Rickrick123 Posted June 9, 2021 Posted June 9, 2021 I have learned how to use the mission editor but still a lot to learn ! Is it waypoints? i have tried that and the tanks will still roam over the map?
namhee2 Posted June 9, 2021 Posted June 9, 2021 17 minutes ago, Rickrick123 said: I have learned how to use the mission editor but still a lot to learn ! Is it waypoints? i have tried that and the tanks will still roam over the map? Use the trigger formation..... 1
jollyjack Posted June 9, 2021 Posted June 9, 2021 Keep in mind to use timers, f.i. targeting from a waypoint to a (1s?) timer then to the formation command. Object link the Formation Command to the tank platoon's leader, and set it to on the road vehicle 1
Jaegermeister Posted June 9, 2021 Posted June 9, 2021 (edited) 28 minutes ago, jollyjack said: Keep in mind to use timers, f.i. targeting from a waypoint to a (1s?) timer then to the formation command. Object link the Formation Command to the tank platoon's leader, and set it to on the road vehicle Why would you use a timer between the WP and the Command Formation? Just curious, I don't. Also you might want to start with a Command Formation before the first waypoint so they know what to do on the way there. I put it right after Activate and before the first WP is triggered. Edited June 9, 2021 by Jaegermeister 1
DD_Friar Posted June 9, 2021 Posted June 9, 2021 What I do (right or wrong but does work) is the following 1. Place tanks on map, for example 4 in a row, starting on a defined road (not just a texture). 2. Target link tank 2 to tank 1, target link tank 3 to tank 1, target link tank 4 to tank 1. It is important to do it in this order as this sets the convoy order. When tank 1 gets killed tank 2 will assume the lead. 3. Place a waypoint in front of the tank pointing in the direction of the road you wish to travel on. 4. Object link the waypoint to tank 1 5. Add a formation Command, set it to "vehicle on road column". 6. Target link to the Formation Command from the waypoint. 7. Object link from the formation command to tank 1 8. Set the conditions of the first waypoint, speed, and low, medium, high (low means can attack anything on route, medium could be distracted to attack, high means focus on following the route, do not get distracted) 9. Click on the waypoint and then use left shift and click away up the road to place another waypoint, you do not need to worry about corners, if the tank is "on road" it knows where the corners are etc. Using this feature will automatically target link from waypoint 1 to 2, 2 to 3 etc as you place them down. It will also object link back from the waypoint to tank 1 (saves a lot of hassle). This will start the convoy moving at mission begin. If you want to delay the start, add a mission begin target linked to a timer, then target link from the timer to the first waypoint. Hope this helps. 1
jollyjack Posted June 9, 2021 Posted June 9, 2021 7 hours ago, Jaegermeister said: Why would you use a timer between the WP and the Command Formation? Just curious, I don't. Also you might want to start with a Command Formation before the first waypoint so they know what to do on the way there. I put it right after Activate and before the first WP is triggered. Well, started doing that once, as jim's manual says a vehicle must be moving before issuing a formation command. Maybe i should try your system LoL. 1
JimTM Posted June 9, 2021 Posted June 9, 2021 7 hours ago, Jaegermeister said: Why would you use a timer between the WP and the Command Formation? Just curious, I don't. I always treat the waypoint as a "command" for an object and so I use a timer before the formation command so the object gets one command at a time. But, if you are not having issues without the timer, then it may not be necessary. 7 hours ago, Jaegermeister said: Also you might want to start with a Command Formation before the first waypoint so they know what to do on the way there. I put it right after Activate and before the first WP is triggered. 29 minutes ago, jollyjack said: Well, started doing that once, as jim's manual says a vehicle must be moving before issuing a formation command. Maybe i should try your system LoL. When I wrote the manual back in 2016, I probably saw evidence (through testing, other missions, or forum posts) that starting the vehicles moving before triggering the formation command was necessary. I have not tested lately, but perhaps it works fine either way. 2
Cynic_Al Posted June 9, 2021 Posted June 9, 2021 A good way to enhance tank behaviour is to have them swap between two formations whenever a tank is either damaged or destroyed. However you lay-out your tanks in the map, becomes the off-road user formation. If you start the tanks and give them an on-road formation, they will arrange themselves onto the road and follow it. Then on damage events use whatever logic you want to toggle between formations. This creates a realistic illusion that the tanks are taking evasive action, rather than just continuing-on like zombies. 1
Jaegermeister Posted June 10, 2021 Posted June 10, 2021 7 hours ago, JimTM said: I always treat the waypoint as a "command" for an object and so I use a timer before the formation command so the object gets one command at a time. But, if you are not having issues without the timer, then it may not be necessary. When I wrote the manual back in 2016, I probably saw evidence (through testing, other missions, or forum posts) that starting the vehicles moving before triggering the formation command was necessary. I have not tested lately, but perhaps it works fine either way. I use the waypoints as triggers, just like a timer. As soon as the object linked vehicle or plane hits the activation zone, the waypoint triggers the targeted MCU or event. It doesn't hurt to add a timer after a Trigger Waypoint (notice what it is named), it just adds in a delay. That would be like having 2 timers in a row. It works, but it's redundant. If you trigger multiple events with the waypoint, then you might want to delay one of them by 1 or more seconds. With formation commands, I started eliminating the timer after the waypoints to simplify the logic and speed up command processing. It does mean they respond before they hit the waypoint location, but you can control that by reducing the radius of the activation zone. I have not encountered any issues with it not being followed. I have actually tested tank formations extensively and activating the tank, applying a formation command and then activating the waypoint does result in the vehicles correctly following the specified pattern. They assume the correct formation as soon as they move out. Having the Waypoint directly trigger the Command Formation also works. I have used that consistently for quite a while now with no issues. I know for a fact that there have been some major revisions to the AI Tank behavior and how they respond to commands since 2020. What has changed since 2016 I can not even begin to guess. The logic I am referring to above has been published without any reports of AI behavior errors that I am aware of. 5 hours ago, Cynic_Al said: A good way to enhance tank behaviour is to have them swap between two formations whenever a tank is either damaged or destroyed. However you lay-out your tanks in the map, becomes the off-road user formation. If you start the tanks and give them an on-road formation, they will arrange themselves onto the road and follow it. Then on damage events use whatever logic you want to toggle between formations. This creates a realistic illusion that the tanks are taking evasive action, rather than just continuing-on like zombies. The only problem with this that I see up front is that you will be getting changes in formation at random times from damage. They may go off course and create odd results when you don't expect it. There is no way to test that adequately and make sure your vehicles won't get hung up, stranded, run into immovable objects, etc. Specifying a panic stop on damage and then a delay timer to continue forward might be a better alternative. That's how the QMB missions are set up. 1 1
JimTM Posted June 10, 2021 Posted June 10, 2021 12 hours ago, Jaegermeister said: I use the waypoints as triggers, just like a timer. As soon as the object linked vehicle or plane hits the activation zone, the waypoint triggers the targeted MCU or event. It doesn't hurt to add a timer after a Trigger Waypoint (notice what it is named), it just adds in a delay. That would be like having 2 timers in a row. It works, but it's redundant. If you trigger multiple events with the waypoint, then you might want to delay one of them by 1 or more seconds. With formation commands, I started eliminating the timer after the waypoints to simplify the logic and speed up command processing. It does mean they respond before they hit the waypoint location, but you can control that by reducing the radius of the activation zone. I have not encountered any issues with it not being followed. I have actually tested tank formations extensively and activating the tank, applying a formation command and then activating the waypoint does result in the vehicles correctly following the specified pattern. They assume the correct formation as soon as they move out. Having the Waypoint directly trigger the Command Formation also works. I have used that consistently for quite a while now with no issues. I know for a fact that there have been some major revisions to the AI Tank behavior and how they respond to commands since 2020. What has changed since 2016 I can not even begin to guess. The logic I am referring to above has been published without any reports of AI behavior errors that I am aware of. ... Sorry, I was not clear. I was referring to the waypoint acting like a command (i.e., "fly to me") when it is triggered. It then acts as a "trigger" and fires when the object reaches it (note the distinction between "triggered" and "fired"). So if I trigger a waypoint ("command" to object), I add a timer delay before triggering a formation command. I would do the same if I triggered formation first and then waypoint. 1
Jaegermeister Posted June 10, 2021 Posted June 10, 2021 3 hours ago, JimTM said: Sorry, I was not clear. I was referring to the waypoint acting like a command (i.e., "fly to me") when it is triggered. It then acts as a "trigger" and fires when the object reaches it (note the distinction between "triggered" and "fired"). So if I trigger a waypoint ("command" to object), I add a timer delay before triggering a formation command. I would do the same if I triggered formation first and then waypoint. Yes, I misunderstood. You are correct. I usually activate the formation command first, and then the Waypoint, but yes, a delay between the 2 is necessary. I have found that the plane formations jostle around less if they assume formation first and then figure out which way to go. I think that is just my preference though and it may be equal. Both ways work. It would work the same for tank formations, just slower. 2 1
jollyjack Posted June 15, 2021 Posted June 15, 2021 On 6/10/2021 at 9:54 PM, Jaegermeister said: I have found that the plane formations jostle around less if they assume formation first and then figure out which way to go. That's interesting, must try that ... 1
PatrickAWlson Posted June 27, 2021 Posted June 27, 2021 On 6/10/2021 at 3:54 PM, Jaegermeister said: Yes, I misunderstood. You are correct. I usually activate the formation command first, and then the Waypoint, but yes, a delay between the 2 is necessary. I have found that the plane formations jostle around less if they assume formation first and then figure out which way to go. I think that is just my preference though and it may be equal. Both ways work. It would work the same for tank formations, just slower. Same here. One second apart. I do not trust 0 second chained timers. One second is short enough to prevent the vehicles getting into too much mischief. 1
Cynic_Al Posted June 27, 2021 Posted June 27, 2021 On 6/10/2021 at 4:19 AM, Jaegermeister said: The only problem with this that I see up front is that you will be getting changes in formation at random times from damage. They may go off course and create odd results when you don't expect it. There is no way to test that adequately and make sure your vehicles won't get hung up, stranded, run into immovable objects, etc. In areas that may present unexpected obstructions, it's simply a matter of temporarily inhibiting the formation-swapping functionality. 1
Rickrick123 Posted January 12, 2022 Author Posted January 12, 2022 On 6/9/2021 at 1:35 PM, DD_Friar said: What I do (right or wrong but does work) is the following 1. Place tanks on map, for example 4 in a row, starting on a defined road (not just a texture). 2. Target link tank 2 to tank 1, target link tank 3 to tank 1, target link tank 4 to tank 1. It is important to do it in this order as this sets the convoy order. When tank 1 gets killed tank 2 will assume the lead. 3. Place a waypoint in front of the tank pointing in the direction of the road you wish to travel on. 4. Object link the waypoint to tank 1 5. Add a formation Command, set it to "vehicle on road column". 6. Target link to the Formation Command from the waypoint. 7. Object link from the formation command to tank 1 8. Set the conditions of the first waypoint, speed, and low, medium, high (low means can attack anything on route, medium could be distracted to attack, high means focus on following the route, do not get distracted) 9. Click on the waypoint and then use left shift and click away up the road to place another waypoint, you do not need to worry about corners, if the tank is "on road" it knows where the corners are etc. Using this feature will automatically target link from waypoint 1 to 2, 2 to 3 etc as you place them down. It will also object link back from the waypoint to tank 1 (saves a lot of hassle). This will start the convoy moving at mission begin. If you want to delay the start, add a mission begin target linked to a timer, then target link from the timer to the first waypoint. Hope this helps. Hello its sometime but i have to say your instructions are great !!! have used them on roads across fields on planes. Would recommend them to everyone. !! Also a big thanks to every one who replied to my question. 1
jollyjack Posted January 12, 2022 Posted January 12, 2022 (edited) On 6/27/2021 at 5:14 AM, PatrickAWlson said: Same here. One second apart. I do not trust 0 second chained timers. One second is short enough to prevent the vehicles getting into too much mischief. I noticed the AQMB sets a lot of non connected 0sec timers, calls them DUDEs. Once dared to ask about them, but the only answers i got were cheesy Jeff Bridges jokes LoL. I will try your 'who's to be first' the next time, thnx for the tips. Edited January 12, 2022 by jollyjack 1
Jaegermeister Posted January 12, 2022 Posted January 12, 2022 4 hours ago, jollyjack said: I noticed the AQMB sets a lot of non connected 0sec timers, calls them DUDEs. Once dared to ask about them, but the only answers i got were cheesy Jeff Bridges jokes LoL. It's some type of Dev abbreviation for their perceived function. Most people call them "Nodes". They have been named that for a very long time. The disconnected ones are just left over stuff from the QMB templates. It will probably get cleaned up at some point, but it's not hurting anything. Some of us are more OCD than that, but then again, it's not my job and I usually don't have a time deadline when working in the ME 2
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