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Jan_F_W

Assign AI to certain turret / gunner position in heli (MI8 MTV3) - HOW?

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How can I tell an AI bots to take place at a certain gunner / turret position within a helicopter (in this case MI8 MTV-3)?

Using "assignAsGunner" command only makes one AI Bot take a seat at the first Machine Gun and the other bots will then ignore their command and even not get in the chopper.

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:( Another member of the set of missing commands for turrets Im afraid.

---------- Post added at 09:21 AM ---------- Previous post was at 09:13 AM ----------

Issue added to A2 CIT. Please vote on it.

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Well, no perfect solution but I managed to set the gunner position directly by "moveInTurret" command - they will not run to the heli but are directly being "beamed" inside the chopper - however its better than having no gunners.

I called the following on a 3 triggers for 3 different soldiers

Trigger condition:

alive mi1 && alive g14

if true then command:

[g14, mi1, 0] exec "Scripts\assignAsGunner.sqf";

"mi1" is the helicopter MI8 MTV-3

"g14" is the name of one of the three soldiers for the 3 gunner positions

"0" is the gunner position

assignAsGunner.sqf script:

_unit		= _this select 0;
_vehicle	= _this select 1;
_position	= _this select 2;

sleep 1;

_unit addVehicle _vehicle;
_unit moveInTurret [_vehicle, [_position]] 

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The moveIn command allows to specify which turret you want, assign does not have this option. You could use an "GetIn" eventhandler and move the first AI-gunner that enters to an other turret.

soldier moveInTurret [vehicle, turret path]

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sounds good but unfortunately I dont get it working: once the unit is in the helicopter the command e.g. "_unit moveInTurret [_vehicle, [1]];" triggered by Event "GETIN" does not make the unit move to that turret so the other AIs do not get in the chopper since they alredy find the Gunners seat to be not empty

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You could just spawn a full crew using the Functions library:

_group = createGroup east;
_veh = createVehicle ["Mi17_rockets_RU", position player, [], 0, "FLY"]; 
_null = [_veh, _group] call BIS_fnc_SpawnCrew;

You can fill all the slots that way. Taken from this post.

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I can't get this to work at all. Hopefully someone can help me.

I don't want to write a script, just want to place my team in an ACE2 GMV-M2 just to cruise around the map during testing of a mission. Unfortunately nothing I've tried works. Can someone tell me what I'm doing wrong.

I have an ACE2 GMV-M2 named "gmv_1".

In 3 units init lines I have:

med1 moveInTurret [gmv_1, 1];

gun1 moveInTurret [gmv_1, 2];

But they don't show up in the 3 gunner positions. Any ideas?

---------- Post added at 06:32 PM ---------- Previous post was at 04:45 PM ----------

EDIT:

Nevermind, I figured it out. I was missing a [] around the turret path, like so:

med1 moveInTurret [gmv_1, [1]];

gun1 moveInTurret [gmv_1, [2]];

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Guest

You could just spawn a full crew using the Functions library:

 

_group = createGroup east;
_veh = createVehicle ["Mi17_rockets_RU", position player, [], 0, "FLY"]; 
_null = [_veh, _group] call BIS_fnc_SpawnCrew;
You can fill all the slots that way. Taken from this post.
 

kylania,

 

The createVehicle with "FLY" already create some crew, can you confirn?

 

This link for the function BIS_fnc_spawnCrew https://community.bistudio.com/wiki/BIS_fnc_spawnCrew have a coment "This makes FFV units but no cargo crew.". So it not fill cargo positions, or is some wrong info?

Thankyou a lot!

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