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santiagojamesaea

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Reply with quote  #1 
Hi All,
I've just been checking through a misson i was hoping to post next week and i noticed that there were problems with the street patrols i had put in.Basically, the patrols have three to four waypoints one of which is a cycle waypoint to patrol sectors within a large town-Staszow.The are placed with "limited" speed, column formation and as "careless".They consist of three to four man groups normally led by a Corporal.The problem is that one member of the team very often enters a building of his own accord which makes the rest of the "troops"stop whilst the Corporal continues walking on alone.
This does add a "random"element to street patrols i suppose!! but it is not what i intended and is rather infuriating.I have on some of the  patrols been able to get rid of it (or so it seems)by VERY careful waypoint placing(which takes hours)but for others there seems to be no solution.
Does anyone know of a script to get the AI to walk down the middle of a street/path and so avoid any "temptation"of entering buildings?I've looked on the Arma forums but seen nothing.. 

Thanks

James
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Gunter Severloh

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Reply with quote  #2 
Maybe try UPS:
http://forums.bistudio.com/showthread.php?50924-The-5-Minute-Mission-Maker
http://kronzky.info/ups/index.htm
UPS page shows you how it works and how to use it, I've used it hundreds of times in my own Arma2, and Arma2Co missions.

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santiagojamesaea

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Reply with quote  #3 
Thanks Gunter...
I hadn't seen this one it sure looks interesting.Have you used it?
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santiagojamesaea

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Reply with quote  #4 
Sorry,just seen what you wrote under the link!

Thanks again!
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Poor Old Spike

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Reply with quote  #5 
I haven't tried any of the methods in the links.
I just created this 4-man Column/Limited/Careless patrol and it works fine,they stick to the roads and don't go into buildings, the key is to not plonk the waypoints too far apart..  

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Gunter Severloh

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Reply with quote  #6 
Quote:
the key is to not plonk the waypoints too far apart

Exactly, check the waypoint size to make sure its not huge, as the AI will move to the "area" of the waypoint versus moving to a "point" that is next.

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santiagojamesaea

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Reply with quote  #7 
Thanks a lot Guys!!
Indebted as ever to you Gunter,and thanks a load old spike..your posts are most informative.I can't try this out today as work won't permit but i'll be on it tomorrow i assure you.I'll let you know how it went here!

Thanks again!
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santiagojamesaea

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Reply with quote  #8 
I'm looking at your screenshot Spike,and i think i see the problem..i was only using three or four waypoints.As i said i'll let you know tomorrow..sorry but gotta rush!
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santiagojamesaea

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Reply with quote  #9 
Works a treat!!
It was just that,not enough waypoints.I was using only three or four....thanks a lot guys!



James
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santiagojamesaea

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Reply with quote  #10 
Gunter,
I've just tried out the "UPS" patroling script.It worked first time!The sure sign of a good script!It also seems to offer a wide range of variables which come with their own examples.It seems that all you have to do is copy them into the init line and you can have different units doing different things all with the same sqf file.
In view of the handiness of this wouldn't it be a good idea to put it into the "script"section of this Forum?It looks great.

James
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Tayuk

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Reply with quote  #11 
UPS Urban Patrol Script link now added to released scripts section
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santiagojamesaea

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Reply with quote  #12 
Thanks Tay..it's very much a noobs script but someone apart from me might find it useful/fun.
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