Jan_F_W 10 Posted July 12, 2009 Hi guys, How can a respawned infantry move to a vehicle and drive or fly it to a certain marker? I somehow feel that a respawned infantry loses his information of who it is and what to do or where to go. Share this post Link to post Share on other sites
OmniMax 0 Posted July 12, 2009 (edited) moveInCargo moveInDriver moveInGunner moveInCommander other than that, I don't know how to give commands to respawned AI. You could do it, but you'd have to code it. Edited July 12, 2009 by OmniMax Share this post Link to post Share on other sites
Jan_F_W 10 Posted July 13, 2009 Thanks for your reply. I actually already those commands but without taking effect. I also gave the order "this orderGet In true" but the soldiers did not move. I assume its like with the vehicles that new spawned units lose their reference and init etc so I dont know how I could have new spawned units do an action (for vehicles Im using the t-respawn script and this works quite perfect here since you can define an init after respawn). Also, is there a defference when I run the map in editor or emualte MP by hosting a LAN server (due to the respawns)? Share this post Link to post Share on other sites
Eclipse4349 0 Posted July 13, 2009 If you figure this one out, I want to know too! This is the last problem I am facing. The t-respawn script works great, and at mission start, I have the AI using the vehicles if the vehicle is still at its start area, then moving on to their waypoints. But, once the AI has respawned, they do not respond to "assignas___" and "ordergetin true", as they did at mission start. AAAAGH! Share this post Link to post Share on other sites
Jan_F_W 10 Posted July 15, 2009 ... is there really no one who knows how to have a respawned soldier make use of a previously defined init commands?? :confused: Share this post Link to post Share on other sites
Tajin 349 Posted July 16, 2009 respawned soldiers keep their vehiclevarname... if you use an initscript that keeps running in the background, it can detect the respawn. Share this post Link to post Share on other sites
nyran125 10 Posted September 6, 2009 (edited) so in the init script or whatever, whats the simplest command to attach that unit that respawned, to the first waypoint it originally had BEFORE they died. please.... anyone? like they never really died and are just continuing on thier waypoint way. If that makes any sense at all. So for example unit1 has 3 waypoints. :> waypoint 0: move, then waypoint 1: move, then waypoint 2:,. That Ai died before reaching waypoint:2 so it respawns back at base. How do i make that unit1 go straight for waypoint :0 again then continue on to what it was doing. What seems to happen is the Ai WILL respawn and seem to follow the waypoints a few times then they just stop doing it completely after a few respawns. Normally about 5-15 minutes into the mission. However what i have noticed If you are on the BLUFOR side they will stop following thier waypoints sooner than the OPFOR side does IF there are no human players on that side. But the OPFOR side eventually stops following the waypoints too , after awhile. And vice versa. Its normally if and when the ai reaches thier 3rd waypoint laid out in the editor. And its normally more noticable with the Ai on the side you have chosen to be on. Edited September 6, 2009 by nyran125 Share this post Link to post Share on other sites
Murklor 10 Posted September 6, 2009 You'd have to save the waypoint with currentWaypoint group and then use group setCurrentWaypoint waypoint, I would wager. Edit: uh, well depends on how the script works. Reading closer you just want it to reset? Just set it to 0 then... Regarding the forces stopping to respond to waypoints, do the script deletes old groups? Keep in mind that there is a limit of 144 I believe... I made that mistake with my respawn script, lol. Forgot to delete them :( Share this post Link to post Share on other sites
nyran125 10 Posted September 6, 2009 (edited) how do you save the waypoint with currentwaypoint group? This is a topic to a question ive seen alot of people want to know. Ai responding after respawns is a great way to test your MP game. Edited September 6, 2009 by nyran125 Share this post Link to post Share on other sites
Murklor 10 Posted September 6, 2009 how do you save the waypoint with currentwaypoint group? This is a topic to a question ive seen alot of people want to know. Ai responding after respawns is a great way to test your MP game. As I said in the edit, it depends on what you want to do... If you want to simply redo the waypoints from scratch, you can use copywaypoints on the old group before deleting it, then create the new infantrygroup with these waypoints. Dont have to bother with currentwaypoint then. Just as a note regarding the topic: I've noticed that spawned vehicles and spawned infantry dont quite see each other in terms of waypoints. Dont know if its a knows about issue... A get in nearest wp works with already existing vehicles however. So you could place say 10 empty trucks, have an AI respawning group with 10 respawns and have it drive a truck to wherever you want it to go, then repeat the procedure. Share this post Link to post Share on other sites
Padjur 10 Posted September 6, 2009 Have a look at this thread http://forums.bistudio.com/showthread.php?p=1344572#post1344572 norrin has written three very good scripts (at least) for respawning AI's including vehicles and ups patrols, there's a lot of stuff on this in that thread about respawning AI's. Share this post Link to post Share on other sites