Home   Help Search Login Register  

Author Topic: Idiotic transport behavior.  (Read 889 times)

0 Members and 1 Guest are viewing this topic.

Baphomet

  • Guest
Idiotic transport behavior.
« on: 30 Apr 2003, 10:36:45 »
I don't know if this question has been asked about in the forums before but, I've recently discovered a very annoying tendency that transport vehicles tend to do when they're asked to unload in a hot zone. I have two waypoints set up: One where an M113 goes into a town with enemies inside it, and it's assigned to transport unload when it reaches the first waypoint. The second waypoint is for the m113 to follow after the objective has been met.

However... the m113 often sees the one or two soldiers and goes apeshit and decides to cut straight to the second waypoint and not drop them off anywhere. Why the hell does it do that? Is there any way short of setting the waypoint to careless or safe, to make sure the m113 sticks out the course and drops off the guys?

MorMel

  • Guest
Re:Idiotic transport behavior.
« Reply #1 on: 30 Apr 2003, 11:09:05 »
I belive your M113 is carrying somebody... Why not set a condition to the Cond field of the waypoint "UNLOAD" (Not "TRANSPORT UNLOAD"!, as it's used when passengers are not of the same team of the M113), and the M113 shall wait until is has been satisfied:

Cond: !(Leader this in vehicle this)



Now, a question...

Your guys are in the same group of the M113, right?
Otherwise, you'd need to use a "TRANSPORT UNLOAD" type waypoint in order to unload the carried team (from another group).

If it still doesn't work, make a trigger at the unloading zone which "execs" a script that would deactivate the driver of the M113 (temporary) and unassign the vehicle foreach passenger:

@UnitReady MyM113

driver MyM113 stop true //You could try 'dostop' instead

"Unassignvehicle _x" foreach units group MyM113 - [driver MyM113, gunner MyM113]

@"_x in MyM113" count units group MyM113 - [driver MyM113, gunner MyM113]

driver MyM113 stop false

exit

Offline macguba

  • Former Staff
  • ****
    • macguba's operation flashpoint page
Re:Idiotic transport behavior.
« Reply #2 on: 30 Apr 2003, 11:10:26 »
allowfleeing 0 might help.

If it comes to waypoints put them very very close together so that the M113 can complete them without actually moving ... that way you will avoid some of the annoying pauses.   Have move waypoint with aware, then unload with careless, and then move with aware again.   The first two close togther and the third obviously outside the town again.

You could also use a variable in the unload waypoint, so it is not completed untilthe squad are out of the vehicle.

Activation:  (not (loon1 in wagon)) and (not (loon2 in wagon))etc
On activation:   allOut=true
Plenty of reviewed ArmA missions for you to play

MorMel

  • Guest
Re:Idiotic transport behavior.
« Reply #3 on: 30 Apr 2003, 11:14:50 »
@"_x in MyM113" count units group MyM113 - [driver MyM113, gunner MyM113]

Sorry! :-[ It should be:

@("_x in MyM113" count units group MyM113 - [driver MyM113, gunner MyM113]) == 0

It will count how many units are still inside the APC (except the crew of the M113). As it becomes 0, the script will proceed to its next steps...

See ya!

Baphomet

  • Guest
Re:Idiotic transport behavior.
« Reply #4 on: 01 May 2003, 05:45:55 »
I'll give these suggestions a go, thanks for the replies fellas.

The troops that are unloading are in fact not a part of the same group as the driver/gunner of the m113.  I thought there was a command that automatically dumped cargo out of a transport, I guess I could have been mistaken.

Anyhow. I'll give them a shot. Is there any modifying I have to do to any of those variables that were posted? In response to MacGuba's post, who are loon1/2 supposed to be? Am I supposed to name the m113 in question "wagon"?

Baphomet

  • Guest
Re:Idiotic transport behavior.
« Reply #5 on: 01 May 2003, 06:09:29 »
Ok... I think I've figured it out and it has less to do with the editor than anything else. Unfortunately I think it has something to do with taking an empty m113 and adding crew in myself and telling the driver to go to a place to unload transport...

There is in this case no exception to manually placing units in an empty transport. Not until I make a replacement m113 for my custom crew.

Anyone know why this is happening? Do the AI even know they're in an m113 if I use the getindriver command?

Baphomet

  • Guest
Re:Idiotic transport behavior.
« Reply #6 on: 01 May 2003, 08:09:03 »
Well, crap. I just whipped up a m113 inherited addon cpp and changed the crew... guess what... it works now... Thanks for the help guys. My problems now are officially addons editing material.

Offline macguba

  • Former Staff
  • ****
    • macguba's operation flashpoint page
Re:Idiotic transport behavior.
« Reply #7 on: 01 May 2003, 14:09:42 »
Sounds like you sorted it out but for the avoidance of doubt, yes you are supposed to name the M113 "wagon" and loon1, loon2 etc are the names of the squad members that are supposed to get out.  

Sorry for not being clearer.   Obviously you can name the units whatever you like, those are just examples.
Plenty of reviewed ArmA missions for you to play