Pandur Posted November 21, 2009 Share Posted November 21, 2009 i am reworking my Punitive Expedition mission and i use a lot of these unarmed bunkers, placed in dead ground to make a good portion of troops survive a opening barrage, no matter how though it is. now my problem is to get the AI out of the bunkers after a certain time, i cant get em to leave the shelter even with a dismount order. what am i doing wrong or is this not possible what i try to do? anyone got expirience on this? 0 Quote Link to comment Share on other sites More sharing options...
Wiggum Posted November 21, 2009 Share Posted November 21, 2009 i am reworking my Punitive Expedition mission ...i cant help you with your problem, but great to hear that you reworking "Punitive Expedition" ! 0 Quote Link to comment Share on other sites More sharing options...
Pandur Posted November 23, 2009 Author Share Posted November 23, 2009 noone knows? that most probably means that it is impossible to get the AI out of bunkers without destroying it. crap, this blows 50% of the concept i had for the map. 0 Quote Link to comment Share on other sites More sharing options...
MikeyD Posted November 23, 2009 Share Posted November 23, 2009 I haven't tested this yet. Have you tried giving the bunker & men its own AI group and at some point giving them a move and 'disembark' AI order, as though it was a vehicle? This is something that can be easily tested now that we have Scenario Author Test mode - you can see what the other's side's doing. [EDIT] I just tested this. No-go. Doesn't seem to work. Bunker occupants seem to be treated like tank crews, you can't get the AI to bail in an AI orders set. 0 Quote Link to comment Share on other sites More sharing options...
Pandur Posted November 23, 2009 Author Share Posted November 23, 2009 yea i tried with setting the troops inside of the bunker to move out after a certain time. with or without seperate dismount command they stay put in the bunkers. how do you mean to put the bunkers in a AI group? i have more single bunkers then there are max possible AI groups, and i need to move some man around too, wich takes up at least 5 AI groups, so adding the bunkers to seperate AI groups is a no go as i have none left. by the way, the 2nd thing i have problems with is that i want to place vehicles in a house, and i just cant make it. as soon as the scenario starts the vehicles are teleported outside to the street. but if iam not totaly mistakes i have seen vehicles in houses in other scenarios, how did the guys do it? 0 Quote Link to comment Share on other sites More sharing options...
Lets_All_Fight Posted November 23, 2009 Share Posted November 23, 2009 yea i tried with setting the troops inside of the bunker to move out after a certain time. with or without seperate dismount command they stay put in the bunkers. how do you mean to put the bunkers in a AI group? i have more single bunkers then there are max possible AI groups, and i need to move some man around too, wich takes up at least 5 AI groups, so adding the bunkers to seperate AI groups is a no go as i have none left. by the way, the 2nd thing i have problems with is that i want to place vehicles in a house, and i just cant make it. as soon as the scenario starts the vehicles are teleported outside to the street. but if iam not totaly mistakes i have seen vehicles in houses in other scenarios, how did the guys do it? In CM1 I think you could put vehicles, field guns etc in buildings by placing them in the editor firsts and them putting the building on top of them. It's a very long time since I used the CM1 editor, though, so i'm not 100% certain. 0 Quote Link to comment Share on other sites More sharing options...
lomir Posted November 23, 2009 Share Posted November 23, 2009 I haven't tested this yet. Have you tried giving the bunker & men its own AI group and at some point giving them a move and 'disembark' AI order, as though it was a vehicle? This is something that can be easily tested now that we have Scenario Author Test mode - you can see what the other's side's doing. [EDIT] I just tested this. No-go. Doesn't seem to work. Bunker occupants seem to be treated like tank crews, you can't get the AI to bail in an AI orders set. Uhm... yes, the game always puts an unit as crew (in blue color) whenever its inside a bunker... But if you add another unit and give to the "passengers" (in green color) the same or a different AI Group than the others - "crew" and bunker, still nothing happens: they don't want to "dismount". Those concrete bunkers are so cozy... 0 Quote Link to comment Share on other sites More sharing options...
Lets_All_Fight Posted November 23, 2009 Share Posted November 23, 2009 I just checked and my way doesn't seem to work either. Unit teleports as soon as you start the scenario. 0 Quote Link to comment Share on other sites More sharing options...
Pandur Posted November 24, 2009 Author Share Posted November 24, 2009 Unit teleports as soon as you start the scenario. damn!!! same here!(yes i used the CMx1 methode too) this blows about everything special i had in mind for this mission now. i wanted 6 VBIED´s immobilized in 2 houses next to each other. representing a ammo cache. when you hit it with heavy arty it should have blowen up the houses and the VBIED´s all together, but the "ammo" is not staying inside of the house unfortunately but end up on the streets damn, i think i have to rethink everything i had in mind for the new punitive expedition scenario. crap! 0 Quote Link to comment Share on other sites More sharing options...
Lets_All_Fight Posted November 24, 2009 Share Posted November 24, 2009 Just a quick thought as I'm at work just now and can't test it but can't the vehicle condition box be set to 'immbobilized' for vbied's as it can for regular vehicles? Perhaps that might 'freeze' them into position? 0 Quote Link to comment Share on other sites More sharing options...
Pandur Posted November 24, 2009 Author Share Posted November 24, 2009 i wanted 6 VBIED´s immobilized... unfortunately, as i wrote above, i tried it with immobilized in the first place. i could try without immobilization but i dont think that changes anything. and destroyed isnt an option i think as it wont blow up anymore i guess. 0 Quote Link to comment Share on other sites More sharing options...
SlapHappy Posted November 24, 2009 Share Posted November 24, 2009 Using the "baked" scenario should allow you to do what you want to do with the bunker occupants, shouldn't it? I don't know if that's something you want to do, however. 0 Quote Link to comment Share on other sites More sharing options...
Lets_All_Fight Posted November 24, 2009 Share Posted November 24, 2009 unfortunately, as i wrote above, i tried it with immobilized in the first place. i could try without immobilization but i dont think that changes anything. and destroyed isnt an option i think as it wont blow up anymore i guess. Ah yeah. Sorry. I missed that in my enthusiasm! 0 Quote Link to comment Share on other sites More sharing options...
Pandur Posted November 25, 2009 Author Share Posted November 25, 2009 so well, i will try around a little more but i think the plans i had for the mission are ultimately screwed. back to the drawing bord i guess. 0 Quote Link to comment Share on other sites More sharing options...
tagge Posted December 18, 2009 Share Posted December 18, 2009 It's all ball bearings these days! - Erwin Fletcher (Fletch) Offtopic: Great movie! Or movies! I have them both on DVD now. Truly the most fitting actor to portray "Fletch" in a movie (based on novels by Gregory McDonald). Madeline: I'm sorry, who are you again? Fletch: I'm Frieda's boss. Madeline: Who's Frieda? Fletch: My secretary. 0 Quote Link to comment Share on other sites More sharing options...
Lanzfeld Posted December 19, 2009 Share Posted December 19, 2009 Like Slaphappy said, If you bake the scenario then you can get your boys to leave the bunkers but they will only follow your orders and not any AI plan after the orders are completed. You can give them a huge chain of orders though. 0 Quote Link to comment Share on other sites More sharing options...
Pandur Posted December 19, 2009 Author Share Posted December 19, 2009 impossible as i dont want them to follow no AI plan, also i can have 1:30 pause at max, thats where the opening barrage will be in full force. i need at least a 4 to 6 minutes delay and after that they should follow their AI plan. 0 Quote Link to comment Share on other sites More sharing options...
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