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Posted

Hi all

Is there anyway to stop the C47's from turning during a para drop? , before waypoint , attack area and post waypoint are all inline but they still want to turn a full circle before heading back onto waypoint?

  • Upvote 1
Posted

Have you tried:

 

  • Slowing the planes down considerably?
  • Making the attack area ridiculously big?
  • Using the cargo x6 instead?

 

Ai can be finicky, and sometimes we can fake the effect we want by making changes to the behaviors through the MCUs.  

AEthelraedUnraed
Posted

Also, you can try a Force Complete MCU 1 second or so after they drop the paras, and then immediately afterwards trigger the next waypoint.

  • Upvote 2
Posted

Cheers for the replies

Sketch :

1 C47's are only doing 120kph now still no joy 2: Drop zone 3000m ? 3: Wouldn't that remove the paras?

 

AEthelraedUnraed : I've tried on bingo bombs , on force complete etc still no good. They turn while dropping the paras thats the problem lol.

 

I'll keep trying and get back if anything works

AEthelraedUnraed
Posted
22 hours ago, ACG_Ginger said:

AEthelraedUnraed : I've tried on bingo bombs , on force complete etc still no good. They turn while dropping the paras thats the problem lol.

OnBingoBombs won't work since it only triggers after they've dropped the last para. What I mean is a force complete immediately after they've begun to drop paras. So, a CheckZone MCU near the AttackGround trigger, that's timed just half a second or so after the first paratrooper drops. The exact timing would have to be determined experimentally. Then link the new waypoint with a small delay, so that you're sure the Force Complete comes before the Waypoint MCU.

  • Like 1
Posted

AEthelraedUnraed : Worked a treat , like you say you need to get the timing right. Thanks

Para.zip

  • Upvote 2
AEthelraedUnraed
Posted
19 hours ago, ACG_Ginger said:

AEthelraedUnraed : Worked a treat , like you say you need to get the timing right. Thanks

Glad to hear it worked!

 

Last piece of advice I want to give you, when tweaking the AI into doing things it wasn't strictly designed for, is to always take as many as possible of the unknowns out of the equation. For instance, you trigger the timer from the last waypoint before the AttackArea MCU. If your AI acts different than usual because of certain circumstances (e.g. taking evasive action on the way), this might mess up your timing which in turn could lead to either no paratroopers dropping at all or the C-47s turning again. A better solution would be to trigger the timer from a CheckZone MCU on the drop location, since that should always more or less correspond to when the Dakota's start the paradrop.

 

Now that I think of it, a better solution, if it works, might be to put the AttackArea MCU Time to a very low value, 1 second or so, and then use the OnAreaAttacked message to trigger the next waypoint. Should work, but I'm not sure if OnAreaAttacked also requires all paratroopers to be dropped before it fires.

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