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View Full Version : Refueling for AI


Joe
03-06-2007, 05:26 PM
Example: I set up 3 plts of veh that should step by step reach a waypoint in a gap formed by 2 fueltrucks and 2 ammo trucks. (idea is to have them resupplied and after finishing give it to a player). So the first plt enters this gap- and yes it works :) . I created an event "plt XX is fully refueled and fully rearmed" that actually should take this plt ahead to a certain waypoint and let the next plt enter the gap- and so on. (if you try mind that the tanks e.g. are set to close formation, and the resupply trucks are set to regular formation, so the trucks will be set right between two tanks in the necessary distance, if the waypoints are set properly- takes some time to adjust, anyway ;) ). Ok and now the problem: after finishing the resupply the first plt doesn't move, I looked at every single veh and dang, one is set to 99% fuel, what I guess does not match the condition "fully refueled". To make matters worse by chance I noticed that it was set to fuel 100% and then dropped back for a reason I can't understand since the others remain at 100%. Ok, first aid was to set them to "not low on fuel" instead of "fully refueled", in that case the given procedure works well. Any explanation?

PS: since I'm used to to German terms for resupply the above mentioned are only attempts to translate, I guess it can be understood even if they are not the correct terms ;)

Ssnake
03-07-2007, 06:31 AM
In the demo folder, the sample scenario uses a timer. It may be worthwhile to see how long the refueling process takes (depends on with how much they arrive, of course). Use the incremental time function to make them go to the next waypoint.
Fully refueled, I guess, simply never happens since whenever the refuel process is finished the running engine takes a little sip so tha the tank always remains a tiny little bit under "full". It's fully by all means, but computers can be picky when it comes to definitions.