003,10:53)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (MintyBoy @ Mar. 26 2003,23:53)</td></tr><tr><td id="QUOTE">You could try giving the waypoint a radius, say 20-50m or so. Then when it gets to any point inside the WP area it should count as complete and go straight on to the next (I stress the word should smile.gif ).<span id='postcolor'>

The WP-placement radius is just what it sounds like:

The WP will be placed random somewhere within the circle you see at the map, just like placement-radius for units. smile.gif<span id='postcolor'>

Cool, thanks for that. smile.gif

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I thought that the WP placement radius, as for units, provided some randomization of where WP are placed, not the actual size of the WP.

Also, I did find that the terrain has A LOT to do with how accurately (or not confused.gif) the choppers fly.  For example, they tent to drift off-course down hills if to the left or right of the WP course, pick up speed going down hill and most likely overshoot WPs, and go much more slowly up hill.  I found that where the WPs were placed with respect to the terrain made all the difference.  However, it is a pain and involves a huge amount of trial and error.  Plus you don't always get to use the route you wanted.

Still an awesome game!  biggrin.gif

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