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WWSitttingDuck

Tanks in a mission

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Am wondering if tanks in a mission for BoX is any different from how it was in ROF.

 

If I put an AI Allied tank into a mission, and give it a waypoint (low), and an German enemy tank shows up on it's flank, will the Allied tank break off it's waypoint, and turn and move towards the Axis tank?

 

Or is the only way to get tanks to actually chase each other is to have to humans controlling the tanks.

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Tanks will stop and fire, bit won't go chasing each other.

 

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Posted (edited)

Basically what Gambit said. Any vehicle based entity (including planes) will follow the waypoint they're set to, even at low priority.

 

They will stop and shoot more often (or fly more defensively) with a low value for the waypoint MCU, but will not actively search and destroy after spotting a target to shoot at.

 

Having said that, you can make the Ai stop moving towards the waypoint, and attack targets in an area with an attackArea MCU. As an example, you can use a check zone MCU to activate the attackArea MCU, and deactivate the waypoint MCU, once an enemy tank enters the check zone. But again, the AI is not very smart and will not search and destroy for enemy tanks.

 

Edited by No.610_Sketch

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On 4/1/2019 at 5:15 AM, No.610_Sketch said:

Basically what Gambit said. Any vehicle based entity (including planes) will follow the waypoint they're set to, even at low priority.

 

They will stop and shoot more often (or fly more defensively) with a low value for the waypoint MCU, but will not actively search and destroy after spotting a target to shoot at.

 

Having said that, you can make the Ai stop moving towards the waypoint, and attack targets in an area with an attackArea MCU. As an example, you can use a check zone MCU to activate the attackArea MCU, and deactivate the waypoint MCU, once an enemy tank enters the check zone. But again, the AI is not very smart and will not search and destroy for enemy tanks.

 

If you target link a waypoint to an attackArea (that is on the way between two waypoints) you do not need to deactivate that waypoint. Just activate the next waypoint after the attackArea when the conditions that you need are met or after a certain time that you have set, or both. 

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