Prancer 10 Posted June 10, 2011 First things first i have searched for an answer and i couldn't find one that works for me.i am Trying to get planes to fly straight path to waypoints through anti aircraft fire and trigger ejects paras halfway to waypoint. My issue is that the planes continue to take evasive action scattering troops (some may say realistically) over half the map. I have tried setting unit/waypoint behaviour to careless and stealth, setting combat mode to never fire and hold fire, setting them captive, removing there ammo, letting them handle damage, disabling ai "target" and "autotarget" and still at the first site of enemy AA they wet their pants and take evasive action!! Has anyone got any ideas on how to stop this? Share this post Link to post Share on other sites
kylania 568 Posted June 10, 2011 In the plane's init: this setBehaviour "CARELESS"; You might try rearranging attackers as well to provide a path. More likely it's terrain that's getting in your way, if you have a large plane flying at a hill or something they'll turn away often. Play around with flight paths and placement and see if it changes things. Share this post Link to post Share on other sites
Prancer 10 Posted June 10, 2011 I have tried using careless in init but it had no effect. Also this map is virtually flat (i44 Omaha) so has no effect and when AA removed they fly straight to waypoint Share this post Link to post Share on other sites
demonized 20 Posted June 10, 2011 its a game bug, more discussion on it here: http://forums.bistudio.com/showthread.php?t=118135 but basically, no way around it, unless you join them to the AA side probably. Share this post Link to post Share on other sites
f2k sel 164 Posted June 10, 2011 (edited) I may have a work around other than making them the same side, it's a fixed up version of Zapats scrpt http://forums.bistudio.com/showpost.php?p=1907375&postcount=3 I'm not sure it's all that use full as the planes can't hit anything unless the object is exactly in the right place, maybe releasing the Auto pilot a little earlier would give them time to adjust. private ["_vehicle","_direction","_side","_spawnDistance","_altitude","speed","_speedms","_rDir","_targetPos","_spawnPos","_HeliCrew","_Huey","_pilot","_wait"]; // ****** VARIABLES _vehicle = "A10"; _direction = 220; //direction @ Chernarus airfield with good view _side = west; _spawnDistance = 1500; _altitude = 60; _speed = 200; _height = 40; // Min Height before AutoPilot cancelled _damage = 0.5; // Damage before AutoPilot cancelled _speedms = _speed / 3.6; _rDir = _direction + 180; if (_rDir > 360) then {_rDir = _rDir - 360}; // ****** SPAWNPOS _targetPos = position player; _spawnPos = [(_targetPos select 0) + sin _direction * _spawnDistance,(_targetPos select 1) + cos _direction * _spawnDistance,_altitude]; // ****** CREATE PLANE _HeliCrew = creategroup _side; _Huey = ([_spawnPos, _rDir, _vehicle, _HeliCrew] call BIS_fnc_spawnVehicle) select 0; _Huey setVelocity [sin _rDir *_speedms,cos _rDir *_speedms,0]; _pilot = driver _Huey; If you wish the AI to return fire you will need to remove the folowing 4 lines _pilot disableAI "TARGET"; _pilot disableAI "AUTOTARGET"; _HeliCrew setCombatMode "blue"; _HeliCrew setBehaviour "careless"; // ****** FLYIN _Huey flyInHeight _altitude; _pilot doMove _targetPos; // ******* Basic Auto Pilot // **** Get Current velocity and place in x,y,z coords _xv = velocity _Huey select 0; _yv = velocity _Huey select 1; _zv = velocity _Huey select 2; // Get the current pitch of the plane _pitchbank = _Huey call BIS_fnc_getPitchBank; _pitch = _pitchbank select 0; _bank = _pitchbank select 1; // Keep velocity constant and stop wings from banking while {alive _Huey and (getdammage _Huey < _Damage) and (getpos _Huey select 2 > _Height) } do { _Huey setVelocity [_xv,_yv,0]; // fixes the velocity and overrides AI, there maybe slight flicker as they fight this. [_Huey, _pitch,_bank] Call BIS_fnc_setPitchBank;// used to keep wings level sleep 0.1 ;// increase this and planes wonder off course }; //*******WAIT UNTIL @ TARGET _wait = true; while {_wait} do { _Huey limitSpeed _speed + 20; //limit speed (works only in loops) if (_Huey distance player < 200) then { _wait = false; //we are @ targetPos, exit loop }; sleep 1; }; // ****** WAIT and DELETE sleep 20; deleteVehicle _pilot; deleteGroup _HeliCrew; deleteVehicle _Huey; If you do wish the AI to return fire you will need to remove the following four lines. _pilot disableAI "TARGET"; _pilot disableAI "AUTOTARGET"; _HeliCrew setCombatMode "blue"; _HeliCrew setBehaviour "careless"; It does need the function module placing on the map. . Edited June 10, 2011 by F2k Sel Share this post Link to post Share on other sites
demonized 20 Posted June 11, 2011 just a note for OP, using the script, gives you total control of the plane, and AI has no control at all until its released with the _wait variable. You are basically pushing it around as a puppet. Share this post Link to post Share on other sites
Prancer 10 Posted June 12, 2011 Thanks for the help guys. With some fiddling after looking at the links posted I have found a code free solution to my problems. That is to put simply into the units init code that it's cowardice level is set so the planes are at their most brave ( I forget the exact phrase). This causes no evasive action at all if plane speed set to limited and some slight banking from side to side whilst directly over AA when speed set to full. Share this post Link to post Share on other sites
demonized 20 Posted June 12, 2011 Thanks for the help guys. With some fiddling after looking at the links posted I have found a code free solution to my problems. That is to put simply into the units init code that it's cowardice level is set so the planes are at their most brave ( I forget the exact phrase). This causes no evasive action at all if plane speed set to limited and some slight banking from side to side whilst directly over AA when speed set to full. please post solution for others :) Share this post Link to post Share on other sites
scajolly 14 Posted June 12, 2011 please post solution for others :) I think he just did. this allowfleeing 0; Share this post Link to post Share on other sites
zapat 56 Posted June 12, 2011 naah, alowfleeing doesn't work asfarasiknow. The evasive action is defined in the danger.fsm. If pilot sees smoke, or a friendly going down, he will evade that route, he is not fleeing, just taking another path. PAth is interesting though if you experiment with various enemy-destination setups. Share this post Link to post Share on other sites
demonized 20 Posted June 12, 2011 yes, as zapat says its an automatic AI response to a threat or possible threat, any other workaround exept for using script like F2k Sel posted or unitcapture will fail for attack air planes when encountering enemy hostiles like AA or armor even regular t72´s will alter the planes path, if its a attack pattern or evasive action is unsure, even though disableAI is used for both target and autotarget, danger.fsm kicks in regardless. all kinds of variations was tested in the thread i linked above, danger.fsm overides any input, afaik. Share this post Link to post Share on other sites
zapat 56 Posted June 12, 2011 Just a quick idea (which I won't be able to test this week): What if we do something like a donkey and carrot setup? DoMove to 20meters ahead, then repeat. Wouldn't it be possible that this way the 20meter long waypoints won't interfere with enemy targets since they are that short? If you put the waypoint right before the enemy unit, pilot won't go on a detour, that's why I this thought came up... would be interesting to see what it does in practice. Share this post Link to post Share on other sites
demonized 20 Posted June 12, 2011 i tried something similar before, but not that short, but basically the autocomplete distance of a air vehicle wp is quite big, maybe 1-300m or something. so a too close doMove command would result in plane turning around to get to the wp, it did not calculate the position to move to before it was already passed, at least that how it looked like. In my tests the A10 kept doing roundabouts with 300 inbetween doMoves, and proved useless. but i did not check 20 m or even shorter, maybe AI can calculate that fast enough.... Share this post Link to post Share on other sites
f2k sel 164 Posted June 12, 2011 Demonized is right I tried different vehicles in the past and they all have a different completion radius. I really wish careless was exactly that and all units would follow the plan you give them. Share this post Link to post Share on other sites
twirly 11 Posted June 13, 2011 For the helo's the completion radius seems to be around 70m. I really wish careless was exactly that and all units would follow the plan you give them. Ditto. This would really make things a lot easier. Share this post Link to post Share on other sites
phillipbright 10 Posted September 8, 2016 I think i found a fix. Place a hostile anti aircraft unit near the starting position of your aircraft, but give it no ammunition. The planes ignore it and then then fly Straight over the "live" enemy units without any evasive moves. Hope this helps, was bugging me for ages :D Share this post Link to post Share on other sites