wow, i had no idea that existed, thanks banjo. I really like that the second team moves in when the first is eliminated without the need for scripting!!
Didn't watch the video or read the comments but this mechanic is facinating on the extreme end. More guard sectors than units or more units than guard points. The AI seems to have a bit of negotiation for who goes where and they tend to shuffle units around sometimes. It seems like the order they were created in is their priority if you want to have a sort of fall back mechanic. One other weird thing but the AI seems to share intel between units, like if you are on an ai squad set to guard, they will get radio traffic to attack things in other guard sectors but the order will be canceled if someone else deals with it so the ai will kinda gravitate towards presistant threats. So I tend to set my first guard sector as basically the entire island or the entire operational area. Been using these since ofp.
Sounds insane but I have had a few scenarios over the years basically with unit counts approaching a full company with supporting units. Give the AI like an hour or two to settle in, and then invade and basically have a fully randomized reactive scenario where I never really know if just over that hill is a hq element, the medical team or a tank platoon. AAA will be in random places.. lots of fun. Arma 3 kinda ruins it with vehicles as anything happening anywhere tends to trigger the ai to dismount the vehicles but in arma the ai wanting to engage at realistic ranges does make it a bit more fun and dangerous.
Can you do a remake of this video since I have the Eden Editor and plus I can’t sync the trigger with the waypoint because it won’t connect! I’m following you’re advice step by step but still having trouble!
I'll do a few videos on the Eden editor, it has it's differences which should be explained but most of the editing in these videos still applies. I'll get one together about syncing triggers sometime this weekend.
I haven't used that script since the version for arma 2 and can't really recall how it acted so I can't say in comparison to urban patrol script but basically it will cause a group to hang around a trigger zone defending against any known attackers and if other groups are linked to the same trigger zone then they will come reinforce the area when the primary group falls or flees. The BI Wiki gives a far more in depth description of Guard waypoints - community.bistudio.com/wiki/Waypoint:Guard
As someone else below explained. In the latest editor as of Feb 2023, you can't sync the trigger to the guard waypoint. I followed this video step by step. The 'connect waypoint' option in the right click menu of the trigger will not connect. If you choose the second option which is, 'set activation' that will connect but the units just stay at the guard way point. I emailed BIS because they really need to put out a website only dedicated to waypoints with videos. There are too many confused people out there because there are too many broke and incomplete tutorials sites with vouge explanations. This will be the death of BIS. BIS needs to make a step-by-step tutorials for each and every waypoint type and with simple examples and videos. Not just one example, but multiple examples. I'm not spending my weekends searching google only to be disappointed as I've been for the last 20 years. I work all week. If BIS can't get is right, my money stays in my pockets.
I couldn't say for certain but I'd assume a number of checks are done including known enemy units in the zone, enemy vs friendly unit count, unit health.
The guard waypoint is for guarding static locations although there are a few ways to achieve what you were asking about. To what extent did you want the guard team to guard the officer? I would imagine you want the team to follow close and fire on threats without running off to engage?
pickinthatbanjo Yes mate that's exactly what I'm thinking. It's part of a sniper mission I'm making where the officer is the target. Blufor will try to kill opfor officer from about a klick away. I wanted the officer walking around town with a fire team acting as his guards. I wanted the officer to stop at some waypoints to animate chatting with his troops before moving off to his next waypoint. I need the officer to be killable also (I read somewhere that while in animation you can't kill the ai). The officer would continue on his waypoints till he reached his cycle waypoint then repeat the lot again until killed. Thanks for any help mate
The method I'd use would be to give the guard team the same waypoints as the officer and synchronize each teams waypoints to each other, this will force both groups to move together and give the option of setting different behavior for each group.
I've never really thought about doing it that way, but you could simply attach the trigger to the officer. That should work pretty well. Except that the guard team will probably lag behind a bit.
Hello Banjo. YOu have been helping me a lot through the editor. I'm making an Helicopter attack mission, and I want the helicopter (piloted by an AI, and gunner is used by the player) to circle around an enemy camp to the player can take them out. However, I can't seem to can use the "GUARD" under the Waypoint menu, and placing waypoints and a "cycle" waypoint is really messy. Can you please help? - Thanks
Actually no. I have been using guardpoints for many years. And for some reason synced guard points don't work for me in the 3d editor so I had to apply them in a different way. The rest is pretty much the same to me. They still have the right effect overal tough. When I put my enemies on guard they become more agressive and make more of their own decisions in combat. They'd chase you all over the map if they could.
well, the thing about that is that if I friend one person off of youtube I need to friend hundreds since they may read this post and have the same idea. I would be much closer to thinking that messaging me on youtube or just sending me a teamspeak 3 IP would work better as I could message or even speak at will with you.
pickinthatbanjo I just thought we could've chatted thru Steam....assuming it would've been the same as speaking thru teamspeak which I've never used because I don't play online. It's okay though, thanks again for sharing.
Welll if you haven't used ts3 then it is probably worth looking into, it allows for real time communication between users. I use it all the time to communicate ingame with the group in my arma 3 gameplay videos.
short, simple and into the point, this is how instruction manual videos are done, excellent work!
wow, i had no idea that existed, thanks banjo. I really like that the second team moves in when the first is eliminated without the need for scripting!!
Didn't watch the video or read the comments but this mechanic is facinating on the extreme end. More guard sectors than units or more units than guard points. The AI seems to have a bit of negotiation for who goes where and they tend to shuffle units around sometimes. It seems like the order they were created in is their priority if you want to have a sort of fall back mechanic. One other weird thing but the AI seems to share intel between units, like if you are on an ai squad set to guard, they will get radio traffic to attack things in other guard sectors but the order will be canceled if someone else deals with it so the ai will kinda gravitate towards presistant threats. So I tend to set my first guard sector as basically the entire island or the entire operational area. Been using these since ofp.
Sounds insane but I have had a few scenarios over the years basically with unit counts approaching a full company with supporting units. Give the AI like an hour or two to settle in, and then invade and basically have a fully randomized reactive scenario where I never really know if just over that hill is a hq element, the medical team or a tank platoon. AAA will be in random places.. lots of fun. Arma 3 kinda ruins it with vehicles as anything happening anywhere tends to trigger the ai to dismount the vehicles but in arma the ai wanting to engage at realistic ranges does make it a bit more fun and dangerous.
@@FromMyBrain how do you make it sinc? i can't seem to sinc the trigger to the guard waypoint
👍 As usual, another great tidbit of info presented to make ARMA III even more enjoyable. Thank you sir.
Can you do a remake of this video since I have the Eden Editor and plus I can’t sync the trigger with the waypoint because it won’t connect! I’m following you’re advice step by step but still having trouble!
I'll do a few videos on the Eden editor, it has it's differences which should be explained but most of the editing in these videos still applies. I'll get one together about syncing triggers sometime this weekend.
How do the guard AI act when guarding compared to say the urban patrol script using a marker?
I haven't used that script since the version for arma 2 and can't really recall how it acted so I can't say in comparison to urban patrol script but basically it will cause a group to hang around a trigger zone defending against any known attackers and if other groups are linked to the same trigger zone then they will come reinforce the area when the primary group falls or flees.
The BI Wiki gives a far more in depth description of Guard waypoints - community.bistudio.com/wiki/Waypoint:Guard
how to make a patrol guard an area and not a person/leader and have the patrol be un wayponted on the soldiers (so it is unpredictable)?
hai benjo i want question how to set identity name arma 3 so i want change name unit one by one other name how to i can do that?
As someone else below explained. In the latest editor as of Feb 2023, you can't sync the trigger to the guard waypoint. I followed this video step by step. The 'connect waypoint' option in the right click menu of the trigger will not connect. If you choose the second option which is, 'set activation' that will connect but the units just stay at the guard way point. I emailed BIS because they really need to put out a website only dedicated to waypoints with videos. There are too many confused people out there because there are too many broke and incomplete tutorials sites with vouge explanations. This will be the death of BIS. BIS needs to make a step-by-step tutorials for each and every waypoint type and with simple examples and videos. Not just one example, but multiple examples. I'm not spending my weekends searching google only to be disappointed as I've been for the last 20 years. I work all week. If BIS can't get is right, my money stays in my pockets.
Wondering if this has ever been ft
Nice one as usual :) Does the "guard" waypoint just keep them still, or do they patrol?
They should patrol around the guarded area engaging threats to it but they will stick close to it as well rather than chasing down the enemy units.
Also syncing a group to multiple triggers will allow them to prioritize which needs guarding the most.
pickinthatbanjo How do they decide which needs guarding the most? Just by which area is under attack?
I couldn't say for certain but I'd assume a number of checks are done including known enemy units in the zone, enemy vs friendly unit count, unit health.
Is it possible to have a team guard an officer & have the officer walking along waypoints? Thanks
The guard waypoint is for guarding static locations although there are a few ways to achieve what you were asking about. To what extent did you want the guard team to guard the officer? I would imagine you want the team to follow close and fire on threats without running off to engage?
pickinthatbanjo Yes mate that's exactly what I'm thinking. It's part of a sniper mission I'm making where the officer is the target. Blufor will try to kill opfor officer from about a klick away. I wanted the officer walking around town with a fire team acting as his guards. I wanted the officer to stop at some waypoints to animate chatting with his troops before moving off to his next waypoint. I need the officer to be killable also (I read somewhere that while in animation you can't kill the ai). The officer would continue on his waypoints till he reached his cycle waypoint then repeat the lot again until killed. Thanks for any help mate
The method I'd use would be to give the guard team the same waypoints as the officer and synchronize each teams waypoints to each other, this will force both groups to move together and give the option of setting different behavior for each group.
I've never really thought about doing it that way, but you could simply attach the trigger to the officer.
That should work pretty well. Except that the guard team will probably lag behind a bit.
Hello Banjo.
YOu have been helping me a lot through the editor.
I'm making an Helicopter attack mission, and I want the helicopter (piloted by an AI, and gunner is used by the player) to circle around an enemy camp to the player can take them out. However, I can't seem to can use the "GUARD" under the Waypoint menu, and placing waypoints and a "cycle" waypoint is really messy.
Can you please help?
- Thanks
Solved your problem?
that's in the 2D editor, how do do it in the 3D
how to use switch team?
i can't sinc the trigger help ;-;
now somebody post up a tutorial about the 3d editor.
2d and 3d editor are the same editor. Ones on a map, ones actually looking at stuff.
Actually no. I have been using guardpoints for many years. And for some reason synced guard points don't work for me in the 3d editor so I had to apply them in a different way. The rest is pretty much the same to me.
They still have the right effect overal tough. When I put my enemies on guard they become more agressive and make more of their own decisions in combat. They'd chase you all over the map if they could.
Thanks for sharing
No problem I'm glad you enjoyed it
pickinthatbanjo Aloha friend may I please add you on Steam? I think we can trade valuable scripting information.
well, the thing about that is that if I friend one person off of youtube I need to friend hundreds since they may read this post and have the same idea. I would be much closer to thinking that messaging me on youtube or just sending me a teamspeak 3 IP would work better as I could message or even speak at will with you.
pickinthatbanjo I just thought we could've chatted thru Steam....assuming it would've been the same as speaking thru teamspeak which I've never used because I don't play online. It's okay though, thanks again for sharing.
Welll if you haven't used ts3 then it is probably worth looking into, it allows for real time communication between users. I use it all the time to communicate ingame with the group in my arma 3 gameplay videos.
I dont understand you use very old version editor just 2D , must be update apex edition
This video is almost five years old, but yeah I understand that the editor has changed.
thanksssss