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Found 1 result

  1. Hello Arma truckers ! It is now of common knowledge that Arma AI barely got its driving license ! While the driving is "decent enough" for single vehicles, once they hear the word "convoy", they get petrified and/or start ramming each other... While there are great convoy scripts out there (respects to@norrinand@Devastator_cm), I wanted a script who uses the new features of Arma 3 engine and follows the novacula Occami principle : Simpler is safer. So here's to you the Simple Convoy Script ! And it's robust ! So robust my AI convoy drove for 2.5 hours on Altis without getting stuck ! They crossed bridges, towns and villages, drove on dirt roads, small roads and highways. The recording is from the player perspective as a gunner on the tail vehicle. Convoy was composed of 8 vehicles, a mix of trucks and Humvees, in AWARE behaviour and was setup using MOVE waypoints and the Simple Convoy Script with default parameters (50km/h, 50m spacing). And here's an even longer demo with v. 1.2 of the script ! 8 hours of AI convoy driving on South Asia, the convoy is 7 vehicles long, with parameters 100km/h and 50m spacing. Features : Convoys will not get stuck for no reason ! Robust script Easy to use : put your waypoints in the editor, and run the script only giving the convoy's group name as parameter Player friendly : you can be driver/gunner/commander/passenger in any vehicle of the convoy without breaking the script AI will push through contact (feature can be turned off) Adjustable convoy speed Adjustable convoy spacing Performance and environment friendly ­čÖé How to use : Here's a video example : Put the script code in an sqf file, trigger, init field or whatever you fancy, then call it with : convoyScript = [convoyGroup] spawn TOV_fnc_SimpleConvoy; Optional parameters are also available : convoyScript = [convoyGroup, convoySpeed, convoySeparation, pushThrough] spawn TOV_fnc_SimpleConvoy; With : convoyGroup : the group you want to move as a convoy convoySpeed : Maximum speed of the convoy in km/h (default 50 km/h) convoySeparation : distance between each vehicle of the convoy (default 50m) pushThrough : true/false, force the AI to push through contact, only returning fire on the move (default true) The script doesn't exit himself, so once you reach your final waypoint, you'll have to end it with : terminate convoyScript; {(vehicle _x) limitSpeed 5000;(vehicle _x) setUnloadInCombat [true, false]} forEach (units convoyGroup); convoyGroup enableAttack true; The script : Download links : Mission example : Armaholic Known limitations : Having mixed vehicles in the convoy will cause the fastest vehicles to have a not so smooth driving, as they'll accelerate faster than the other vehicles then brake once they reach target speed. ==> Fixed by v. 1.2 Due to how setConvoySeparation works, the convoy will stop on tight turns, vehicles crossing one at a time. Rear vehicles will then often cut the corner to catch up faster if possible (doFollow behavior). Behavior of the convoy when "pushThrough" parameter is disabled isn't very satisfying : passengers in cargo slots will disembark (but keep formation) to engage, armed vehicles will leave convoy formation to engage, some unarmed vehicles will just stop while others will keep pushing on etc. The convoy will eventually recover after the contact is destroyed and the leader calls "Area Clear" (as in they will mount up again and resume convoy route). That however might take up to 20 minutes, as the convoy and dismounts are usually spread over a couple km after the fight. Credits : The Arma community. With special thanks to all those who answer scripting questions on the forums. Changelog : License : Share it, edit it, steal it, rip it, call it your own etc. Arma scripting and modding is about sharing ! If you're having fun, then I'm happy !
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