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AAF Attack: despawn and Heli movemet issues #281
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Yes confirmed |
I'll also add there's sometimes waypoint issue with the land vehicles as well. |
I caused the problem here i think i'm trying to spawn AS_fnc_despawnUnits on them, so they will check if there are blufor within 1 km, if not, they despawn |
Stef, As I dont know how to comment code lines I write you here. If I understand well you just want to add a a waypoint to the group so they RTB. The code is very wrong:
My suggestion, something like this:
or use whatever function you have in Altis for despawning. Don't forget the vehicle. |
that's a long series of Chirs scripts which i never really checked in. As far i can see there is in the code, active only for some missions, another qrf script named as https://github.com/A3Antistasi/antistasiofficial/blob/master/AntistasiOfficial.Altis/CREATE/enemyQRF.SQF it could be the time to go trough it but i've no energy for that now.. |
Not well done too :( It despawns units only checking players nearby. I told them several times Antistasi is not player centric. If you send HC commanded AIs to counter a QRF, those AIs will see suddently their enemies despawn. EDIT: No, because I see the conditions for despawning are coded badly too:
So, bad for performance, bad for game experience. Not a big issue, dont delay any release because of this, but has to be improved. |
So, regardless the fn_QRF_RTB.sqf In combinedca.sqf there is already this line which should despawn enemies once the attack is done. And it will by checking theese: so ofcourse they check for bluforspawn and all FIA AI has bluforspawn true apart the ones who are in the garrison. The weird thing is that those helis won't despawn.. so i need to check if they're not included in the list. About thhose fn_QRF functions i'm agree so i was trying to make a foreach and spawn the fn_despawnunits.sqf there too. |
Regarding the win / lose conditions: same than the QRF, or even worse :(
So a bunch of surrendered CSAT guys can win the battle because a few FIA brave and combative guys moved 100 mts away of the marker center. lol The despawn function is ok but may be improved with the things we spoke the other day about not waiting in some cases. What has Little sense for me is the waitUntil before the despawner function. Big thing here. We don't need the defending place to be despawned for waiting to despawn the attackers. This means the attackers will never despawn, as the ones that are close to the marker will avoid it to despawn, so, target spawned, attackes spawned even when the attack is lost. Despawning an attacker can be only related to:
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I solved the part of them not attacking, however it's horrible how they behave, they loiter around without the clue they're actually assaulting an objective. |
Thank you, so will they still attack or just fly around like you said? |
With RHS they fly around and hardly be able to shoot on place of attack, but they'll indeed burst whatever they can like players coming in from outside :P |
I don't remember in previous versions with RHS this happening. Do you plan on fixing it in the future? |
Ofcourse, they were never loitering properly. I can't fix RHS stuff, i can tweak the height and the speed tho |
Great, as long as its all back to normal that'll be fine. Thanks for your work. Is the issue of enemy not sending a QRF related to this? |
no |
At least with RHS on, enemy attack helicopters will take off and fly to their objective but return to the airbase and hover their for the rest of the attack after flying about 10% of the way.
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