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No idea how to prevent this. I could probably set waypoints for the teams, but I think they will still want to board that stupid truck.
The best idea is really to have each team led by a human player.
Just tested, more info on the infantry AI. Truck unloads the squad and AI fireteams (Striker 1&2) normally. All fine so far. However, after 45 secs or so, when the truck goes to its final destination at end of the road south, Striker 1 & 2 will run to the truck, and gets back inside!
Their movemement cannot be stopped by using the HC-menu. They will not acknowledge any orders. They get back into truck, and only way to get them out again is to shoot the tires. Is there some kind of script activated when the truck gets to its final WP ?
It probably would be different if the team leader would be a slotted player.
Btw, much agreed on VAS. It is great for training purposes and large 24/7 servers, but also efficiently kills immersion and mission balance in standard missions.
About VAS, I don't like to simply throw everything at the player; I prefer to take loadout/compositions that can handle the mission out of the box :)
We liked:
- For once a proper briefing
- High Command mode adds tactical flexibility even to smaller # of players
- Realistic & sane mission layout
- Atmospheric daytime setting
- Sensible loadouts. Props for -not- using VAS in this type of mission.
Couple of issues:
- Task to link up with the APC did not tick
- HC-APC worked fine, but AI HC-infantry teams were stuck in the cargo section of the truck. Solved the issue by shooting the wheels of the truck to get them to disembark : )
- Revive script threw errors and got occasionally stuck.
- Test setup: Hosted, normal branch, no mods.