Stab/ZG26-Ruhland Posted March 3, 2015 Posted March 3, 2015 (edited) Hey guys, I have some serious problems with convoys in BoS. What I want the convoy to do seems to be quite simple: spawn, move and arrive at its destination. Spawning and moving works quite well, but as soon as one vehicle gets destroyed on its way, the following vehicles would crash into the wreck and explode or get damaged. In this case I used the group provided by Haashashin, as shown below: Then I had a try without spawning the convoy. You can see in the picture below how I linked triggers, timers and entities. The problem in this case is that when the convoy starts to move the most vehicles stay in the row, but some drive further and then crash into the others. When I set them up without any order, they all drive to the first waypoint and there some of them collide. When they drive on the road they do fine in the most cases and dodge destroyed vehicles. Unfortunately, the convoy must be spawned in the mission I build (or is there any way to make these vehicles invulnerable and safe against attackers until they get their signal to move?). So, could someone please provide me a convoy that... - includes around 10 trucks - spawns on the road - doesn´t collide when they get into formation - doesn´t collide when a truck is destroyed I would be really pleased. Thank you! Edited March 3, 2015 by Stab/ZG26-Ruhland
coconut Posted March 3, 2015 Posted March 3, 2015 or is there any way to make these vehicles invulnerable and safe against attackers until they get their signal to move? You could try to mark their entities as "disabled", then activate them just before they get the signal to move, I suppose.
SYN_Haashashin Posted March 3, 2015 Posted March 3, 2015 Hi Rhuland, They key is to have the vehicules not so close to each other when spawning them. They wont crash that way. I also found a serious bug (other than the trucks been too close one to another) on the logic I shared and Im in the process of changing it.
Habu Posted March 3, 2015 Posted March 3, 2015 The problem is with the spawn trigger (and i would like it will be fix). If you use a spawn trigger, vehicle/plane don't act like a group. So if one has a problem, the other one bump into the previous one. Haashashin use a method which could be ok on a part of the map, but not on the other one. If there is a hill or not, etc ... If you want a vehicle convoy, do not use spawn. If you want vehicles invulnerable, use the Command Behaviour . You can change the property of an entity during the mission and many things.
SYN_Haashashin Posted March 3, 2015 Posted March 3, 2015 Agree with Habu. I didnt test it but a solution (tedious one) to use the spawn can be to set a WP for each of the trucks and be sure they dont collide when following the WPs. Easiest way, as Habu said, do not use Spawn. I will change that logic.
Habu Posted March 3, 2015 Posted March 3, 2015 The problem, is if you want to use a group which respawn if the previous one is destroyed (which is very useful for training mission). There is not a lot solution. I would like that limitation is fixe. Or we should have the possibility to activate a group more than once. Maybe we should try to do lobying with a specific post on the limitation of the Spawn trigger.
1./JG42Nephris Posted March 4, 2015 Posted March 4, 2015 Or we should have the possibility to activate a group more than once. + 1
Shouwick_Junjun_Nikku Posted January 19, 2016 Posted January 19, 2016 Hey Nephris What do mean + 1, be specific on you're replies please...
TP_Jacko Posted January 19, 2016 Posted January 19, 2016 Hey Nephris What do mean + 1, be specific on you're replies please... Junjun, its just shorthand to say he agrees
Shouwick_Junjun_Nikku Posted January 26, 2016 Posted January 26, 2016 Junjun, its just shorthand to say he agrees My Bad, I'm new to this environment. Since I felt my account at Mission4today, Youtube, Yahoo, and some random tumblr site since 2009 & 2011.
Ala13_Kokakolo Posted April 14, 2016 Posted April 14, 2016 You can disable them with an ON KILL EVENT and then once they are all killed (use a counter) you can enable them AND repair all them.
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