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How to get Jet in air while under AI Control

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Greetings

Anyone managed to get AI to takeoff with a Jet? I just dont know how to do it and they always just go around like vechiles eventually getting stuck or blown.

Also i have noticed that my choppers always hit mountains.

So anyone have any tips? Also please BI do something about the flying AI, flares and realistic physics. Anyway last patch was a big step into the right direction.

Fintroll

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set the unit to "flying" rather than in formation or whatever it defaults to, but i guess that doesn't make them take off, instead it just makes them automatically start in the air

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Planes always take off from runways in a specific direction (and land from that direction, too). I think on Chernaraus it's to the south-east for each airport, but I'm not positive.

Try putting the unit at one end of the runway with a move waypoint somewhere and see what happens. If it taxis then move it to the other end of the runway.

Apparently their take-off behaviour is a bit questionable and some planes will crash frequently on departure from some of the airfields.

Helos crashing is also annoying. A bit realistic too, but I think it happens too much and sometimes it makes me sad.

If they're not in combat, you can help workaround it by having them fly at a higher altitude. At a waypoint, add an 'on activation' script that does this: vehicle this flyInHeight 200

where 200 is the altitude above ground level in metres. Their default is 100.

Not that "on activation" is only done when the unit reaches the waypoint, not on the way to it, so you'll want to do this in advance to reaching the mountain so they have time to gain altitude.

You could also try setting their speed to Limited so they have more time to gain altitude.

I don't think the flyInHeight has much (if any) effect while they're in combat - and unfortunately they happily dive into trees, hills and sometimes the unit they're attacking if they're making rocket runs etc. Maybe one day they'll be smarter.

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On Chenarus the only airport that all planes can take off from is the main one. The Harrier and F35 can both take off from the other two but all the other planes, at least for me, hit trees when they try to take off especially the C-130. I never checked with the A-10 but the SU-25 and SU-3# both crash.

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make sure they always sue the furtherst wway runway, theres 2 first one is for landing, second is for take off.

they take off this way;

----------TAKEOFF------------------>

<---------LANDING-------------------

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Thanks alot, i will try this out. Only problem is that i have fell in love with arma 1 maps so playing only those currently, also much much better performance and looks about the same.

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I never checked with the A-10 but the SU-25 and SU-3# both crash.

Are you talking about AI flights? I've been able to take off in the Su-25 in both of the smaller airports. It requires full flaps and a slow takeoff, but it works.

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Are you talking about AI flights?

Thread subject: How to get Jet in air while under AI Control

First post in thread:

Greetings

Anyone managed to get AI to takeoff with a Jet?

I mean, I can kind of understand when people don't read every post in a thread, especially long threads, but not reading the first post or the subject? What is this, slashdot??? :D

they take off this way;

----------TAKEOFF------------------>

<---------LANDING-------------------

I don't think this is correct, either that or I've completely misunderstood. On Chernaurus and Utes they take off and land facing the same direction (on Chernaurus, always north-west). I'd be very upset if they landed in the opposite direction!

Sahrani airports work the same way, although you'll need to experiment to find the direction. As a general rule, if there's a cluster of buildings at one end and nothing at the other, the end with the buildings is where they'll lift off / come to a halt.

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I also would like to know how to make AI take off in planes too, I had my AI steal one the other day and i wanted him to start blasting tanks that were incoming, but just couldnt get him to take off, all he did was to nudge forward very slowly.

BIS gods share some knowledge on this?

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This is bit tricky, when i was in the arma 1 modded map playing arma 2, i managed to get all pilots up in the air, i manually put them in the one end of the run way, told the pilot to get in and then went into the map and gave move command to the pilot with altitude command of 700m. This waypoint was directly lined with the runway, and oh and behold the pilot took off and even managed to drop quite a few enemies.

In other map this didnt work at all, the enemies were just driving the plane like a car lol, i even double checked the ai was a pilot class.

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Thread subject: How to get Jet in air while under AI Control

First post in thread:

I mean, I can kind of understand when people don't read every post in a thread, especially long threads, but not reading the first post or the subject? What is this, slashdot??? :D

I don't think this is correct, either that or I've completely misunderstood. On Chernaurus and Utes they take off and land facing the same direction (on Chernaurus, always north-west). I'd be very upset if they landed in the opposite direction!

Sahrani airports work the same way, although you'll need to experiment to find the direction. As a general rule, if there's a cluster of buildings at one end and nothing at the other, the end with the buildings is where they'll lift off / come to a halt.

well for my in Chernarus the main runway (the biggest airport like place) they take off ----------------> and land

<-----------------

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well for my in Chernarus the main runway (the biggest airport like place) they take off ----------------> and land

<-----------------

That's one continuous recording though I chopped out a few bits where nothing of interest was visible. Are you using any mods?

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what's the difference between get out and move?

Exactly what it sounds like!

For planes, a "Get out" waypoint will cause the pilot to land at the nearest airfield before disembarking - any further waypoints will be carried out on foot, until the next "Get in". I haven't ever used that with planes though (having them land, get out, then get back in and go elsewhere) so I'm not sure how well it works.

A "move" waypoint will have the AI move to that location. If they're in a plane that's already airborne, they'll simply fly there. If they're in a plane that's on the ground, the AI will go through its take-off script and once airborne fly to the location of the "move" waypoint.

For details see the wiki entries about waypoint types.

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In the real world, fixed wing aircraft take off and land in the same direction...into the wind.

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That's one continuous recording though I chopped out a few bits where nothing of interest was visible. Are you using any mods?

pretty sure I just said that happens with me, it's they take off this way ------------->

and land <--------- (this being the closest ruwnay from the hangar)

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Okay, obviously I'm just not understanding your explanation. I see the two arrows pointing in different ways and think you mean the planes take off in a different direction than they land in. :confused:

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Use flyin "height" on a move waypoint. The ai should notice the move waypoint is in the air and take off. Never tried this myself, but it might work.

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All I've done is set AI jets in front of a hanger. The jets taxi and take off follow their WP's and land after they get to their last as long as they have this landat 0. Make sure their not grouped. I've had 2 in Balota and they just follow one another to the takeoff point and takeoff.

0 = Airport NorthWest close to Grishno

1 = Airport NorthEast close to Kranostav

2 = Airport SouthWest close to Balota

Planes approach all airports from SouthEast

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pretty sure I just said that happens with me, it's they take off this way ------------->

and land <--------- (this being the closest ruwnay from the hangar)

There's only one runway at each airstrip, so I find it a bit doubtful that they land in the opposite direction to that which they take off in. Otherwise you'd have planes landing on planes that are taking off, and that wouldn't work. :p

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One thing I found out yesterday is that the AI at least in the C130J doesnt follow the waypoints, it just heads streight in to land. The waypoint shows, but the plane doesnt go there. The C130 that NZ_Crash made will follow WP, but it crashes when trying to land. AS far as the 2 directions someone mentioned earlier, a plan will taxi in his takeoff direction and takeoff in the same direction it landed. I've been playing with this for about a week just trying to make plane land and takeoff. The Harrier will takeoff and land just fine, but as far as following WP's I dont know. It seems to me that maybe the map coding for taking off and landing takes over the waypoints. I event tried a script to make a plane move and the order came up to move, but the plane followed the Aiports points I guess.

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