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#1 Posted at 2012-10-16 07:45        
     
How can I keep (human) players from just randomly bailing out of my AI controlled vehicles when its in mid transport? I made this mission and at one point all of the players are loaded into a truck which takes you to the airstrip but one of the players jumped out mid transport and it screwed up the AI because it had to stop and wait.

I play DayZ quite a bit, If you happen to find me there I AM FRIENDLY!! which means No Stabby! mmmk

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Pirin  



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#2 Posted at 2012-10-16 07:57        
     
Best Solution: Start the players at the airfield as the AI drives away wishing them luck. No one likes a long nothing-happening drive at the start of a mission.

So-so Solution: Give the players a vehicle and tell them to drive to the airfield. No one likes an AI driver.

Worst Solution: Use the lock command to lock the vehicle the players are in. Hope and pray that the unlock trigger works properly, for everyone, and that JIP or some other crazy solution doesn't occur which prevents the lock from unlocking. No one likes to be prevented from playing due to some error.

:)


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#3 Posted at 2012-10-16 17:56        
     
I agree that nobody likes a long drive right in the beginning but this is troop transport right after they have gotten their butt kicked several times.

I play DayZ quite a bit, If you happen to find me there I AM FRIENDLY!! which means No Stabby! mmmk

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Pirin  



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#4 Posted at 2012-10-16 18:44        
     
You could try option #3 and actually lock it then. :) Why did the AI get confused though, had you assigned the players as cargo or something?


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#5 Posted at 2012-10-16 19:39        
     
# Pirin : You could try option #3 and actually lock it then. :) Why did the AI get confused though, had you assigned the players as cargo or something?

Would they not have to be part of the AI's group for the AI to stop and wait?

Bless you my son.

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Pirin  



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#6 Posted at 2012-10-16 19:44        
     
Nope, especially if they are players. Just have a waypoint where the AI holds with a condition of players in vehicle. Once they are in, then the AI moves on to the next spot never caring who's in back. Then have it stop till the players's aren't in the vehicle.

The trick comes in when your squad is broken up say some unconscious somewhere or others respawn so the whole group isn't together, bringing us back to points 1 and 2 where you never rely on AI to move players if you can help it. :)


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#7 Posted at 2012-10-16 19:59        
     
# Pirin : Nope, especially if they are players. Just have a waypoint where the AI holds with a condition of players in vehicle. Once they are in, then the AI moves on to the next spot never caring who's in back. Then have it stop till the players's aren't in the vehicle.


Hmm now I am more confused (not a difficult task I admit)... if the wp condition only applies up until all players get in the vehicle, and the bolded part of your post applies why does the driver stop when someone ejects?

Or is there something I'm just missing?

Bless you my son.

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Pirin  



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#8 Posted at 2012-10-16 20:23        
     
That's the thing, the way I'm describing the AI never cares since there's no GET IN or GET OUT or LOAD waypoints, I just do MOVE waypoints with conditions to skip all that stuff. I never give actual players waypoints since I've never seen a player actually follow a waypoint. :)

The way he's doing it sounds like it involves grouping and assignedCargo and GET IN/OUT waypoints instead of conditions. That's what probably caused the AI to get confused. Without seeing how he's actually doing it though, I'm not quite sure. :-X


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#9 Posted at 2012-10-16 20:42        
     
# Pirin : That's the thing, the way I'm describing the AI never cares since there's no GET IN or GET OUT or LOAD waypoints, I just do MOVE waypoints with conditions to skip all that stuff. I never give actual players waypoints since I've never seen a player actually follow a waypoint. :)

The way he's doing it sounds like it involves grouping and assignedCargo and GET IN/OUT waypoints instead of conditions. That's what probably caused the AI to get confused. Without seeing how he's actually doing it though, I'm not quite sure. :-X

lol makes sense now.. I agree players tend to ignore waypoints :)

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#10 Posted at 2012-10-17 07:44        
     
One manner of making AI get in or out of a vehicle without waypoints is to use assignAsCargo and unassignVehicle statements in combination with orderGetIn statements. One could add a trigger as a fail safe for those instances where the AI has inadvertently gained control of a squad with players and AI (for example when the player commander has bled out).

Example for units to board a vehicle:

alpha1 assignAsCargo stryker; alpha2 assignAsCargo stryker; alpha3 assignAsCargo stryker; alpha4 assignAsCargo stryker; [alpha1,alpha2,alpha3,alpha4] orderGetIn true;

Example for units to leave a vehicle:

unassignVehicle alpha1; unassignVehicle alpha2; unassignVehicle alpha3; unassignVehicle alpha4; [alpha1,alpha2,alpha3,alpha4] orderGetIn false;

For an arcane reason there is no command orderGetout. Therefore one needs to use orderGetIn false instead.

Given the rather patchy results with waypoints I tend to manipulate AI to board or disembark with the above methods, which in my experience have given more reliable results.

Regards,

Sander


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SavageCDN  

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#11 Posted at 2012-10-17 14:36        
     
Thanks for that Sander.. I did not know about the orderGetIn command.

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#12 Posted at 2012-10-17 15:53        
     
There's also the leaveVehicle command which is basically an unassign and get out command for either a unit or a group.


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SavageCDN  

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#13 Posted at 2012-10-17 16:07        
     
There needs to be a uni course for Arma editing :-D

Bless you my son.