ahh loons... how i hate them. the main reason being...
I'm currently trying to finish my first official mission and all that is really standing before me is the AI of a certain loons group leader who utterly refuses to follow waypoints. At first i thought rationally about it and assumed that it was tanks in the distance turning this AI infantry leader into a coward, causing him to hide in trees untill he forgot about the enemy tank. So I removed the tanks that were seemingly causing him to abandone his waypoint path with no apparent fix to the problem. Once the tanks were gone he now heads off to a point no way near his waypoints. Eventually, he will arrive at his waypoint but that can be a real show stopper waiting for a loon to walk/run 500m+ to where he is supposed to be with other AI loon squads waiting on him due to some syncronized waypoints.
what i need is a method to ensure he'll travel his waypoint route without deviating too far. causing the player to take a walk to the store while he waits for the AI loon to catch up. What i don't want, is him running in a straight line along those waypoints completely devoid of common sence. (still react to contact with the enemy as normal)
I've tried adding more waypoints to his path and even removing a few and tinkering with the "behaviour" settings. I'm reluctant to use anything along the lines of
CO doMove GetMarkerPos "COwp1"
out of fear that he'll just run along them like a lemming without a care and getting blown away without any reaction. though my knowledge of what to expect out of scripts is limited at best.
Any insight would be greatly appreciated and will find you a place in the credits when i'm done. (big woop, right
? ) thanks in advance.