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Author Topic: Vehicles stopping briefly at each waypoint...  (Read 560 times)

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Bad Maniac

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Vehicles stopping briefly at each waypoint...
« on: 19 Apr 2003, 03:47:41 »
In the built in campaigns, the vehicles smoothly follow the roads, and never slow down when they turn.
When I set up a number of waypoints along a road, the vehicle will follow the road for a bit, steer away from it, go in some weird direction for a while and then go cross country for a while, and then maybe get back on the road towards the next waypoint, even if it's along a straight.
And say for a patrol path for a tank, at each waypoint, it stops completely for a few seconds, before turning and going again.

What can I do to prevent this, and get the smooth movement from the built in missions?

deaddog

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Re:Vehicles stopping briefly at each waypoint...
« Reply #1 on: 19 Apr 2003, 06:08:33 »
You don't need multiple waypoints along a road.  Just the start and end.  Maybe one at an intersection if you want it to turn.  Set the vehicle behaviour to safe and it should follow the road on its own.  It's usually kind of slow, though.   :P

Bad Maniac

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Re:Vehicles stopping briefly at each waypoint...
« Reply #2 on: 19 Apr 2003, 12:25:39 »
And for the patrol path for a tank, is there a way to prevent it from stopping at each WP? Do I have to set it to safe? and that will be kindof stupid since then they'll all stick their heads out, and the tank is not very hard to take out...

Offline macguba

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Re:Vehicles stopping briefly at each waypoint...
« Reply #3 on: 19 Apr 2003, 13:12:50 »
Vehicles pause at waypoints.    That's all there is to it.

AI drivers are frequently very bad, and wander around all over the place rather than sticking to the road.    Increasing the skill sometimes helps, as does setbehaviour safe.    However, sometimes there is no alternative to moving the scene to a different length of road.

If it is vital to have a waypoint at a particular point, and equally vital that there is no pause, then don't use a waypoint at all.   Place a marker at that place instead, and give the group a move command.   Place a trigger over the marker area, so that when they get close they get an order to move onto the next marker or waypoint.    You can use a script with a distance command rather than a trigger.
Plenty of reviewed ArmA missions for you to play

Bad Maniac

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Re:Vehicles stopping briefly at each waypoint...
« Reply #4 on: 19 Apr 2003, 17:21:06 »
Gotcha, thanks a lot.