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Posted

I set some ATGM hum-Vs to hold their fire against a nearby enemy vehicle, and it ignores it and fires anyways

AI ignore ROE.trk

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Posted

You give it the order too late. If it sees something before being instructed to hold fire, it will engage.

Start with ROE order and it will behave.

order.png

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  • 1 month later...
Posted
On 5/14/2023 at 2:53 AM, Flappie said:

You give it the order too late. If it sees something before being instructed to hold fire, it will engage.

Start with ROE order and it will behave.

order.png

What you have posted here is a workaround for the bug and good advice, but no way this is "correct as is" anything in the waypoint0 should execute and should prevent any engagement of any kind regardless of where the ROE command is.

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Posted
1 hour ago, WirtsLegs said:

What you have posted here is a workaround for the bug and good advice, but no way this is "correct as is" anything in the waypoint0 should execute and should prevent any engagement of any kind regardless of where the ROE command is.

Each waypoint allows you to assign many directives to an AI unit, and they will be executed one after the other. That's not a bug, that's how devs designed it. Example: you want an AI to execute two different aerobatics figure over the same waypoint, you need to specify the first you want to see, then the second.

Now, we're talking about a combat simulation and there's a war going on. Blue wants to kill red, and red wants to kill blue. They will do this by default (unless you tell them otherwise) as soon as they see each other, because that's their "Prime Directive".

When you tell them otherwise, they follow your command, but only after they finish what they were doing. Which is why you want to set their ROE first, before they see each other.

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Posted (edited)
24 minutes ago, Flappie said:

Each waypoint allows you to assign many directives to an AI unit, and they will be executed one after the other. That's not a bug, that's how devs designed it. Example: you want an AI to execute two different aerobatics figure over the same waypoint, you need to specify the first you want to see, then the second.

Now, we're talking about a combat simulation and there's a war going on. Blue wants to kill red, and red wants to kill blue. They will do this by default (unless you tell them otherwise) as soon as they see each other, because that's their "Prime Directive".

When you tell them otherwise, they follow your command, but only after they finish what they were doing. Which is why you want to set their ROE first, before they see each other.

yes however each of those commands before the ROE assignment should take max 1 tick to execute, and certainly less than a second total to do that full list. The unit should not get a chance to engage as even if they decide to target something the aiming delay should mean that that action is interrupted before engagement takes place. If they are actively engaging, their ROE changes and they don't immediately stop that is either a bug or large design flaw.

 

edit: this is a issue and that workaround breaks down when you start stacking multiple actions such as invis, invuln, roe, etc that could all affect start of mission engagement either by that group or another that may affect it, if we cant rely on these to execute at the start then that causes a lot of weird edge-cases and other issues. Any options or settings (not actual actions) set on waypoint0 should be in place immediately as part of the unit spawning (though that's getting into feature request territory)

Edited by WirtsLegs
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