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Brandy

Convoy which sticks together

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I'm trying to make a simple convoy of 4 HMMV, all the time one or more of them drive of the road, then pull back on the road, which splits the leading one and stops the rest. How to stop them from driving off the road?

Second question - I made all of these HMMV as Sgt. but still couldn't set different waypoints for them ( one of the things I tryed to prevent them to drive off the road ), they were connected with some blue line, probably indicating chain of command - how to override this?

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1: Its hard to impossible due to the non existent ability of the AI to find their ways on roads.

http://forums.bistudio.com/showthread.php?t=81114&highlight=convoy

2: The blue line is showing they're grouped.

To "over ride" this you press F2 in the editor, select the unit you want to remove from the group and "drag" the cursor somewhere else.

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Make sure their waypoint movement is set at safe as danger makes them zig zag all over the place.

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Seems like safe sometimes makes them keep the roads, while sometimes it's clearly not enough and they would still zigzag all over.

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yeah, unfortunately, making a convoy at this point is rather disappointing. Usually you would have your n vehicles in one group, formation column, behaviour safe or aware and there you go.

I do this in a mission I'm working at, and it works, yes, but it's horrible, because the AI drives so terrible. The thing is, your n vehicles will try to stay in formation (which would be a good thing), so the leader vehicle will automatically drive slower and wait for others to catch up. The idea is very well of course, but since the AI is so damn stupid, your convoy will be slow as hell. Whereas one vehicle can manage to keep a bit of speed, with a accident here and there, once you start to make convoys like this, the accidents will accumulate, and since they are keeping formation this translates to n*accidents == total desaster. bwahaha

In my mission, I split the convoy in groups per vehicle once they are nearly at their destination. The funny thing is, once you do this (so each vehicle drives alone and doesn't keep formation), they instantly double or tripple or quadrupple their speed... Though, now they can start to interfere with each other like they would doing a race, and thus provoking further accidents, hahaha.

Oh, and I dare you to place Alice and/or Silvy module on a map where a convoy should be driving around. It's like a thousands Helge Schniders rocking the streets:

:D :D :D

Convoys? Forget it and:

waitUntil{BIS_hasFinallyFixedAiDrivingSkills};

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I made a tribute to the Tour de France and filled the road with riding civilians and watched them race to the waypoint, funny stuff :)

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Put forceSpeed 8 in the init line of each of the convoy vehicles. You'll see a big improvement.

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I made a tribute to the Tour de France and filled the road with riding civilians and watched them race to the waypoint, funny stuff :)

Haha, you need to post a video on youtube

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Hello Brady.

As far as I am aware, The AI has path finding scripts which inturn makes them find the best possible route to the location you are trying to make the convoy reach.

Maybe there maybe some extrended scripting which can achive a more advanced solution to your problem but I cannot help in that area.

Many Thanks,

NightHawk.

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I've had some success using the forceSpeed command, and all vehicles set to careless. I experimented with waypoints, and found that fewer wp's work better. Each vehicle needs their own set. Just place the vehicles on the road at intervals you want, and using forceSpeed they will keep that spacing more or less.

Some weird behavior happens when the convoy spots an enemy. The vehicles will start driving erraticly, but the troops in cargo will not unload. If they are fired on, troops will dismount and fight like normal.

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