fiach 0 Posted July 21, 2009 Has anyone any idea how to get the AI rpg7 guys to use them against low flying helicopters? I realise they are not designed for that but the mission Im designing requires insurgents to attempt it? ---------- Post added at 12:04 AM ---------- Previous post was Yesterday at 10:40 PM ---------- No ideas? When the pilots ditch after taking fire, then the AI AT guys use their rpgs but I want them to fire a rocket or two at them in the sky. Share this post Link to post Share on other sites
galzohar 31 Posted July 22, 2009 I have a hard time making the AI use RPGs on armored vehicles... :( I made a basic assault mission where the AI had a BTR-90, and if I don't soul-swap to the M136 soldiers quickly enough, the BTR-90 will blow up the entire squad. The AI shooting abilities are so super, I don't get why their ability to swap to AT weapon and use it isn't. Share this post Link to post Share on other sites
cobra4v320 27 Posted July 22, 2009 You would need to use the dotarget command and the fire command. I tried it and it fires an RPG at the helicopter but it looks akward. Some fine tuning or scripting and it should work Share this post Link to post Share on other sites
InFireBaptize 0 Posted August 13, 2009 how do i get the AI to switch weapons and use the weapon RPG to destroy a target! Share this post Link to post Share on other sites
galzohar 31 Posted August 13, 2009 I think you can make the AI switch to the RPG, but I don't know if you can force him to actually use it. I've seen AI use RPG against infantry and fail to use it against tanks :( Try this: http://community.bistudio.com/wiki/selectWeapon Share this post Link to post Share on other sites
InFireBaptize 0 Posted August 13, 2009 I think you can make the AI switch to the RPG, but I don't know if you can force him to actually use it. I've seen AI use RPG against infantry and fail to use it against tanks :(Try this: http://community.bistudio.com/wiki/selectWeapon thank you, but i wasn't looking for scripting. I need to be able to have AI switch and use weapon when i tell him in scenarios! also having a hard time telling 8 members to re-arm with one click of a button. Share this post Link to post Share on other sites
kylania 568 Posted August 13, 2009 thank you, but i wasn't looking for scripting. I need to be able to have AI switch and use weapon when i tell him in scenarios! also having a hard time telling 8 members to re-arm with one click of a button. This won't happen without scripting, since RPG is used against ground targets, not air. If you want AI to fire at a chopper without scripting simply give them an Igla. As for the effort to reload 8 members at the touch of a button.. {reload _x} forEach [s1,s2,s3,s4,s5,s6,s7,s8]; Share this post Link to post Share on other sites
Binesi 10 Posted August 14, 2009 The AI shooting abilities are so super, I don't get why their ability to swap to AT weapon and use it isn't. Ya, the AI is definitely slow with this. On the other hand after playing another game recently called Warfare (some Russian game) I am quite happy with it. In that game the infantry where super fast with missiles and as result any armored unit had a pathetically short survival time. I was more scared of a squad of soldiers than I was of any tank. Armor should be scary, and it is Arma. Pulling of a successful AT shot requires good tactics, ambush, etc. Share this post Link to post Share on other sites
galzohar 31 Posted August 14, 2009 As long as the damage system is realistic, it's very realistic for tanks to be afraid of infantry like that ;) Share this post Link to post Share on other sites
AvihooI 10 Posted August 14, 2009 (edited) I tried all the methods... the fire command (not doFire) will fire the rpg but it won't target the chopper (it just aims to the sky for some strange reason)... doFire wouldn't fire because it's pretty much a command telling the soldier to fire with a weapon it sees as inadequate. nothing appears to work... there's probably no way to get the AI to fire an AT weapon towards an air target effectively even if a player controlled unit can do so with some success. Edited August 14, 2009 by AvihooI Share this post Link to post Share on other sites
kylania 568 Posted August 14, 2009 I had something like this halfway worked out. I got the AI to switch to RPG, look at the chopper and fire. However I didn't want them to miss, so I used to trick to delete the RPG round itself after it was fire and used a setDamage command to destroy the helo. Problem is, the SOUND of the shot was fine, but you lost the smoke trail since the round was destroyed. Share this post Link to post Share on other sites
Bellicosity 10 Posted August 14, 2009 Dont tell it to fire at the helicopter, tell it to fire at where the helicopter is/going to be. It'll do that just fine Share this post Link to post Share on other sites
f2k sel 164 Posted August 14, 2009 You can spoof it a bit. Take one empty UAZ named uaz and stick it in a chopper named heli. uaz attachto [heli,[0,0,0]];deletecollection uaz Then stick this script in a units init or trigger and away you go. unit dotarget uaz;unit dofire uaz It may not be enough to destroy a chopper but it does bring it down. You could always check to see when the Uaz is destroyed and then take out the chopper with setdamage. Share this post Link to post Share on other sites
kylania 568 Posted August 14, 2009 Hmm, good thing to try! Share this post Link to post Share on other sites