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-   -   Waypoints? What Waypoints (http://forum.shrapnelgames.com/showthread.php?t=48190)

scJazz December 29th, 2011 10:56 PM

Waypoints? What Waypoints
 
I'm trying to make a scenario where Helos advance to the front and then sweep it in a dogleg using waypoints.

Try as I might I couldn't get the Helos to move. They pointedly refused. After fussing with Pyro's Waypoint guide I edited the speed of the Helos, no change. I tried moving the helos to locations that wouldn't cause them to move over water, no change. I tried moving them so they were moving across clear terrain, no change.

I changed one of the two helos into a tank with the same waypoint location (just 1) and a speed higher (18) than the helo (edited down to 10). Fwoosh off it went, the tank... not the helo. The helo went off in some crazy direction.

Am I missing something?

hoplitis January 5th, 2012 11:48 PM

Re: Waypoints? What Waypoints
 
Try going through this:
http://forum.shrapnelgames.com/showthread.php?t=42960
.
Maybe you'll find something helpfull

Mobhack January 6th, 2012 03:48 AM

Re: Waypoints? What Waypoints
 
Helos likely don't use the waypoint system.

It may also differ as to type of helo (attack, scout, transport) and if loaded with passengers etc.

But mainly the AI uses them in whatever manner it deems fit. Other unit types may also fit that as well - e.g. barge carriers have specific AI handling, as do barges and landing craft.

Andy

scJazz January 9th, 2012 02:13 AM

Re: Waypoints? What Waypoints
 
Quote:

Originally Posted by Mobhack (Post 792083)
Helos likely don't use the waypoint system.

It may also differ as to type of helo (attack, scout, transport) and if loaded with passengers etc.

But mainly the AI uses them in whatever manner it deems fit. Other unit types may also fit that as well - e.g. barge carriers have specific AI handling, as do barges and landing craft.

Andy

Yeah... the helos were unarmed Scout Helo type so I suspected as much after testing. I just wanted them to sweep the beach on the same turn I released the artillery to fire. Said screw it... deleted them and bought more FOs. I'll test more about this later but for now I'd say they behave like Armored Cars or not behave at all.

Suhiir January 9th, 2012 11:41 AM

Re: Waypoints? What Waypoints
 
Best way I've found to use AI Scout helos (and not very well) is just put them about mid-map.
They will move around and occasionally be spotted, players will go nuts "knowing" they're in for for a classic AI artillery storm and frequently rush to relocate their units thus upsetting whatever they had planned.

Mobhack January 9th, 2012 11:58 AM

Re: Waypoints? What Waypoints
 
The AI will use scout helos by moving them randomly about its half, possibly popping up to high altitude on occasion to "look deep".

I recently found my bit of code that was supposed to make AI attack helos do an occasional pop-up to high altitude, and on investigation it was slightly borked. Next edition - AI attack helos will pop up and have a look. (If they are forced to evade, they go back to low alt). Tested and it now works.

Must remember to check the scout helo code to see if it was equally borked too.

Cheers
Andy

Suhiir January 9th, 2012 02:02 PM

Re: Waypoints? What Waypoints
 
Quote:

Originally Posted by Mobhack (Post 792269)
The AI will use scout helos by moving them randomly about its half, possibly popping up to high altitude on occasion to "look deep".

I recently found my bit of code that was supposed to make AI attack helos do an occasional pop-up to high altitude, and on investigation it was slightly borked. Next edition - AI attack helos will pop up and have a look. (If they are forced to evade, they go back to low alt). Tested and it now works.

Must remember to check the scout helo code to see if it was equally borked too.

Cheers
Andy

Nice to hear, AI helos have been "less then effective" to date.

From what I've seen AI helos do move about but I've never noticed one "pop up" for a look.

hawk66 January 9th, 2012 05:16 PM

Re: Waypoints? What Waypoints
 
Quote:

Originally Posted by Mobhack (Post 792269)
I recently found my bit of code that was supposed to make AI attack helos do an occasional pop-up to high altitude, and on investigation it was slightly borked. Next edition - AI attack helos will pop up and have a look. (If they are forced to evade, they go back to low alt). Tested and it now works.

Cheers
Andy

How does the game engine treat helos on high-altitude...has it the same cross-sections like a small fighter? Not that they now get easy targets for radar-guided SAMs. I guess masts are not simulated, are they?

And could not the search algorithm for helos be improved with reasonable effort: So that is does not completely randomly fly around but 'searches' for hills/locations where it can pop up and 'see' stuff in the distance or is that already implemented?


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