dooom Posted May 5, 2010 Share Posted May 5, 2010 I am creating a multiplayer map and am thinking of adding a component requiring bridges to be blown to stop a convoy. Q: will convoys stop is a bridge is blown? Q: Is it possible to re-route to another crossing to satisfy waypoints or is AI not that sophisticated? Thanks! ASUS Tuf Gaming Pro x570 / AMD Ryzen 7 5800X @ 3.8 / XFX Radeon 6900 XT / 64 GB DDR4 3200 "This was not in the Manual I did not read", cried the Noob" - BMBM, WWIIOL Link to comment Share on other sites More sharing options...
Case Posted May 5, 2010 Share Posted May 5, 2010 Q: will convoys stop is a bridge is blown? Yes Q: Is it possible to re-route to another crossing to satisfy waypoints or is AI not that sophisticated? No, unless you use triggers. You can make triggers to check if the units passed the bridge. If they did not, you can deactivate the group that was supposed to cross it, and activate a group of the same units that follows a different route. There are only 10 types of people in the world: Those who understand binary, and those who don't. Link to comment Share on other sites More sharing options...
zdXu Posted May 5, 2010 Share Posted May 5, 2010 Q: will convoys stop is a bridge is blown? Yes Not expected that. This gives you more tactical options. I hope this is true (; Link to comment Share on other sites More sharing options...
Highwayman-Ed Posted May 6, 2010 Share Posted May 6, 2010 (edited) No' date=' unless you use triggers. You can make triggers to check if the units passed the bridge. If they did not, you can deactivate the group that was supposed to cross it, and activate a group of the same units that follows a different route.[/quote'] Do this by setting a trigger zone on the side that the group starts on, and when it enters that area, set a flag. Trigger: Type = Once Name = Test Bridge A Rules: Unit inside Zone = Group A-1-1, Zone = At bridge Actions: Set Flag 1 Set another trigger zone on the other side of the bridge and set another flag when the same unit enters it. Trigger: Type = Once Name = Test Bridge B Rules: Unit inside Zone = Group A-1-1, Zone = Crossed Bridge Actions: Set Flag 2 You should know by testing the mission how long it will take for the units to cross the bridge from one trigger zone to the other. Add on a few seconds and then set a trigger condition to do the following: Trigger: Type = Once Name = Test Bridge C Rules: Time Since Flag 1 = 30 Flag 2 = False Actions: Activate Group A-2 Deactivate Group A-1 Here you would spawn a new group at the first trigger point close to where the first group will stop if the bridge is down to take over from the group trying to cross the bridge to take up a defensive position, or drive over to the next bridge and try to cross there. See the screen shot below for an example. The only word of caution I'll give you here is that even though the second group of units wont exist yet in the game world, the first group of units will still have to drive around them, so don't start them on the road, set them off to the side slightly so that they don't get in the way. Edited May 6, 2010 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...
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