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Posted

Is it possible to make AI run away from battle if they suffer too many losses?

 

For example, if 2 planes out of flight of 4 are shot down, the remaining survivors RTB on full burner.

 

Any way to make a trigger or script for that?

Posted

Yes, by changing task using MIST. There is a easy way to do this in a script but the big problem will be to know what unit to change. I guess you can like have a table of the units measured and send home. Check for the AWACS scripts, there are code there to send the AWACS RTB on low fuel, that should get you some ideas.

Posted

Sorry I was thinking of the Tanker respawn script. This code will make the tanker return to the assigned airport.

 

local group = Group.getByName(grpName)
if group then
group = group:getController()
Controller.setCommand(group, {id = 'DeactivateBeacon', params = {}})
Controller.setTask(group, {id = 'NoTask', params = {}})
end

Posted
Is it possible to make AI run away from battle if they suffer too many losses?

 

For example, if 2 planes out of flight of 4 are shot down, the remaining survivors RTB on full burner.

 

Any way to make a trigger or script for that?

 

You can always set up a trigger - ONCE / Group alive less than 50% / AI Task Push (switch waypoint -> RTB) (ROE - weapons hold, evasive maneveurs)

 

Play with these and see how it works out.

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Posted
You can always set up a trigger - ONCE / Group alive less than 50% / AI Task Push (switch waypoint -> RTB) (ROE - weapons hold, evasive maneveurs)

 

Play with these and see how it works out.

 

I was going to suggest what Baltic Dragon said. I have been able to use this scenario successfully with ground units. (I had a BMP disembark 8 soldiers, and when 4 were killed, had them get back in and the BMP ran away.)

 

I have not tried it with AI aircraft however.

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  • 1 month later...
Posted

I made the AI have a full path including a retreat path. The BMP went to its disembark position and stopped. Had the troops been successful it simply would have remained there. Since half died, they hopped back in and it simply continued on its path.

 

I am not brave enough yet to get into MIST. I need some time to really sit down and learn the nuts and bolts of it.

 

So for my needs making the AI vehicle stop then pushing it to the next waypoint after the remaining troops "disappear" inside, worked for me.

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