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December 29th, 2011, 10:56 PM
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Sergeant
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Join Date: Jun 2005
Posts: 312
Thanks: 5
Thanked 8 Times in 7 Posts
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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?
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January 6th, 2012, 03:48 AM
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National Security Advisor
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Join Date: Mar 2005
Location: Dundee
Posts: 5,956
Thanks: 465
Thanked 1,899 Times in 1,237 Posts
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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
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January 9th, 2012, 02:13 AM
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Sergeant
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Join Date: Jun 2005
Posts: 312
Thanks: 5
Thanked 8 Times in 7 Posts
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Re: Waypoints? What Waypoints
Quote:
Originally Posted by Mobhack
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
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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.
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January 9th, 2012, 11:41 AM
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Lieutenant General
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Join Date: Apr 2007
Location: Salt Lake City, UT
Posts: 2,829
Thanks: 542
Thanked 797 Times in 602 Posts
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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.
__________________
Suhiir - Wargame Junkie
People should not be afraid of their governments. Governments should be afraid of their people.
"Two things are infinite: the universe and human stupidity; and I'm not sure about the the universe." - Albert Einstein
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January 9th, 2012, 11:58 AM
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National Security Advisor
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Join Date: Mar 2005
Location: Dundee
Posts: 5,956
Thanks: 465
Thanked 1,899 Times in 1,237 Posts
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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
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January 9th, 2012, 02:02 PM
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Lieutenant General
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Join Date: Apr 2007
Location: Salt Lake City, UT
Posts: 2,829
Thanks: 542
Thanked 797 Times in 602 Posts
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Re: Waypoints? What Waypoints
Quote:
Originally Posted by Mobhack
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
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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.
__________________
Suhiir - Wargame Junkie
People should not be afraid of their governments. Governments should be afraid of their people.
"Two things are infinite: the universe and human stupidity; and I'm not sure about the the universe." - Albert Einstein
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January 9th, 2012, 05:16 PM
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Corporal
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Join Date: Jan 2008
Location: Germany
Posts: 50
Thanks: 7
Thanked 2 Times in 2 Posts
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Re: Waypoints? What Waypoints
Quote:
Originally Posted by Mobhack
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
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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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