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Aviox93

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About Aviox93

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  1. Hey thanks for answering. I'm going to try a S&D Waypoint with max driver skill. However, I'm okay to go on a patrol script system if I'm almost sure that the AI vehicle won't get stuck in the town (patrols can last 2 hours).
  2. Thanks for your answer. I don't see which mods prevent the AI from getting stuck, they all offer interesting things about the behavior of the AI but I don't see anything about the AI getting stuck. And same, how can the RYD script solve this issue if a S&D waypoint can't ? Thx !
  3. Hi! I am doing a domination mission with several capture zones in which each have a radius of 50m. I want AI vehicles to patrol around this area within a radius of say 300m. The problem is that they stop after a few minutes with a simple S&D waypoint. So I put an S&D waypoint and a "Move" waypoint in the center of the capture zone (because I want them to come back to the zone from time to time to recapture it if necessary), with a cycle waypoint but the vehicles always end up getting stuck because the capture zones are in small towns. Is there a mod or another way to prevent the AI from getting stuck in buildings or trees? Thanks !
  4. And with only one soldier inside the vehicle it seems that no apcs are stuck. (Some of them still don't move when they spawn but start moving 20/30s after). It's really weird... If any of you wants a video so I can show you the issue, no problem.
  5. Alr guys I did some test and it seems to work better when I'm moving only 3 soldiers into it. When its more than 3 soldiers, 50% of the times the APC won't move. Any ideas? (There is still the issue tho) And some stuck APCs seem to move after 1/2 minutes spawning
  6. Hey thx for your answer ! You're right indeed, however, it doesn't solve the issue since the issue seems to come from the fact that a sector is chosen but the apc is just not following the waypoint. 😕
  7. Hi ! My goal is to make a domination mission, with 10 differentes sectors (Alpha,Beta,.....,India,Juliet). So I made a script that spawn regularly enemy APCs (every 15s in the following script). Warning : Big script but nothing complicated ! _ingame = true; while {_ingame} do { r = random 10; switch (true) do { case (r<=3): { //BMP2 _BMP2 = "CUP_O_BMP2_RU" createVehicle getmarkerpos "spawn_apc_r"; _squad = [getmarkerpos "spawn_infantry_r", east, ["min_rf_crew","min_rf_engineer","min_rf_soldier_repair","min_rf_crew","min_rf_crew"]] call BIS_fnc_SpawnGroup; _squad2 = [getmarkerpos "spawn_infantry_r", east, ["min_rf_soldier_SL","min_rf_soldier","min_rf_support_Mort","min_rf_soldier"]] call BIS_fnc_SpawnGroup; { _x MoveInAny _BMP2; } forEach units _squad; { _x MoveInCargo _BMP2; } forEach units _squad2; null = [_squad] execVM "patrol.sqf"; }; case (r<=5): { //BMP3 _BMP3 = "CUP_O_BMP3_RU" createVehicle getmarkerpos "spawn_apc_r"; _squad = [getmarkerpos "spawn_infantry_r", east, ["min_rf_crew","min_rf_engineer","min_rf_soldier_repair"]] call BIS_fnc_SpawnGroup; _squad2 = [getmarkerpos "spawn_infantry_r", east, ["min_rf_soldier_SL","min_rf_soldier","min_rf_support_Mort","min_rf_soldier","min_rf_soldier"]] call BIS_fnc_SpawnGroup; { _x MoveInAny _BMP3; } forEach units _squad; { _x MoveInCargo _BMP3; } forEach units _squad2; null = [_squad] execVM "patrol.sqf"; }; case (r<=7): { //T15 _T15 = "min_rf_t_15" createVehicle getmarkerpos "spawn_apc_r"; _squad = [getmarkerpos "spawn_infantry_r", east, ["min_rf_crew","min_rf_engineer","min_rf_soldier_repair"]] call BIS_fnc_SpawnGroup; _squad2 = [getmarkerpos "spawn_infantry_r", east, ["min_rf_soldier_SL","min_rf_soldier","min_rf_support_Mort","min_rf_soldier","min_rf_soldier"]] call BIS_fnc_SpawnGroup; { _x MoveInAny _T15; } forEach units _squad; { _x MoveInCargo _T15; } forEach units _squad2; null = [_squad] execVM "patrol.sqf"; }; case (r<=10): { //MTLB _MTLB = "CUP_O_MTLB_pk_Green_RU" createVehicle getmarkerpos "spawn_apc_r"; _squad = [getmarkerpos "spawn_infantry_r", east, ["min_rf_crew","min_rf_soldier_repair"]] call BIS_fnc_SpawnGroup; _squad2 = [getmarkerpos "spawn_infantry_r", east, ["min_rf_soldier_SL","min_rf_soldier","min_rf_support_Mort","min_rf_soldier","min_rf_soldier"]] call BIS_fnc_SpawnGroup; { _x MoveInAny _MTLB; } forEach units _squad; { _x MoveInCargo _MTLB; } forEach units _squad2; null = [_squad] execVM "patrol.sqf"; }; }; sleep 15; } And my patrol.sqf file juste gives a "move" waypoint and the patrol task to the group after the group gets to the "move" waypoint : _squad = (_this select 0); r = random 20; switch (true) do { case (r<=4): { //Alpha hint "Alpha"; _wp = _squad addWaypoint [ getMarkerPos "m_alpha", 5]; _wp setWaypointType "MOVE"; [_squad, getMarkerPos "m_alpha", 700] call BIS_fnc_TaskPatrol; _squad setBehaviour "AWARE"; _squad setSpeedMode "NORMAL"; }; case (r<=7): { //Beta hint "Beta"; _wp = _squad addWaypoint [ getMarkerPos "m_beta", 5]; _wp setWaypointType "MOVE"; [_squad, getMarkerPos "m_beta", 700] call BIS_fnc_TaskPatrol; _squad setBehaviour "AWARE"; _squad setSpeedMode "NORMAL"; }; case (r<=9): { //Charlie hint "Charlie"; _wp = _squad addWaypoint [ getMarkerPos "m_charlie", 5]; _wp setWaypointType "MOVE"; [_squad, getMarkerPos "m_charlie", 700] call BIS_fnc_TaskPatrol; _squad setBehaviour "AWARE"; _squad setSpeedMode "NORMAL"; }; case (r<=11): { //Delta hint "Delta"; _wp = _squad addWaypoint [ getMarkerPos "m_delta", 5]; _wp setWaypointType "MOVE"; [_squad, getMarkerPos "m_delta", 700] call BIS_fnc_TaskPatrol; _squad setBehaviour "AWARE"; _squad setSpeedMode "NORMAL"; }; case (r<=13): { //Echo hint "Echo"; _wp = _squad addWaypoint [ getMarkerPos "m_echo", 5]; _wp setWaypointType "MOVE"; [_squad, getMarkerPos "m_echo", 700] call BIS_fnc_TaskPatrol; _squad setBehaviour "AWARE"; _squad setSpeedMode "NORMAL"; }; case (r<=15): { //Foxtrot hint "Foxtrot"; _wp = _squad addWaypoint [ getMarkerPos "m_foxtrot", 5]; _wp setWaypointType "MOVE"; [_squad, getMarkerPos "m_foxtrot", 700] call BIS_fnc_TaskPatrol; _squad setBehaviour "AWARE"; _squad setSpeedMode "NORMAL"; }; case (r<=16): { //Golf hint "Golf"; _wp = _squad addWaypoint [ getMarkerPos "m_golf", 5]; _wp setWaypointType "MOVE"; [_squad, getMarkerPos "m_golf", 700] call BIS_fnc_TaskPatrol; _squad setBehaviour "AWARE"; _squad setSpeedMode "NORMAL"; }; case (r<=17): { //Hotel hint "Hotel"; _wp = _squad addWaypoint [ getMarkerPos "m_hotel", 5]; _wp setWaypointType "MOVE"; [_squad, getMarkerPos "m_hotel", 700] call BIS_fnc_TaskPatrol; _squad setBehaviour "AWARE"; _squad setSpeedMode "NORMAL"; }; case (r<=19): { //India hint "India"; _wp = _squad addWaypoint [ getMarkerPos "m_india", 5]; _wp setWaypointType "MOVE"; [_squad, getMarkerPos "m_india", 700] call BIS_fnc_TaskPatrol; _squad setBehaviour "AWARE"; _squad setSpeedMode "NORMAL"; }; case (r<=20): { //Juliet hint "Juliet"; _wp = _squad addWaypoint [ getMarkerPos "m_juliet", 5]; _wp setWaypointType "MOVE"; [_squad, getMarkerPos "m_juliet", 700] call BIS_fnc_TaskPatrol; _squad setBehaviour "AWARE"; _squad setSpeedMode "NORMAL"; }; }; Anyways, the script works but 40% of the vehicles just appear and don't move. And when there are these kinds of errors, the vehicle appeared and the sector chosen is never the same. (this can happen for a T14 on Golf, or a BMP2 on Alpha even if other BMP2s have gone to Alpha without problems before...). I also tried to spawn only vehicle when I launch the scenario and it seems to work every time. I then made a script to spawn multiple BMP2s to golf (since golf had 70% errors), and it seems like the first and second BMP2s go to Golf but every time the third don't move and after it, it's random. Thanks for helping, I have no idea what it could be!
  8. Alr thx man I figured it out for the loadout thing, last question : is there a random.int function or smth like this ?
  9. Hey thanks for the answer. Nice vids I learnt a lot of things but I have questions : Can I spawn a squad with custom loadout ? (Since the squad code only consider the unit and not its loadout) Can I instead of patrol, put a search and destroy waypoint ? Edit : The last video answered this one ^^ How can I put a timer ? (btw I think using the init file instead of a trigger idk what do you think about it ?)
  10. Aviox93

    How to script ROADS

    Alright thanks ! I'm choosing another map then and I'll let the author know about it !
  11. Hi ! So i'm trying to make a domination (multiple sectors) mission player vs IA. And my goal is to make a 2 hour game where the team with the most points win at the end of this timer (each sectors earn a specific number of points). Anyways, I made a NATO base and a russian base and here is the thing : I created three squads (Infantry, AT, Marksman) and multiples vehicles in each bases. And I wanted to know if it was possible to randomly make a squad appear and have it go to a random sector. For example, every minutes : - 50% chance to spawn an infantry squad -30% for AT -20% for Marksman and the squad that just spawned has -10% to go to sector A -20% to sector B etc.... Same with vehicles but every 5 minutes for exemple. Thanks !!! 😁
  12. Hi ! I wanna make a mission on a modded map that I like. However, I need AI vehicles to move across the map but the roads are poorly scripted in certain areas. For example : The road texture is perfectly fine : but there is no orange line so the AI can't go through this road. I just want a way to add these orange lines. Thx !
  13. Hey thanks for your answer. I didn't try the guard waypoint, I'll try it ! Yes the ai jets destroy my team vehicles really fast and that's good but they just fly around the infantry. My mission is a domination mission on a big map with multiple capture points and the player is fighting the ai. In my mission, I will also spawn tanks, vehicles, helis, planes, infantry etc...
  14. Hey thanks for your answer. But I don't want a random plane to appear from nowhere, shoot and disappear. I want the ai plane to patrol around an area and shoot at infantry when spotted.
  15. Hi ! So for my mission I need enemy planes to attack ground troops in a certain area. With waypoints I made them take off then I put a destroy waypoint but they just fly around without attacking me or my soldiers. I would like to point out that I did put air to surface missiles on enemy planes as well as bombs. Thanks!
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