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S.Crowe

Movement At All Cost -ZWO

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Part of my future Zeus Waypoint Overhaul

 

After hours of testing, I think I almost got the movement at all cost done (see video below). In the video, I put OPFOR really far away because I didn't want the two units to wipe themselves out.

 

There is no voice over, this is just proof of concept:

 

 

No matter what I do, there seems to be at least one guy (in this case two) who just screws around. LOL

 

(I've notice that when a friendly comes near a dead friendly, they tend to slow to a walk for a little bit. Nothing can get them back to speed until they snap out of their trance on their own.)

 

Like I said, I tried everything. Right now, I faking this Movement At All Cost by using a while loop, and in that loop doing this:

 

while {things...}
{


 _x doMove waypointPosition [_unitGroup, _waypointIndex];
 _x forceSpeed 15;
} forEach units _unitGroup;


sleep 1.5;
It's not perfect, but at the moment this is the best I can do. I anyone has any other suggestions, please let me know.

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A very important and needed function!
I hope you will refine the mechanics over time!

Maybe you will share you work so maybe I can figure something out to make it more smooth.

Arma is many about try & error :-P

 

//Edit 

 

Maybe some additional workarounds.

I think it need to be a whole lot of buttons to press for this. 

 

disableAI "autotarget" or "target" + "fsm"

setCombatMode "Blue"

setBehaviour "Careless" or "Safe" 

forceSpeed 

 

apply on waypoint and group ( same time? ) 

 

steady control with isbehaviour, getSpeed etc. 

 

Saving the previous settings of the waypoint in an array and lockWP until all units in radius x on the WP. 

Restore settings, unlock WP. 

 

Module should work until next waypoint reached. Like a panik button. 

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Would this be possible without them moving in 'careless' mode? I don't understand why such command doesn't exist yet.

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