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ManDay

Move ... and stay the **** there!!!

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I had that problem when I made my first (and only since) MP-Mission some month ago. Horrible Issue(s). The content of the folder is like this:

unbugGetIn.sqs

unbugGetOut.sqs

unbugEject.sqs

unbugCommandMove.sqs

BUgs... bugs... and even more bugs... But the worst is the one with the Move-Order... i m still struggling with..

Create 2 empty Hmmwvs.

Create 4 soldiers in one group

Put them in the Cars (one gunner, one driver each) with MoveIN....

Now give the group a WP

when they reached it order the second car to move somewhere with commandMove

...its going to move there and RTF immediatly...

******f**** wont stop - even if explicitly ordered a STOP command...

<OT>the SCRIPTED-waypoint will exec scripts in SQS mode. which actually sucks :/</ot>

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Can you actually post your issue without all that cursing and swearing ?

Right now it´s hard to understand what you actually want to know...

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Quote[/b] ]Create 2 empty Hmmwvs.

Create 4 soldiers in one group

Put them in the Cars (one gunner, one driver each) with MoveIN....

Now give the group a WP

when they reached it order the second car to move somewhere with commandMove

...its going to move there and RTF immediatly...

It's not my problem if you are unanble to understand. So dont put the blame on my "cursing and swearing".

If you have got a question to something I wrote what you dont understand then go see how you may ask it friendly and then write it - and dont flame me.

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I found a way how to debug that but's still a very annoying bug ... i assume...

/* ===ORDER TO MOVE : HERE=== */

waitUntil{ currentCommand CAR != "" };

waitUntil{ currentCommand CAR == "" };

sleep 1;

commandStop CAR;

this will make "commandMove" work. If anyone sees another way how to order a unit to go somewhere without returing to form directly i would be glad to hear it.

PS: sleep 1 HAS to be there.

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How do I stop an AI from flying away with a jet the moment he gets in? I kind of want him to just stay in the plane and the plane to stay right where it was.

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Quote[/b] ]It's not my problem if you are unanble to understand. So dont put the blame on my "cursing and swearing".

If you have got a question to something I wrote what you dont understand then go see how you may ask it friendly and then write it - and dont flame me.

Welcome to my ignorelist.

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How do I stop an AI from flying away with a jet the moment he gets in? I kind of want him to just stay in the plane and the plane to stay right where it was.

What exactly do you mean? As the commander of the unit or just in a mission with AI?

Since AI is automatically going to RTF i think the only way is to make it STOP and then TURN OFF the ENGINEs.

If the unit is the commander of a group itsself it will stay on the ground as long as it is in "SAFE" mode afaik

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How do I stop an AI from flying away with a jet the moment he gets in? I kind of want him to just stay in the plane and the plane to stay right where it was.

What exactly do you mean? As the commander of the unit or just in a mission with AI?

Since AI is automatically going to RTF i think the only way is to make it STOP and then TURN OFF the ENGINEs.

If the unit is the commander of a group itsself it will stay on the ground as long as it is in "SAFE" mode afaik

A single AI unit with no squad, piloting the airplane on the ground. He wants to take off regardless of doStop or disableAI commands.

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as i said: put him into "SAFE" or "CARELESS" behaviour and he'll stay on the ground (i think)

if this doesnt work you will have to remove the fuel from the plane i think :/

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SetFuel 0 works if you move him into an empty jet from init. It doesn´t work for helos as pilots will leave vehicle instantly.

Don´t ask me why they do it when in helos, but stay in planes.

BIS oddity.

Careless or safe does not have the slightest influence on the taxi-takeoff routine as it´s automatically executed once the plane is near the runway, or on the taxiway. Oh yes...it has an influence, it tells the pilot to take of with lights on or off....

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this will make "commandMove" work. If anyone sees another way how to order a unit to go somewhere without returing to form directly i would be glad to hear it.

I think your missing the concept.

To my understanding "command****" is for temporary actions. If the action is completed and nothing else to do the unit will continue with it's original orders, which are given by waypoints.

addWaypoint

setWaypointBehaviour

setWaypointCombatMode

setWaypointDescription

setWaypointFormation

setWaypointHousePosition

setWaypointPosition

setWaypointScript

setWaypointSpeed

setWaypointStatements

setWaypointTimeout

setWaypointType

deleteWaypoint

to just move them somewhere, create single waypoint where you want them to be. They will go there and wait. You can change position of the waypoint anytime and they will follow it.

Also you can create dynamic patrols by creating multiple waypoints and let the AI cycle. Just like in the mission builder.

Hope that helps.

QuietMan

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Hello quietman,

sry but I have to tell you that you are actually getting it wrong.

First of all, waypoints are supposed to plot the general move of a _group_. This is why waypoints can only be given to whole groups and not to units:

http://community.bistudio.com/wiki/addWaypoint

To control a single (or more) units there is the command/do structure. example: you (the leader) and your group are supposed to go to cayo. so you got a wP on cayo. now you want the sniper to flank the town from left so you state the command "2, GO TO 11 27". This will give him a commandMove-command while your WP is still the same.

same with that issue. Ordering "2, GO TO 11 27" will make your sniper move there and ACTUALLY stay there. that is the way it is supposed to be - you dont have to order him to stop and not return when he gets there.

thats clear, huh?

now you may see that it is actually a bug as , if you are member of the group of my previous scenario (hmmwvs etc.) - and you are for instance the driver of the first hmmwv (see:)

HMMWV1:

Gunner: Group.Groupleader

Driver: You (Group.Member2)

HMMWV2:

Gunner: Group.Member1

Driver: Group.Member3

evrything works aight. the HMMWV2 moves to its give position and stays there.

while whne you are not in the group the HMMWV2 does just what is the problem. It is changing from order:"MOVE" to order:"" (while its supposed to switch to order:"STOP")

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ok, I hope I understand your target and problem now.

I still think your fighting the concepts or precisely the group leader, as you send his units somewhere he has not ordered them to go.

I recommend to leave group management to the leader (how good or bad it might be) and to split the group into multiple (with createGroup and join or joinSilent) if you want to give them separate orders.

QuietMan

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ManDay

Your constantly negative attitude, complaining and swearing starts bothering me. If you think your issue is a bug then it's best to file it here.

I have to agree with Balschoiw that your post is pretty hard to understand with all the swearing and complaining in it. He actually wasn't flaming but just asking to express yourself in a way without cursing which actually doesn't helps anything. Or you really think someone from BI continues reading a post after the first f-word? Alone the topic title would make me ignoring the post.

Quote[/b] ]It's not my problem if you are unanble to understand. So dont put the blame on my "cursing and swearing".

If you have got a question to something I wrote what you dont understand then go see how you may ask it friendly and then write it - and dont flame me.

This is flaming, from your side. I suggest you cool down on your own, otherwise we might assist you. wink_o.gif

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ok, I hope I understand your target and problem now.

I still think your fighting the concepts or precisely the group leader, as you send his units somewhere he has not ordered them to go.

I recommend to leave group management to the leader (how good or bad it might be) and to split the group into multiple (with createGroup and join or joinSilent) if you want to give them separate orders.

QuietMan

band.gif I we are still not talking about the same thing. Did you read the description of the bug? It doesnt happen as soon as you are a member of teh group. The issue arises when it's an AI-Group which is supposed to be controlled. What do you think the "commandMove" instruction has been introduced for? Of course to do what I do right now.

Since most of the general missions are not very special or even detailled (sry - but that is the way i see most of the missions which are played nowadays: a bunch of enemys in a town with one "seek 'n destroy"-WP, and thats it) I am not astounded that not many people did suffer from what i am now struggling with.

but i make very detailled mission where sometimes i have to control the AI step by step (for instance to make them cover a certain area... or secure a object) which requires commandMove to work.

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I don't know has there been answer (quite saddening topic). Or this what your after.

But hwere it goes:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

Dostop man

man domove position

or instead of domove:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

man moveto position

i don't know what is the difference with dostop and moveto, maybe moveto is more accurate, atleast i have such experience.

Don't use command-orders. Use do-orders, they work better and are more reliable. I don't use commandmove and such atall these days.

Hey Second,

Thanks you took a minute to donate me that few lines...

haha...

ok, now - seriously (no more crappy puns): I will try it. "moveTo" seems to be a FSM orientated command again. The description seems more deficient: "This is a reserved keyword for future implementations. In Armed Assault it is not implemented yet."

Low Level Command? What is that? Well I think what you posted makes sense. Doing the "STOP-Order" first and then the move order.

great idea if it works thumbs-up.gif di you always know that or just figured it out? smile_o.gif

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Nope huh.gif Neither the Stop=>Move nor the moveTo variant works.

Sorry sad_o.gif Bad bad bug doesnt want to give up.

PS: You know that I already found a workarround for it, do you?

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I've used it alot and will keep using it untill the end wink_o.gif

Great way to manage units as when they complete their movement to position they, they go back to stop.

Just remembered that dostop has one minor issue: they sort of change their facing direction while issued dostop. About 120 degrees from their original direction (i can't descripe it), so you might want to use dowatch (i don't remeber did this got cancellled when they move) or dotarget, which isn't cancelled if unit is give another target, it's like constant target as long as target is existing/alive.

It would be nice to use command-orders as they are given to units, but sadly they seem to have different set rules or something. One way would be this:

EDIT: Rest (which was BS) got deleted by me!!! yay.gif

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...waiting...

whistle.gif Yes, I am sure that it doesnt work.

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EDIT: Doesn't work with vehicles as you will see in the next post! banghead.gif

Oh sorry, you were right. Has that thing changed with version 1.08?

Well this works:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">dostop man

~1

man moveto position

EDIT: Yeah. My memory was malfunctioning. I haven't used dostop&domove combination in ArmA.

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Oh sorry, you were right. Has that thing changed with version 1.08?

Well this works:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">dostop man

~1

man moveto position

This moveTo-thing doesnt work at all (at least not for drivers or cars)

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Just great. you made me speechless tounge2.gif

Then make script ( yay.gif )

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

car commandmove postion

#loop

?(getpos car distance position) < 10: dostop car; exit

~0.5

goto "loop"

I'm off. TV has something to offer for a change.

EDIT: hopefully this atlast works! or then.... banghead.gifbanghead.gifbanghead.gif

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You are fighting what is considered standard and acceptable behavior by the AI. There is a leader, he orders the RTF because that is where he wants his units. CommandMove was not introduced to do this behavior. It is temporary "group level" behavior control which institutes a temporary movement order.

If you want the two 'sets' units to behave independantly, I recommend splitting the group up and joining in the end or creating an FSM to control formation.

FSMs provide more low level behavior and provide exactly what you need.

You can find more info here:

http://www.sinewsofwar.com/Downloads/Tutorials/tabid/254/Default.aspx

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Second, take a look a bit up the page. I already posted a solution there.

You are wrong CrashDome, I know that you like your FSM very much and want to publicize your FSM-Stuff - but this is slightly out of place here. And if you take a minute then you will remember that I am someone who is "quite" familiar with FSMs.

No, CrashDone, this behaviour is not "considered standard" nor acceptable. As I already said before you will notice that the same command ordered by you as the teamleader will make the unit move there and stay there.

command-/doMove is supposed to order a unit to get into position somewhere. (e.g.: the sniper who is supposed to flank a attackpoint - please read the thread completly, I already wrote all that)

Just create the scenario I said and you will understand it. Then you will also see that the leader doesnt state a RTF-command but the units is just returning to formation.

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Second, take a look a bit up the page. I already posted a solution there.

I don't see solution mentioned by you. Only that you have found workaround, that's all and nothing more about that workaround. Which i would be glad to hear as moveto doesn't work with vehicles.

EDIT: Oh yes here's one more. Well it kinda crappy alternative, but here one:

like this vehicle domove position; vehiclemoves = true

make trigger with this condition: unitready vehicle and vehiclemoves

and to triggers OnActivation: dostop vehicle and also (to give audio) commandstop vehicle.

Which strangely works sometimes and sometimes doesn't. Don't know what is wrong with it. But in my tests sometimes my vehicle (which was 3rd) started to follow 2nd vehicle (which had that domove order). Those times we both returned happily to leader's formation (ignoring dostop and/or commandstop orders).

But sometimes my vehicle didn't follow the 2nd vehicle (but remained in lea and those times it did work. I don't understand reasons for it, it just seems to happen and not happen. Best solution seemed to be to leave timeout for 1 second. Maybe dostop-order was overriden by hardcoded "return to formtion"-order after move-orders was fulfilled.

Might be that my test was bad because that domove was given as soon as mission started. trying it out bit later seems to be much more "stabile"

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