Convoy script stress test
8 vehicles convoy, mix of trucks and humvees, 7 waypoints, AI drivers... Set, ready, go ! This was a stress test of my simple convoy script, a sort of "proof of robustness". The convoy handled itself well, as it was able to recover each time a vehicle got stuck. They stopped moving after 2.5 hours, probably because I placed my waypoints too far from each other (other side of Altis), and that broke the AI path finding. The camera view is from the gunner of the tail vehicle. More details on the scripts used can be found on the BI forum thread here : https://forums.bohemia.net/forums/topic/226608-simple-convoy-script-release/ As for the code used in the video, here it is (just replace isSmaller by a chevron, as Youtube doesn't allow me to use that character in the description...) : TOV_fnc_SimpleConvoy = { params ["_convoyGroup",["_convoySpeed",50],["_convoySeparation",50]]; _convoyGroup setFormation "COLUMN"; {(vehicle _x) limitSpeed _convoySpeed*1.15} forEach (units _convoyGroup); (vehicle leader _convoyGroup) limitSpeed _convoySpeed; while {sleep 10;true} do { { (vehicle _x) setConvoySeparation _convoySeparation; if (speed vehicle _x isSmaller 5) then { (vehicle _x) doFollow (leader _convoyGroup); }; } forEach (units _convoyGroup)-(crew (vehicle (leader _convoyGroup)))-[player]; }; };
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