Home   Help Search Login Register  

Author Topic: Strange squad stops  (Read 507 times)

0 Members and 2 Guests are viewing this topic.

klavan

  • Guest
Strange squad stops
« on: 30 Nov 2004, 20:38:39 »
I'm currently editing a scenario (an amphibious assault) where multiple AI-controlled squads are involved. The scenario include two main lines of objectives from west to east for the platoons involved (imagine some Phase Lines).
Sometimes some squads stops their running after disembarking from their own ship and remain blocked until something happen (eg someone fire to 'em or run onto 'em...).
The problem is that to reach the second Phase Line all units of the second wave must reach an appropriate waypoint and if this don't happen the scenario can't continue...
I wonder is this problem was encounter by someone else and if there's a way to solve it.
Note that I'm using the Improved AI script by Bremmen, but the problem occours even if I not activate it.
Thanks in advance.
« Last Edit: 30 Nov 2004, 20:40:10 by klavan »

bored_onion

  • Guest
Re:Strange squad stops
« Reply #1 on: 30 Nov 2004, 21:55:43 »
putting codes depedent upon waypoint completion is always a bit dodgy

try replacing it with a trigger activated when a group member from every enters it (sync the group leader with it) but i'm not sure why they wouldnt be moving. try their behaviour modes or awareness?

klavan

  • Guest
Re:Strange squad stops
« Reply #2 on: 30 Nov 2004, 23:56:25 »
I think that placing trigger or variables on waypoint activation field really doesn't make a big difference if the unit doesn't enter the area of interesting.
The behaviour seem not to be the source of the problem as I've experienced the same problem with units both on "combat" or "aware" behaviour....
A solution could be setting a timed trigger that start when a unit of the second wave reach the grouping zone and then wait for a (reasonably) amount of minutes before moving on, so that a sufficient amount of units should be on place....
The only (but quite important) potential problem is the loss of firepower that the AI platoons could suffer, expecially if that squad is assigned to your platoon..... :-\
« Last Edit: 30 Nov 2004, 23:59:06 by klavan »

Offline penguinman

  • Contributing Member
  • **
  • Money is worthless, just paper, ink, and threads
Re:Strange squad stops
« Reply #3 on: 01 Dec 2004, 00:31:13 »
to make them all wait at a rally point for each other, synch all the waypoints together.

Offline Triggerhappy

  • Contributing Member
  • **
  • Llama, it's what's for dinner.
Re:Strange squad stops
« Reply #4 on: 01 Dec 2004, 04:28:48 »
i read his first post again, and if they all have to get to a certain waypoint to activate the next, they must be synch'd, esle they'd just keep going

klavan

  • Guest
Re:Strange squad stops
« Reply #5 on: 01 Dec 2004, 23:58:28 »
Synch WPs seem to work well...I'll continue to test it to check it to ensure that all is fine in a definitive way.
Thanks to all you guys.
« Last Edit: 01 Dec 2004, 23:58:56 by klavan »