Bahger Posted March 4, 2013 Posted March 4, 2013 Is this new command, under advanced waypoints, a WIP? My attempts to use it cause a Chinook to roll over in mid-air and lawndart into the ground in a fiery ball, please see attached track. All I'm trying to do is to get the Chinook to land somewhere in the vicinity of this bridge. I've experimented with different LZs, with placement of the "Land" triangle, with speeds, altitudes and distance of the waypoint at which I assign the "Land" command. No luck at all, crazy AI behavior ensues. I can cheat this by placing an LZ, which enables the Chinook to land properly (albeit with a lot of circling.) However, I'd rather not do it that way, partly because the LZ does not turn blue (friendly) if there are hostiles in the area, and unless it's blue, the helo RTBs. Hmmm...Big Helo Landing Fail.trk
Grimes Posted March 4, 2013 Posted March 4, 2013 Its all in the setup as the landing command certainly works. What I changed: Stop Condition removed Fewer waypoints Changed reaction to threat to be passive systems only I think the issue was caused by the stop condition for some reason or another. I had made the other two changes thinking that either of those might have fixed it. I figured the Chinook took evasive action due to threats. Also AI have some slight issues when given multiple waypoints that are close together. For instance if you have two WP at the exact same location but at different altitudes, the 2nd waypoint will simply be ignored because the AI already "reached" the WP. Also it appears you need to have WP after the landing WP in order for the helicopter to take off and RTB or orbit for later extraction.Big Helo Landing Fail_fixed.miz 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
Quirkitized Posted March 4, 2013 Posted March 4, 2013 (edited) Whenever I use helicopters landing in or around threats, I usually do as grimes states. I'd also only suggest using a slow speed at the waypoint for which they will be landing. I've found it helps make an easier, approachable landing for the AI. Using no reaction to threat is also good as grimes stated. I made a mission to land two chinooks, one at each bridge in the area u were at, forgot which bridge u used. no enemies tho, just used your track as referencechinookland.miz Edited March 4, 2013 by Quirkitized
Bahger Posted March 4, 2013 Author Posted March 4, 2013 Many thanks, guys, this info is very helpful to me as it will be to others. I should have recognised that the Chinook's alarming attempts to go vertical and then split-S are signs of AI threat-evasion maneuvers that are completely incongruous in this airframe. There will always be threats in a behind enemy lines SpecOps insertion, so knowing how to program one successfully in the ME is very useful. Yes, fewer waypoints are usually good in this sim, but as you can see, I was trying to get the Chinook to fly NOE along a riverbed. One must settle for tradeoffs or compromises. Does the "On land" option followed by a D/H/M:Sec data entry field imply that the time entered in a checked field here will be the time that the helo will remain on the ground before taking off for its next WP? Again, thanks for the great help, I appreciate it.
Quirkitized Posted March 4, 2013 Posted March 4, 2013 Does the "On land" option followed by a D/H/M:Sec data entry field imply that the time entered in a checked field here will be the time that the helo will remain on the ground before taking off for its next WP? Yup. Or you can always use stop condition, user = # (# being flag # u set to trigger)
Bahger Posted March 4, 2013 Author Posted March 4, 2013 The stop condition may have been part of the problem. Sometimes with the ME, one needs to settle for what works vs what should, but doesn't always! Might still play with this if a timed landing does not meet the needs of the .miz.
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