monkeyboy27 0 Posted March 15, 2007 I'm trying to setup an amphibious landing using bmps, but I can't get it to work properly. I've created a few BMP groups, and put all of the guys in cargo, and put the whole lot in the ocean. I then put a move waypoint on the shore, followed with a transport unload, and a seek and destroy. The problem is, the moment the mission starts, all of the guys bail out of the bmp and end up swimming in the water. When they don't have any waypoints assigned, they don't bail out, but the moment I give them any kind of waypoint on the shore, all the guys in cargo get out, and swim along with the bmp. They're not supposed to be doing this are they? I also tried using the "moveincargo" script, and that was worse. The vehicle appears above the water, and then drops in a few seconds later, and all the guys get out. How can I get them to stay in the bmp until they're safely on shore? I did a search, and couldn't find anybody else with this problem, so I guess I'm doing something stupid Any kind of help would be much appreciated. Share this post Link to post Share on other sites
Hovis 0 Posted March 15, 2007 I think troops in the same unit as their transport tend to dismount as a defensive measure if they see an enemy. If your beach landing is under fire that could explain it. I'm not sure though, I am a monkey. What I do know is that if I want reliable transport AI the best way to achieve it seems to be to make the transport and the troops that ride in it separate groups. So I'd have the squad leader called Grunt1 and the transporting BMP called BMP1 (cos I'm imaginative). Then run this line: {_x moveincargo BMP1} foreach units Grunt1; I think that is right, but if it isn't you should still be able to find the accurate syntax somewhere online easily enough. With the unit and it's ride split up what I then do is a get out order for the squad synced to an unload order for the transport at the same location. With a bit of luck, that should fix it. No guarantees though, that's just how I'd try it. Share this post Link to post Share on other sites
lethal 0 Posted March 15, 2007 i created a test missions a few days ago which had a group of brdms and infantry start in the sea, drive to shore, and then drive to a 'hold' waypoint successfully. no scripting involved - the infantry simply was set to incargo and thats where they started and stayed until enemy contact on the way to the hold waypoint. works only if they're in the same group as the vehicle that's transporting them and no enemy contact occurs prior to the landing of course. Share this post Link to post Share on other sites
monkeyboy27 0 Posted March 15, 2007 Yeah, the landing is under fire. There must be some script or something I can use to disable this behaviour. I tried using the diableAi move, but that didn't have an effect, they still eject themselves. Share this post Link to post Share on other sites
Hovis 0 Posted March 15, 2007 I think disableAI "target" or "Engage" removes the unit's capacity to spot enemy units. That might fix your problem, but that'll also stop you from having the BMP2s fire as they approach. Ultimately I think your best bet is to have cargo and transport in different groups. Share this post Link to post Share on other sites
doc_no1 0 Posted March 15, 2007 Give your bmp waypoint transport unload make it safe and never fire,give your group leader waypoint get out and sync (F5) it with bmps one,then for your group leaders next waypoint make it aware and run your waypoints the way you want them from that,same with bmps waypoint after your dropped off, it works for me so good luck m8 Share this post Link to post Share on other sites
monkeyboy27 0 Posted March 16, 2007 I got it working eventually with the diableai move. I think I must have typed it in wrong the first time. All the squads are seperate from the bmp's now. It took a while though, having to name and script 70 troops, only for half of them to be dead before they reach the shore! Share this post Link to post Share on other sites