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Old February 3rd, 2017, 08:07 AM
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shahadi shahadi is offline
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Post Re: Gotta AI problem here and I could use some help

Quote:
Originally Posted by Grant1pa View Post
Quote:
Originally Posted by Mobhack View Post
A passenger is off map, so at -1,-1 as far as coordinates go. So the initial plot will be from -1,-1 -> top left of map.

As stated above - dismount passengers before issuing waypoints, then load if they are to be carried by APC.
Copy that. But I've found through practical application that only the "command" element (Btn,Coy cmdr/ Ptl "cmdr") or the special defense section (last unit on ptl, independent ptl's or recce ptl's having apc's) are the only ones I need to unload before setting waypoint (and I sincerely hope I'm explaining this right...it's been a long day at work!). Maybe I'm wrong but that's the way the program works for me.

Tom
I've had to grapple with this as well...setting waypoints for mounted units. It really only works if they are dismounted as stated elsewhere, but I think it is not by a unit (unless the unit is a formation.) Point being, waypoints are set by formation. A platoon (C0) may have, say four fomations (C0, D0, E0, and F0)...if you set a waypoint for C0 only units of that formation (C0, C1, C2) will respond to the waypoint. You'll have to set waypoints for each of the formations in the platoon separately.

This is what I recall.

And back to setting waypoints for mounted units...I prefer to buy my vehicles separately from the leg infantry.

Another reason when creating scenarios I open MobHack (ScenHack, and the Extended Map Editor as well.) I seem always having to create formations.

Say, you want to set a patrol around a perimeter, that patrol would behave better if you limit the formation to only one unit, say a squad when you set it's waypoints. Also, to get it right, you may have to factor terrain in your waypoint calcs...again see that guy Pyros' tutorial.

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