Mission Creation Advices, Ask Your Questions Here

It should work. Try to use UnitSetProperties action and set it in there.
It should work not only for AA, but for regular vehicle (like tanks) as well.
I would not be surprised if it is broken now.

I have a “us_xm_975_Roland” in ine of my maps and have it set at 0.25 accuracy and effective shooting rate at 0.3
Lot of misses with that setting but occasionally air that is pretty close often takes a hit. Hope this helps.
Screenshot_54

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I’m trying to make a User Mission in which there is a squad of units of different types and they have to be sorted by type.
I tried using unitCheckTag and useForTriggerFiltered in a unitMoveTo function to get them to move to specified areas, but this isn’t working.

How would I achieve this?

Someone please look a this also. I wanna learn how BehTrees work and how we can use them to achieve things which are normally not possible. like making the AI Helis fly.

I looked through the files and these are the available nodes and trees:

|taxi_and_takeoff||air|
|testFighterVsFighter||air|
|testFighterVsFighterDM||air|
|missionBomber||air|
|doPanic||air|
|doFrontalPanic||air|
|missionAssault||air|
|diveBomber||air|
|missionTransport||air|
|missionKamikaze||air|
|missionFlight||air|
|missionRacer||air|
|missionHitThePoint||air|
|missionAssault_torpedo_all||air|
|missionAssaultT||air|
|missionFlightWithoutEvaidance||air|
|missionAssaultTutorial||air|
|railFlight||air|
|tankBotPve||ground|
|tankBotDriveByRoute||ground|
|defaultCTABot||air|
|assaultBot||air|
|captureBot||air|
|assistCaptureBot||air|
|defenderBot||air|
|seekerBot||air|
|idleBot||air|
|rearmingBot||air|
|tankBot||ground, best|
|shipMissionUnit||ship|
|HLBCapture||air|
|missionFighter||air|
|cutsceneFighterVsFighter||air|
|cutsceneFighterVsBomber||air|
|cutsceneDiveBombTarget||air|
|missionTargetEliminator||air|
|collisionAvoidance||air|
|coopBot||air|
|coopBotAttempt||air|
|coopBomberAttempt||air|
|coopBomber||air|
|leftTurn||air|
|rightTurn||air|
|instructorBeh||air|
|unitAttackTarget||air|
|commonBomber||air|
|commonFighter||air|
|testAI||air|
|catapulted||air|
|recon_micro||air|
|quadcopter||air|
|carrierFighter||air|
|carrierBomber||air|
|carrierDiveBomber||air|
|eventMissionSimpleEnergyAttack||air|
|wild_bot||infantry|
|runner||infantry|
|main_seq||infantry|
|runner_wait||infantry|
|front_runner||infantry|
|back_runner||infantry|
|back_runner||infantry|
|defender||infantry|
|wanderer||infantry|
|walker||infantry|
|crawler||infantry|
|croucher||infantry|

And a list from the files which you can read the functions to see how they work and what they do:
ailist.blk (98.4 KB)