negrete Posted March 4, 2011 Posted March 4, 2011 Hi guys Is there any option to make the ground units patrol. Y can make air units do this but I cant find the option for the ground units. Im making a mission and I would like to see the infantry patroling and is going to be a long mission so 50 or more waypoint per unit is not a good way to go. Thanks a lot for the help
SmokeyTheLung Posted March 4, 2011 Posted March 4, 2011 (edited) as far as I know waypoints are the only way to go check out this tutorial; He is using triggers to activate units when he reaches a certain area. This way you won't need so many waypoints. That technique has helped me to create several missions with a lot of moving infantry. also check this out for triggering infantry (or any other ground unit) movement. http://forums.eagle.ru/showpost.php?p=1082599&postcount=3 Edited March 4, 2011 by SmokeyTheLung System specifications: Computer, joystick, DCS world, Beer
mtuckner Posted March 4, 2011 Posted March 4, 2011 I'm really surprised you can't loop waypoints yet. Talk about basic.
Grimes Posted March 4, 2011 Posted March 4, 2011 Well.... there is one way that works in theory but I've yet to do extensive testing on it. Essentially you use a concept I like to call "anchored formations". Formations all work by positioning the entire group based off of the location of the first unit in the group. Thus we create custom formations based off of the anchor point of the first unit. For example, you want ground units to patrol in a square. Place the first unit in the group in the center of the area (or anywhere it doesn't actually matter). Now position your group in the NE corner. When satisfied save as template. Do this again with the NW, SW, and SE corners. Now use looping triggers to change the formation. Time Since Flag 2 is 60 seconds> Stop and Deploy to template "NE" Time Since Flag 2 is 120 seconds> Stop and Deploy to template "SE" Time Since Flag 2 is 180 seconds> Stop and Deploy to template "SW" Time Since Flag 2 is 240 seconds> Stop and Deploy to template "NW" AND Flag 2 OFF AND Flag 1 ON Time since Flag 1 is 1 second> Flag 2 ON, and Flag 1 OFF The right man in the wrong place makes all the difference in the world. Current Projects: Grayflag Server, Scripting Wiki Useful Links: Mission Scripting Tools MIST-(GitHub) MIST-(Thread) SLMOD, Wiki wishlist, Mission Editing Wiki!, Mission Building Forum
SmokeyTheLung Posted March 4, 2011 Posted March 4, 2011 I'm really surprised you can't loop waypoints yet. Talk about basic. Yeah... I haven't encountered any issues just using a lot of waypoints, except how messy things start to look in the ME System specifications: Computer, joystick, DCS world, Beer
Grimes Posted March 5, 2011 Posted March 5, 2011 Just tested my theory, it works quite well. Only change to the logic posted was that I tested something I saw in a ED mission. Apparently Time Since Flag X is Y seconds> Flag X OFF, Flag X ON works, so that simplified the triggers abit. Now I gotta test to see what happens when units changing formation come under attack.Patrol.miz The right man in the wrong place makes all the difference in the world. Current Projects: Grayflag Server, Scripting Wiki Useful Links: Mission Scripting Tools MIST-(GitHub) MIST-(Thread) SLMOD, Wiki wishlist, Mission Editing Wiki!, Mission Building Forum
Grimes Posted March 5, 2011 Posted March 5, 2011 After some more testing it seems that A. A timeout exists at around 70 seconds that causes the units to stop in place. Re-triggering the deploy to template action seems to fix this problem. B. Everything is relative to the "anchor unit". If you create all of the templates with the anchor unit facing north and all of the units move west, the units will always move to his 9 O'clock. This means that if you give the anchor unit waypoints that move it 10 km East, all of the units will drive North to form the template and when the anchor unit starts to move the AI will attempt to reform the default formation. C. Units cannot disperse under fire if the group has no waypoints, if waypoints exist they will disperse as needed. D. AI will always attempt to fill in the spot of destroyed units ahead of them. If anchor unit is destroyed without waypoints all AI will attempt to form the formation based on the location of the new "first unit in the group". E. I have to much time on my hands. Unrelated discovery from tests... What the hell happened to the Vikher or the Abrams? Either the vikher got much more powerful or the Abrams got weaker. No joke an AI Ka-50 can kill an M1A2 in just 1 shot. (in DCS:BS it takes 2-3 minimum) The right man in the wrong place makes all the difference in the world. Current Projects: Grayflag Server, Scripting Wiki Useful Links: Mission Scripting Tools MIST-(GitHub) MIST-(Thread) SLMOD, Wiki wishlist, Mission Editing Wiki!, Mission Building Forum
negrete Posted March 5, 2011 Author Posted March 5, 2011 Thanks a lot for the answers guys I think ill go for the unit activation when the a10 get near with a lot of waypoints. The other solution looks nice but its a bit complicated for mi level very noob in the editer jejejje. Thanks a lot for the help, and its good to know that a lot of waypoint dont cause trouble.
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