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-WH-Wallace

AI Counter Attack

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Hey,

I am new to mission editing for ArmA II and I am looking for a way to script a counter attack. I have tried setting up triggers that made "counter=true;" and then a waypoint with the condition "counter;" but that doesn't work. They just sit at the hold point and that's it.

I know the trigger works because I have it set to go off when the OPFOR is dead and I have a message that pops up to let me know.

I appreciate any help, I've been searching around and playing with the editor for about 2 hours now...

Thanks,

WH_Wallace

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AFAIK putting a condition to the waypoint means that the waypoint is not done unless the condition is true.

I.e. the statements of this waypoint are only executed when counter is true;

For your purposes, you either:

- Add a first waypoint before your current one, and set the condition there. I assume the enemy then will move to this first waypoint, but waits for counter becoming true, then continuing their route.

- Or you just press F5 in the editor and synchronize the trigger with your waypoint.

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Bon's second idea is my normal. My trigger is generally OPFOR not present with an appropriate radius around the intial objective (town or whatever). Put timer on this (eg 30 or 60 seconds) to give Blufor a breather, and lull them into a false sense of security....

Then very close in front of your counterattack force, place a waypoint for them, and sync this to the trigger. Then place another waypoint such as Search and Destroy in the town (where you are expecting BLUFOR)

Once BLUFOR has therefore killed all OPFOR in the town, the counterattack force will be released from their move waypoint and will proceed to the Search and Destroy waypoint.

Guard Way point can also be utilized, though you have to be careful with multiple units on guard.

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