Ok here goes again ....arrgggh.
It's a MP mission, so I want the option to enable AI due to shortage of good MP players. However, if the Human leader boards a chopper before/without ordering his troops in, it will leave without them . Same for
TransportUnload synched to group's
GetOut WP. Leader is booted, others stay on and fly away. So I thought about making each of the squad members individual units or "Unjoining" them , but can't figure out how to give them WP's after they have been following their group's WP's. I know there is a script for this problem, but couldn't get what I had to work.
This is my solution,so far:
AI units still in (human)
leader's group Init:
mygrp=group thisWhen
leader boards heli, AI units board via
GetIn with Activation:
"_x moveincargo MH6" foreach units mygrpHeli WP's:Load -
GetInMove - Activation: UnassignVehicle P5; UnassignVehicle P6; UnassignVehicle P7; UnassignVehicle P8; MH6 FlyInHeight 10
Move - Activation: MH6 Land "Land"; MH6 FlyInHeight 0
Transport Unload - Activation: MH6 FlyInHeight 0 (With a 15 second timeout for Disembark orders)
Move - Activation: MH6 FlyInHeight 20There is also a Triggered
HINT reminding the leader to order troops to
Disembark or be left behind. (Trying to make it newbie-proof.) The squad then
MOVE to objective area and
JOIN main leader.
Seems the
movein command really screws up WP's for AI.
This setup works fine with Human leader. I even played a few times as one of the
squad members with
AI leader and all worked perfectly. Then subsequently my AI leader chose to just stand there and ignore his WP's or fire at static objects instead of the enemy AI, making him unreliable to lead an AI (or human) squad to a heli. WTH?
Any other suggestions? Thanks for the help!