nomdeplume 0 Posted August 3, 2009 The DISMISSED waypoint type has a lot of potential for providing mission-makers with an easy way to simulate AI 'at rest' (e.g. for stealth missions so players can sneak up and the defences are lax until they're detected). However, it has some significant problems: The units can go wandering for miles and miles. Seems to be impossible to break out of the waypoint until they've spotted an enemy. These two factors mean it's borderline unusable in many situations. For example, if you want to simulate an alarm/siren sounding and all the 'dismissed' groups then proceed to their assigned areas... you can't. Using a trigger to send a group to the next waypoint works for all the other waypoint types, except 'dismissed'. It almost seems to work: the leader will issue a move order to the next waypoint as if it's become active, but then immediately speaks an acknowledgement command and resumes being dismissed. So if it's not a massive undertaking, it'd be really nice if there was a way to limit the area dismissed units would roam in, and if it was possible for triggers to activate the next waypoint. Share this post Link to post Share on other sites
dmarkwick 261 Posted August 3, 2009 Yep. The Dismissed waypoint type is a nice inclusion, but really it's only currently useful as an end-condition for a group. There doesn't seem to be a way to continue with anything really useful after a Dismissed waypoint is reached. Personally, I use it for testing purposes when I need random movements. Given a long enough time period, units from a single group can be found scattered across the entire map, whatever the size of that map. Be nice to specify a radius of movement as suggested. Share this post Link to post Share on other sites
NeMeSiS 11 Posted August 3, 2009 I thought that the dismissed waypoint ended when the group was engaged in combat? Share this post Link to post Share on other sites
dmarkwick 261 Posted August 3, 2009 I thought that the dismissed waypoint ended when the group was engaged in combat? That is what the description says, but it doesn't help the fact that it still limits the waypoint to an end condition. Although I have to say I have never tested whether any other waypoint is processed once combat is ended after a dismissed waypoint. Share this post Link to post Share on other sites
nomdeplume 0 Posted August 3, 2009 I thought that the dismissed waypoint ended when the group was engaged in combat? Yes it does, or rather it ends when the group detects an enemy. I'm not sure if it has to be an enemy that the group is capable of attacking (like the Sentry waypoint type), or just an enemy at all. However this seems to be the only way of ending the waypoint. You can't use a 'switch' trigger to jump out of it. Also, it seems like the AI does not share knowledge of enemies with all groups in its side -- one group can be engaged in an epic fight to the death, while a Dismissed group will just wait until they actually detect the enemy for themselves. Which has its plusses, and makes me want to use despite the wide roaming range of the units, but not being able to snap a group out of it kind of kills that plan for a lot of situations. Share this post Link to post Share on other sites
laggy 0 Posted August 3, 2009 (edited) You can't use a 'switch' trigger to jump out of it. Are you sure of this? I have used "DISMISSED" WPs extensively since ArmA, and a switch trigger has always worked for me, when getting i.e - a dismissed tank team to get in their tank and "HOLD" after enemies were detected, by other units. Laggy Edited August 3, 2009 by laggy Share this post Link to post Share on other sites
NeMeSiS 11 Posted August 3, 2009 Yes it does, or rather it ends when the group detects an enemy. I'm not sure if it has to be an enemy that the group is capable of attacking (like the Sentry waypoint type), or just an enemy at all.However this seems to be the only way of ending the waypoint. You can't use a 'switch' trigger to jump out of it. Also, it seems like the AI does not share knowledge of enemies with all groups in its side -- one group can be engaged in an epic fight to the death, while a Dismissed group will just wait until they actually detect the enemy for themselves. Which has its plusses, and makes me want to use despite the wide roaming range of the units, but not being able to snap a group out of it kind of kills that plan for a lot of situations. I guess you could reveal an enemy to them if you really want the waypoint to end. If this enemy happens to be 5 kilometers away on an isolated island then it wouldnt really matter if they know about him or not i think. Share this post Link to post Share on other sites
nomdeplume 0 Posted August 3, 2009 Are you sure of this? I have used "DISMISSED" WPs extensively since ArmA, and a switch trigger has always worked for me, when getting i.e - a dismissed tank team to get in their tank and "HOLD" after enemies were detected, by other units. I'm pretty sure. I've actually been using it quite a bit and I thought my triggers were causing them to leave, but then I started to notice odd things; like, why haven't those pilots gone and boarded their chopper yet? It's been ages since the alarm was raised... and so when I went to watch the process, I found they just kept standing where they were, and only left if they actually saw a bad guy themselves. Before starting this thread I also did a very quick, simple test to try to ensure I wasn't making things up. I loaded up Utes in the editor, placed an infantry group, gave it a Dismissed waypoint and a move waypoint at the other end of the runway, and added myself a lonely soldier nearby so I could watch. Preview that and it did what you'd expect: they sat around in the dismissed state and never moved. Added a switch trigger with activation condition radio alpha and synced it with the dismissed waypoint, and then previewed it and issued radio alpha. The leader of the group chats a bit, but they don't actually move to the next waypoint. Change the waypoint type from dismissed to sentry or move or anything else, and it works as expected. Fairly sure I'm not imagining it, but I won't entirely rule out that possibility. Share this post Link to post Share on other sites
Inkompetent 0 Posted August 3, 2009 How about using Reveal or some similar command to make them aware of an enemy then, just to get them moving? Not a permanent solution, but if it works there's at least an ugly workaround :) Share this post Link to post Share on other sites
laggy 0 Posted August 3, 2009 Added a switch trigger with activation condition radio alpha and synced it with the dismissed waypoint, and then previewed it and issued radio alpha. The leader of the group chats a bit, but they don't actually move to the next waypoint. Change the waypoint type from dismissed to sentry or move or anything else, and it works as expected. Hmmm... Thanks for the info, I have to check this out in ArmAII. Share this post Link to post Share on other sites
nomdeplume 0 Posted August 3, 2009 Yeah I will try revealing units to see if that helps, might also solve the other dilemma: if you're using a trigger to activate the next waypoint then it will never automatically activate. So this would allow the group to self-activate if they detect something, or be kicked into action. I'll certainly give it a go when I next get a chance. Thanks for the suggestions. Share this post Link to post Share on other sites