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#1 Posted at 2017-02-21 08:45        
     
I've been setting up an alternate campaign that follows the BI SP campaign, where the player plays as a Navy SEAL instead, starting out with being sent to Kamino for training. Once the AAF launch a suprise assault on the east coast of stratis, NATO retreat to Rogain, which happens to be under fire as well. After repelling AAF forces in the forest, a Ghost Hawk radios in for survivors to regroup for evac at Rogain. Everything works well, except for the helo evac part.

SEALs are divided into 2 teams of 4. So one team is all AI. Everything is set up so that the AI team has a move wp then a getin wp (which is attached to the helo). I've synced (I think...it says set wp activation) helo load wp and SEALs getin wp up, according to tutorials. But when the helo arrives, the AI team turns and runs away for about 5 minutes. Then they return then board the helo. Why do they have to run away then back to board the helo?

Thanks

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#2 Posted at 2017-02-21 17:56        
     
It's a pain in the ass to have a clever helo, able to wait for troop, hovering near ground instead of at deadly altitude...
So, you can add a simple waypoint "move" with myHelo land "GET IN" in on activation field of this waypoint, then the waypoint "LOAD", very close, to let the group board. This waypoint is synced with the waypoint "GetIn" of the group.
Now, the helo can land and wait for units.
But your problem could be that your group stays in combat mode.
You should add some settings for the "getin" waypoint:
set behavior to aware, combat mode to blue, speed mode to full.
Or, for same results if you scripted the waypoint, add somewhere:
yourGroupHere setCombatMode "BLUE";
yourGroupHere setSpeedMode "FULL";
{_x setUnitPos "UP"} foreach units yourGroupHere;
yourGroupHere allowfleeing 0;
yourGroupHere setBehaviour "AWARE";

PLEASE CONTACT ME ON BI FORUMS FOR ANY SCRIPT / MOD QUESTION. TKS

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#3 Posted at 2017-02-22 05:03        
     
The helo so far isn't the problem. Its the ground AI units, they turn and run once they are supposed to board the helo. THe helo lands and waits as I need, but the AI group boarding doesn't board, following their AI leader running away.
I'm thinking that when they get to the get in wp, the group runs to where the helo was when they received the get in order. The problem is that by the time they get there, the helo has landed at the extraction zone. So they run all the way back.
That is the only problem. I've tested outside of the mission as well. All unit behaviours were default in a non-combat environment.
Guess AI is just plain dumb retarded
I'm using custom units, I'll try with above tips and with BI units as well.

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#4 Posted at 2017-02-22 05:56        
     
No matter of the unit types or mods. Do you script or place waypoints in editor? I never had this problem with 2 linked waypoints (load for helo, getin for troops) above an invisible helipad.

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#5 Posted at 2017-02-22 06:06        
     
I placed waypoints.
Load for helo is attached to the invisible helipad. Getin for troops (AI) is attached to the helo

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#6 Posted at 2017-02-22 06:13        
     
??? The 2 waypoints must be synced together. That's all! There is no need to attach load helo to helipad and getin to helo!

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#7 Posted at 2017-02-22 06:17        
     
Is syncing done with the Set Waypoint Activation thingy? I've done that. In addition to attaching the waypoints

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#8 Posted at 2017-02-22 08:41        
     
The load waypoint isn't for loading nearby units with get in waypoints, the name is kind of misleading:
https://community.bistudio.com/wiki/Waypoint_types#Load

You need to use some scripting the achieve this, this explains it pretty well.


There is no "syncing" in the eden editor btw. That was a feature of the 2D editor but it has been removed since.

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#9 Posted at 2017-02-22 09:17        
     
The load and getin waypoints work well together. Sorry for "sync" instead of "set waypoint activation". There is no other choice between two waypoints! I thought this was understandable!

So, what is easily reproducible:
- Place a player (observer)
- place a group, add waypoint(s) move, add waypoint getin, add waypoint getout (optional)...
- place an helo, altitude 200 m, add waypoint(s) move, add waypoint load, add waypoint tr unload (optional)
NB: just be careful the default completion radius is more than 200 m for helo. That means some waypoints can be quickly completed.
- sync (sorry set waypoint act) between getin and load , then between tr unload and getout.
- add invisible helipad (if none) at each landing area.

That's all. If you're in combat mode, see my post above.

PLEASE CONTACT ME ON BI FORUMS FOR ANY SCRIPT / MOD QUESTION. TKS