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Found 3 results

  1. (Context) This solution worked for me, it can be a little rough around the edges but if all you want to do is get a bunch of units in the default assault boats to disembark on a contested beach, it should work for you. This is also probably not the most efficient way of doing this, but I have been stuck on this for days so I don't really know any other solution that doesn't involve scripting to a large extent. 1. Spawn in a boat with only a driver, rename the boat "boat1". 2. Change attitude to "careless" and set the boat to "forced hold fire". 3. Set a move waypoint for the boat on the beach where you want it to drop off its troops. 4. Spawn the squad that will be inside the boat (spawn them away from the boat for now). 5. Set a move waypoint for the squad so they don't stay next to the boat after dismounting, but rather keep advancing on the beach. 6. Rename the squad to "unit1". 7. Spawn a trigger on the beach where the boat will be landing (next to the boat's move waypoint) 8. Inside the trigger's "On Activation" section, write unit1 leaveVehicle boat1 9. Rince and repeat for any other boats, just make sure to change the names. Known issues : the boat's pathfinding is very poor, which can make it so that the driver refuses to beach it / takes an extremely long time to reach the shore. This can sometimes be fixed by changing landing spots on the beach and avoiding harsh terrain. I have heard that this script helps, but I have not tested it as of now. Note : this was accomplished while using the Eden Enhanced mod, as well as thanks to this post. Hope this helps, as information on this subject can be a pain to find.
  2. Hello there, I am currently trying to create a naval landing scenario, but I am faced with a problem. The BLUFOR AI is supposed to land on a heavily-contested beach under heavy fire. I have already gotten a working solution for getting the boats to approach the shore, drop off the soldiers and leave. This works fine in a test environment with no OPFOR AI around, but as soon as BLUFOR troops are shot at, they stay in the boats, refusing to disembark and getting killed in obscenely idiotic ways. Is there a simple way to get the BLUFOR AI to simply get out of the boat while under fire, without having to script the whole event ? Some additional information that may be useful is that the player does not play as a group leader, I'm going with an AI Miller for that. There are 6 boats, each with 4 personnel on board. I have tried the method indicated here, but it doesn't seem to work (however with my abysmal editor skills I'm probably doing it wrong, I just pasted the command in the Team Leaders Init). Any help is greatly appreciated, Cheers ! [Edit : It would seem I have posted this thread in the wrong section of the forums, apologies for that. A working fix for the issue described can be found here]
  3. Hey everyone. I currently have a big problem with getting my mission to work properly and it's because the cargo units keep disembarking the vehicle. All units and vehicles (empty) are created after mission starts (it's a dynamic mission) and then I use assignAs... + orderGetIn to get the AI to get in vehicles. The only workaround I've found is to use: _unit moveInCargo [_veh, _index] ; [_unit] allowGetIn true; [_unit] orderGetIn true in an onEachFrame loop to get the unit to stay in. However, it causes the vehicle to stop every meter (excep for helicopters, thanks to allowGetIn which seems to work for helos), because the stupid leader still wants to disembark the units. Does anyone know a fix for this?
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