Jump to content

Units shuffling around within a group - how to stop?


Recommended Posts

Posted

I searched here for a solution but didn't find one. Not sure what terms to use though!

 

My problem is that I have a ground vehicle group in place, and have them on HOLD via the advanced waypoint option until I release them via a stop condition - which works just fine. The problem is that they shuffle around into some kind of movement formation when the scenario first starts. I don't want that - I want them to remain exactly how I placed them, and when released from hold then I want them to form up and head to the next waypoint.

 

Has anyone solved this?

 

Many thanks!

Posted
DO you have a formation specified in the advanced waypoint options?

 

How do you specify a formation in the Advanced Waypoint options? The only way I see to make a formation is the drop-down under 'type' in the regular waypoint options. And it doesn't allow 'none'.

 

The 'Advanced' options allow you to set an option (no formation there), perform a command (no formation), start a task (nope) or an enroute task (nothing about a formation there).

 

I am using the vanilla ME with no enhancements.

 

Perhaps I'm missing something obvious.

Posted

Select the group that you made the formation for.

 

Use the Template Save feature to save that 'formation'.

 

 

That ^^^ will not only save the formation for routing, but also will save the group for creating it later via the template function.

 

WC

Visit the Hollo Pointe DCS World server -- an open server with a variety of COOP & H2H missions including Combined Arms. All released missions are available for free download, modification and public hosting, from my Wrecking Crew Projects site.

Posted

Another option that might work is to turn the AI off via a trigger and then turn it on when you want the vehicles to move. I found it much more reliable than the hold option, although makes no sense if you actually want the vehicles to do something while they are stationary.

For more information, please visit my website. If you want to reach me with a bug report, feedback or a question, it is best to do this via my Discord channel.
Details about the WinWing draw can be found here. Also, please consider following my channel on Facebook.

Posted (edited)
Another option that might work is to turn the AI off via a trigger and then turn it on when you want the vehicles to move. I found it much more reliable than the hold option, although makes no sense if you actually want the vehicles to do something while they are stationary.

 

That's my problem. I have carefully placed insurgents in covered positions where they need to remain or they'll be seen and killed. But they immediately start running around like idiots and get out of position.

 

If I turn the AI off they won't shoot or defend themselves - yet as soon as I turn it on, they break cover and start a chicken dance.

 

If I don't give them any waypoints they don't move. But I want them to be able to advance in a later phase of the scenario.

 

It's easy to reproduce this in the ME. Create any multiple unit ground group, put a hold on them until a certain time (even one minute) using the advanced waypoint options. When the mission starts they will start immediately manuevering out of the positions you placed them. They should of course be doing this after the hold is done, not before.

 

The custom formation solution does solve it - a real pain to have to do this, but whatever works.

Edited by Dutch727
Posted
Select the group that you made the formation for.

 

Use the Template Save feature to save that 'formation'.

 

WC

 

That's the ticket. Saving using the custom form means they don't move until the hold is released, but they will fight. Unless you've placed one where the AI doesn't like it, in which case it'll run around until it gets where it feels better!

 

Not too much of a pain, just an extra step for 9 groups in this case.

 

This is great - now the airport guards take cover when the shells start to fall, and the insurgents start running when their armored support is destroyed. All in the interests of realism.

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...