BRIDGE PASS for AI

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Author: [EC] HAWK

Last revision: 2 May, 2022 at 17:22 UTC

File size: 52.82 KB

On Steam Workshop

Description:

Simple script and template mission for manage passing bridges by AI units

for use it on other missions:
– copy script bridge pass.sqf to mission folder
– put to init.sqf in mission folder this init line:

bridge_pass = compileFinal preprocessFileLineNumbers "bridge pass.sqf";

for use place 2 triggers on ends of bridge (or any thing what should be passed directly) and put to them call instruction to activation field.

in trigger named "bridge_1_1" put:
[(thistrigger),(thislist),bridge_1_2,50] spawn bridge_pass
in trigger named "bridge_1_2" put:
[(thistrigger),(thislist),bridge_1_1,20] spawn bridge_pass

where "bridge_1_x" is oposite trigger of bridge’s endings
last number is optional (default is 40km/h) and mean speed of crosing bridge in km/h

known problems:
– return to wayponts path for columns transports
– two direction movement on bridge
– not eunogh independent movement on some bridges/maps (case of setdriveonpath command)

hints and communicates you can rem in script – yellow circles on screen is visualisation of nav point generated by script.