mia389 Posted June 29, 2011 Posted June 29, 2011 I have AI starting from ramp spots 1,2,3,4. My client flights are 10,11,12,13. When the AI flight that was in 1,2,3,4 comes back, They land and park in 10,11,12,13. I tried to move my flights but then the AI just parked in my new spots. When guys JIP they are spawning on AI because of this. Im also having an issue naming waypoints. If I have 4 client flights (ford 1-4) and name my waypoints SAM 1 and SAM 2 it works for Ford1 but Ford 2 it says SAM 3 and SAM 4 on his hud even though his flight plan in editor says SAM 1 and SAM 2. I deleted the names and now its doing the same thing but says msn1 msn2 for Ford1 and msn3 and msn4 for Ford2. Is this a bug?
Grimes Posted June 29, 2011 Posted June 29, 2011 AI have some strange behavior that governs where they park after they land. Usually they park as far away from wherever they taxi off of the runway. I guess the best method is to have the players spawn around the middle of the spawn list or just let the AI do their thing and observe where they park, and set clients to spots that aren't used. 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
mia389 Posted June 29, 2011 Author Posted June 29, 2011 Thats what I did and then they so I moved my aircraft. Then they parked where I moved. I will just make them land somewhere else.
Grimes Posted June 29, 2011 Posted June 29, 2011 Even if you put players at the complete opposite end of the runway? 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
mia389 Posted June 29, 2011 Author Posted June 29, 2011 Yep, The AI are moving to the hangars with open doors it seems. When we start the mission it opens the doors to the hangars we start in. Then the AI comes back after they do their stuff and take the hangars we started in. Even its way out in the boonies on Vazani lol.
Cibit Posted June 29, 2011 Posted June 29, 2011 I found that too. A random parking bug:music_whistling: i5 8600k@5.2Ghz, Asus Prime A Z370, 32Gb DDR4 3000, GTX1080 SC, Oculus Rift CV1, Modded TM Warthog Modded X52 Collective, Jetseat, W10 Pro 64 [sIGPIC][/sIGPIC] Adding JTAC Guide //My Vid's//229th AHB
Speed Posted June 29, 2011 Posted June 29, 2011 (edited) Well, it sounds like some guy at ED almost had it... they're making the AI try to check if the parking spot is a human spawn spot, and if so, not park there, but they got their logic mixed up and need to switch something from false to true :D In the meantime mia, you could try deactivating an AI flight a minute or two after one of its members lands and none of the other members are in the battle area. I've done that before to fix similar issues. Edited June 29, 2011 by Speed Intelligent discourse can only begin with the honest admission of your own fallibility. Member of the Virtual Tactical Air Group: http://vtacticalairgroup.com/ Lua scripts and mods: MIssion Scripting Tools (Mist): http://forums.eagle.ru/showthread.php?t=98616 Slmod version 7.0 for DCS: World: http://forums.eagle.ru/showthread.php?t=80979 Now includes remote server administration tools for kicking, banning, loading missions, etc.
LostOblivion Posted June 30, 2011 Posted June 30, 2011 ED needs "Landing, Ramp 13", similar to "Takeoff from ramp, Ramp 13". Should be two types: priority ramp 13, yielding if it was already taken upon landing, or absolute, meaning a/c landing have to check if other flight has "reserved" a ramp. The latter will be very useful indeed. There should also be a ground crew command to open the nearest hangar door, accompanied with a pushback command similar to the one in FS (pushback, left, right). Nice plane on that gun... OS764 P930@4 MBUD3R M6GB G5870 SSDX25 CAntec1200 HTMHW
Snoopy Posted June 30, 2011 Posted June 30, 2011 ED needs "Landing, Ramp 13", similar to "Takeoff from ramp, Ramp 13". Should be two types: priority ramp 13, yielding if it was already taken upon landing, or absolute, meaning a/c landing have to check if other flight has "reserved" a ramp. The latter will be very useful indeed. There should also be a ground crew command to open the nearest hangar door, accompanied with a pushback command similar to the one in FS (pushback, left, right). I agree...I'll bring up on the testers side. v303d Fighter Group Discord | Virtual 303d Fighter Group Website
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