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Tankbuster

stop ai jumping out of vehicle

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Guys,

I'm designing a small escort mission. BLUFOR players have to drive and defend a bus full of civs as it runs the gauntlet of an OPFOR infantry squad, a Hind and maybe some IEDs.

I can't make the civs the same group as the BLUFOR players, or they'd just order the civs into a '60 and piss off into the sunset with them. I've loaded them into the bus by grouping them with it then giving the all "in cargo" in the "special" box on the unit editor. BLUFOR driver then has to drive them to airbase.

Other stuff that might be relevent, the civs group leader is a BLUFOR soldier who has zero prob of presence, so that the civs are defo BLUFOR.

Here is their init line

init="this allowfleeing 0; this disableAI ""MOVE""; this disableAI ""ANIM"";";

Problem is that when the bus gets attacked, all the civs jump out and I need them to stay in, regardless, untill they get to their destination. I plan to fail the mission if more than a certain number of them die, but they jump out while still alive.

Any thoughts or advice?

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OMG, i didnt realise you could lock them IN. I knew you could lock them OUT!

edit 1 And I was right. :) Lockcargo prevents entities getting into those seats, but doesn't stop them getting out.

Thanks anyway. :)

edit 2 Lockcargo and lockDriver don't prevent disembarks, but lock does! It stops the driver getting out too who won't be AI, but that's not a problem. I can always give him an addaction later when the bus reaches it's destination. BUT, the civs still jump out alive when the bus is rocketed by a Hind.

edit 3 allowdamage false on the bus sort of works in that it prevents the bus getting damaged and thus the civs don't need to bail, but having an uber bus doesn't really fit in with my mission requirements. :)

Edited by Tankbuster

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It has no waypoints - its a player driven vehicle, but I can set them all to careless in their inits. I dont expect it'll work as they can change the aware level even after it has been set, but I'll try and report back.

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What about..

Check when bus gets damage then moveincargo units

:)

Or...

Chek bus damage then spawn it out of the buss to a marker (they disappears from the bus.. but you don't see them jump out.

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I've shelved this project while wrestling with a new SSD and W7. :)

So far, the best way I've found this is this allowdamage false. It doesn't affect the overall vision of the mission too badly.

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