Command queues and patrols and movement

Command queues and patrols and movement

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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Command queues and patrols and movement

Post by AF »

If I select 3 gators and tellt hem to patrol in a circle around an llt sometimes it works.

But sometimes they'll ignore a waypoint and some will goto it others will skip it, this can be seen as your issuing the commands and holding shift too.

I tried setting up an air bridge between the middle of supreme battlefield and the side of an island. and I had 4 ransports selected. So I tell them to load up and them move out to sea then move in to drop off then move out to sea then return and repeat.

It was a disaster. While issuing the orders some of them had the ordering of the queue all wrong and flew directly from loading point to unloading point over an enemy base and got shot down. Others would move out to sea then move back to the loading point then go to the other landmass to unload and thus get shotdown.
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LordMatt
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Joined: 15 May 2005, 04:26

Post by LordMatt »

I've never managed to get a repeat transport queue working either, but maybe I just don't know how to do it.
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Comp1337
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Joined: 12 Oct 2005, 17:32

Post by Comp1337 »

repeat transport is easy :|

repeat on, area load, area unload, done
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LordMatt
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Joined: 15 May 2005, 04:26

Post by LordMatt »

I know the steps, but like AF I can't seem to get it to work.
CautionToTheWind
Posts: 272
Joined: 30 May 2006, 17:06

Post by CautionToTheWind »

I've managed to approach a semblance of control by using the following sequence:

repeat on, area load, area unload, move-to-point-near load area

I had successful airbridges in the late days of AA, which i tried after Caydr announced he had worked on the transports. I fear BA never got those improvements, as my own attempt at a small supreme air bridge (10 transports, taking the lvl 1 arm laser kbot) failed miserably with only 1 transport doing all the work (slowly) and lots of units waiting in the load area while transports just sat around the last point in their orders. I find that without that last point, the transports sit in the unloading area (usually hot) when there are no units yet in the load area, or worse, fly to the unloading area with no unit loaded just for thrills.
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Foxomaniac
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Joined: 18 Jan 2006, 16:59

Post by Foxomaniac »

Comp1337 wrote:repeat transport is easy :|

repeat on, area load, area unload, done
Wasn't there AFAIK a bug with transports that made them not come back for the second load that way?

AFAIK the work-around was like :

Repeat on : Load area > unload area > Move order (anywhere)
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Goolash_
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Joined: 25 Nov 2006, 16:26

Post by Goolash_ »

The thing i noticed is that if you're loading zone is empty then the transports juts stay where they are now, so what you should do is this: repeat on, loading zone, unloading zone, move back near loading zone. Also important is to finish the entire queuing process before any units is actually loaded into a transport or it gets broken (i think).
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

yah thats a pain when you got a long winded queue.

What i wanted was a landbridge but I also wanted the transports to take a curved route around an enemy position en transit.
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