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Boss-Starstreams

Can't get APC to stay on waypoint

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I have a chopper that comes in and drops a load of infantry off a few blocks away (further up on the map, you can't see it in the screenshot) Anyway I want this BTR90-APC to stay and defend a specific spot. The hold way point won't do it, so I tried adding Min/Max timer settings of a 1000 seconds on a move way point thinking that it would stay there and fight in the spot. No matter what I do, the APC advances all the way up to where the enemy units are  and gets blown up every time.

I'm not experienced in scripting, but I'm not sure why this would be difficult to do with just a way point. This questions been asked and it always seems to involve heavy scripting. Why can't a way-point be made to do this? I feel like there's a setting to control the boundary of a way point because I know units will not always follow a straight path, but maybe the APC is moving beyond the way point because it thinks it still within the boundary. I wonder how I can shrink that.

 

For more details on the way-points assigned to the APC, first there is a move way point right next to it, with a 200 trimmer setting and a hold fire so it won't shoot at the chopper as it comes it. This works up to that point. Then it's suppose to advance to the next MOVE way point and stay for 1000 seconds, but it ignores it and goes right to the enemy to fight, and then gets blown up.

 

btr90-stay.jpg

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Just an update. The only thing that seems to make this work is, setting the mode on the APC/AI to (Open Fire - Keep formation)

I thought that setting was only for when they're in a group and taking orders from leaders, but apparently it seems to have an effect on how the APC/AI respects way points. If it just use (Open fire) then the APC advances to the enemy and gets blown up by a law rocket.

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Arma's engine needs clarification, but you can read some pages of BIKI and follow the links.

 

waypoints are a thing (move, hold, guard,...),

behavior is another  (path may vary with situation),

combat mode, formation and speed add their own routines.

 

Don't forget you can keep the driver "careless" and cool, while the gunner, commander are in combat situation and return fire. See setCombatBehaviour command, but you need to script a little bit.

 

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Yep, I've read all that. And you're right, they do need clarification on some things. There's too many variables in how way points can be connected for a one size fits all manual. But it does seem like the AI mode effects how they interact with way points. And I can say that the Guard way point in ArmA3 works totally different than in A2 without even reading up on it.

 

Being that their editor is their main selling point in a now dated game,  and the fact that not everyone has time to become a scripting master, simplifying the way points should be a main focus.

The fustrating part is that, most of us can go out and find a script to add into the int fields to do certain things, but in all my searching, I have yet to find anyone who can make an AI Tank, Car stay in one place and fight.

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12 hours ago, Boss-Starstreams said:

[...]but in all my searching, I have yet to find anyone who can make an AI Tank, Car stay in one place and fight.

Place an empty tank/vehicle, add a commander and a gunner but leave the driver's seat empty...

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