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Thread: Convoy Woes

  1. #1

    Convoy Woes

    Hi everyone, getting back into mission making again and have come up at a hurdle (as usual)

    As it stands I have 4 groups

    Group One
    1x UAZ
    3x Trucks

    Group Two
    Infantry Squad

    Group Three
    Infantry Squad

    Group Four
    Infantry Squad

    Groups two through four are loaded into the trucks in Group One, which the player is required to ambush. Unfortunately when the player attacks the convoy the troops stay firmly in their vehicles.

    In addition to this, I want Group One to debus Groups two through four if they reach their drop off point (i.e. Player is unsuccessful in ambushing the convoy) but the convoy seems to just stop at the transport unload waypoint and not continue.

    Can anyone suggest suitable scripting to ensure that these troops once attacked will debus and fight the enemy appropriately.

    Any help would be greatly appreciated.
    There are two types of ships in this world.... Submarines and TARGETS

  2. #2
    Not sure if it what you need, but you mignt want to take a lok at this script (if you're making a SP mission).
    It is very nice, though not really easy to use as the file is quite messy.
    There must be a few other convoys scripts out there.
    All that is if you don't absolutely wanna make that script yourself. Either way, looking at it might help you.

  3. #3
    have you taken a look at this one? I've messed around with it and it works pretty well for the actual convoy part, just don't put waypoints too close together.

    How are you loading the troops in the truck? If you're using "moveincargo" you may run into an issue with unload points. From a note on the wiki:
    If you place a soldier in a vehicle with the moveInCargo command, he wont "know" he's in the vehicle, and thus he won't disembark properly when the vehicle reaches a Transport Unload waypoint. Therefore you have to use the assignAsCargo command, in order for the AI to catch on. Something like this: moveInCargo helo1 this assignAsCargo helo1 MP Note Functions MoveInCargo can only be called for local soldiers. They will be ignored for remote soldiers. (see Locality in Multiplayer)
    But as that note says you may run into MP issues. I'd try to use moveincargo to load the troops, then at the dropoff point set the waypoint to a simple move, and a trigger to unload the infantry when they arrive. Then set a switch trigger with the condition "{alive _X && !(_X in crew carname)} count (units enemysquadname) <= 0", then syncronize it to the move waypoint at the unload point. Once that switch goes off the car should continue on through the rest of their waypoints. Not sure if it'll work 100%, but it works for helicopter pick up scripts so hopefully you have some luck with it!

  4. #4
    AI Convoy script by Norrin

    Makes vehicles move in a convoy, when attacked the convoy stops and cargo disembarks. Gunners remain in the vehicles.

    Maybe exactly what you are looking for.

  5. #5
    Cheers Wolle! Mucho useful!

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