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Posted

I have a CAP flight that I want to patrol an area until Bingo. Can I loop waypoints or do I have to create many many waypoints in a loop? I seem to recall they could be looped for AC but not for ground units.

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Posted

Go into the advanced waypoint actions menu and set an orbit task at the waypoint you want them to start the orbit. You can specify a speed and altitude as well as chose either a race track of circular orbit.

 

As for RTB at bingo, again on the advanced actions menu, chose option in the drop down and set RTB at bingo to true. Additionally using the stop conditions on the orbit task you have have the flight stop it's orbit either at a given time or after a specified duration (or on flag activation etc).

 

 

Posted

Eddie, I sussed out the orbit function but thought that was just for tankers as you cant specify orbit radius.

 

I will give it a go.

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Posted

Alternatively you can make their patrol path with waypoints and use a switch waypoint command everytime they reach the "end of the loop". This is basically just useful for making sure they have a specific flight path.

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Posted (edited)
Now if they would make ground vehicles have that same function

 

+1

 

The reason they don't have this though is that ground forces cannot just drive from point a to point b. If on road, they have to re-plot their course. So it's probably not an easy fix, but it's probably not a hard one either because ground units did in fact have the ability to replot their course **cough** battle commander **cough**.

 

Really, it comes down to the fact that it appears that very different AI engines run the ground and air units.

 

Anyway, we should probably get a switch waypoint task around the time of AT-802 digital combat farming simulator release because the cow AI will have to be able to come back to the barn daily :)

Edited by Speed

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Posted

They still re-plot their path whenever a bridge is destroyed along their route, however their final destination appears to be based on waypoint types.

 

-If all WP are on road they will go straight to their waypoint by mostly following the roads

-If they have a "off road" waypoint remaining in their path they simply drive to the last on road waypoint before the off road one.

-If all WP are off road the AI will just go to the first waypoint on the other side of the bridge.

 

 

Lets hope ED doesn't follow the lead of those Aussies and copy and paste the IGLA code into the cows. :D

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Posted
Alternatively you can make their patrol path with waypoints and use a switch waypoint command everytime they reach the "end of the loop". This is basically just useful for making sure they have a specific flight path.

 

 

Thats what I was after! Cheers Grimes. :)

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