degoe Posted July 20, 2012 Share Posted July 20, 2012 When using the switch to waypoint function for AI unit the unit doesnt change waypoint. Might be because unit is attacking/patrolling an area. Tired this with waypoint configured to land on base. Link to comment Share on other sites More sharing options...
Druid_ Posted July 20, 2012 Share Posted July 20, 2012 Post the mission up and I'll take a look i7-7700K : 16Gb DDR4 2800 Mhz : Asus Mobo : 2TB HDD : Intel 520 SSD 240gb : RTX 2080ti: Win10 64pro : Dx10 : TrackiR4 : TM Warthog : ASUS ROG SWIFT PG348Q Link to comment Share on other sites More sharing options...
degoe Posted July 20, 2012 Author Share Posted July 20, 2012 Here it is, I noticed the units wont RTB when they have had an engage units command at a waypoint. Tried to stop the search and engage with set flag on stop condition but they wont RTB until they have finished their objective. The point is to get the AI units to RTB as soon as clients join, no matter what they are doing. Also seems like you can spawn in deactivated groups when you try for the second time. Idea was to have the spawns advance with the bombers. Wish client wouldn't get kicked out of the group when you use group deactivate so people can keep flying. Third point looks like the radio commands are added to both coalitions instead of the selected red/blue. Thanks for taking a look.DCONS-P51D-Bomber-Escort-MP-SP v3.miz Link to comment Share on other sites More sharing options...
Druid_ Posted July 21, 2012 Share Posted July 21, 2012 To check if the clients are alive and trigger the AI TASK switch waypoint you have used PART OF GROUP IN ZONE (clientaircraftname, soichi) Since there is only 1 unit in each group (i.e. the client) and UNIT IN ZONE is what works in Multiplayer, I have changed these to UNIT IN ZONE (clientaircraftname, soichi) can you try the attached .miz PM me with your findings.DCONS-P51D-Bomber-Escort-MP-SP v4.miz i7-7700K : 16Gb DDR4 2800 Mhz : Asus Mobo : 2TB HDD : Intel 520 SSD 240gb : RTX 2080ti: Win10 64pro : Dx10 : TrackiR4 : TM Warthog : ASUS ROG SWIFT PG348Q Link to comment Share on other sites More sharing options...
Highwayman-Ed Posted July 21, 2012 Share Posted July 21, 2012 (edited) I think that the way the logic works, it evaluates a statement in the list from the top down and executes it based on the current situation. For example; 1: Perform Command: Switch to Waypoint = 7 Condition: User = 1 2: Perform Task: Attack Group = Enemy1 In this scenario, as soon as the AI starts this waypoint leg it will evaluate the first statement. Let's say that the trigger you have set to set flag 1 has not yet been triggered, so the AI disregards the Action because the condition User = 1 is false and it moves to the next statement. Now the AI will begin to Attack Group: Enemy1 until all of the units in the group are dead or it is out of the required munitions, at which point it will look for another statement. If none are found, as in this case, it will move on to the next waypoint. The way to stop them here should be to add a Stop condition to statement 2, such as User = 1, the same as you've set for it to switch to waypoint 7. You can then either copy statement 1 after statement 2 or set the same statement at the top of the list in the next waypoints actions. 1: Perform Command: Switch to Waypoint = 7 Condition: User = 1 2: Perform Task: Attack Group = Enemy1 Stop Condition: User = 1 3: Perform Command: Switch to Waypoint = 7 Condition: User = 1 With these statements, the AI should start this waypoint leg and evaluate the first statement. 1: If flag 1 is true it will immediately switch to Waypoint 7. If Flag 1 is false, it will move on to the next statement. 2: Start attacking group Enemy1 until all units are dead, AI is out of the required munitions or until such a time that Flag 1 is true, then move to the next statement. 3: If flag 1 is true it will immediately switch to Waypoint 7. If Flag 1 is false, it will move on to the next waypoint as there are no more statements. I hope this makes sense, and I'm hoping it works that way as I'm currently building a mission using this same logic :) Edited July 21, 2012 by Highwayman-Ed Intel i9-9900KF @5.2GHz MSI Z390 Gaming Pro Carbon 32GB G.Skill Trident Z DDR3200 RAM MSI RTX 2080 Ti Gaming X Trio 40" Panasonic TH-40DX600U @ 4K Pimax Vision 8K Plus / Oculus Rift CV1 / HTC Vive Gametrix JetSeat with SimShaker Windows 10 64 Bit Home Edition [sIGPIC][/sIGPIC] Link to comment Share on other sites More sharing options...
Druid_ Posted July 21, 2012 Share Posted July 21, 2012 (edited) I think that the way the logic works, it evaluates a statement in the list from the top down and executes it based on the current situation. For example; 1: Perform Action: Switch to Waypoint = 7 Condition: User = 1 2: Perform Action: Attack Group = Enemy1 There is no Perform Action: Attack Group. He is using START ENROUTE TASK search then engage also Switch to waypoint is a PERFORM COMMAND which should be able to execute. You may be right about the logic on this, I will have to check if Perform Commands can take place and override an Enroute Task. Previously it did but this may have changed. Always good to include a stop condition on an enroute task or perform task if there is a reason for stopping it however be careful on how this logic works. Edited July 21, 2012 by Druid_ i7-7700K : 16Gb DDR4 2800 Mhz : Asus Mobo : 2TB HDD : Intel 520 SSD 240gb : RTX 2080ti: Win10 64pro : Dx10 : TrackiR4 : TM Warthog : ASUS ROG SWIFT PG348Q Link to comment Share on other sites More sharing options...
Highwayman-Ed Posted July 21, 2012 Share Posted July 21, 2012 There is no Perform Action: Attack Group. He is using START ENROUTE TASK search then engage also Switch to waypoint is a PERFORM COMMAND which should be able to execute. You may be right about the logic on this, I will have to check if Perform Commands can take place and override an Enroute Task. Previously it did but this may have changed. Always good to include a stop condition on an enroute task or perform task if there is a reason for stopping it however be careful on how this logic works. Quite right on the perform types :) edited to make them more accurate. I was typing on the fly ;) As you've said, a stop condition can be applied to an enroute task the same way as I've described for the Perform Task : Attack Group above which I have in this mission for a CAS tasking. Intel i9-9900KF @5.2GHz MSI Z390 Gaming Pro Carbon 32GB G.Skill Trident Z DDR3200 RAM MSI RTX 2080 Ti Gaming X Trio 40" Panasonic TH-40DX600U @ 4K Pimax Vision 8K Plus / Oculus Rift CV1 / HTC Vive Gametrix JetSeat with SimShaker Windows 10 64 Bit Home Edition [sIGPIC][/sIGPIC] Link to comment Share on other sites More sharing options...
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