starstreams 0 Posted December 25, 2004 When you have tanks guard or even hold a position, for example where your moving in on the enemy. It seems the tanks rather then creeping up they always seem to charge the enemy and drive right into the enemy lines. Doesn’t matter if there are 100 guys on foot. I know a tank will always go after the bigger stuff but it’s like they completely ignore that fact that there could be LAW guys around them and they usually end up getting blown up. In real life you never see a tank charging an enemy crowd, they always stay back and fire from a distance. I’m wondering if there is a way around this without using tons of way points set with hold time. How can you make the tank smart enough to realize it should stop at a certain distance? I have a feeling my only option is to use (Move Way Points) with min/max Stop-Times. Marry Christmas! Share this post Link to post Share on other sites
sanctuary 19 Posted December 26, 2004 i think you can use <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">doStop NameofYourTank if you don't want to use waypoints Share this post Link to post Share on other sites
Junker 0 Posted December 28, 2004 make the Trigger. AWARE LIMITED and add afew foot units to the Tank Group, That should slow them down. Guard WPs are more like a Backup/Reinforce WP, when the AI groups esses they are Outgunned they call in the nearest Group that is on a Guard WP. I use this WP alot because i find they will Flank You alot and come from behind, It makes the mission more randomized. Share this post Link to post Share on other sites