Group them in order to a Lead vehicle and select any formation to be used in the convoy and order everyone to hold formation. For roads surrounded by a lot of terrain I recommend the File formation. On open roads I recommend the Column formation.As the convoy is slowed to the speed of the slowest vehicle in the convoy, and the lead vehicle dictates the speed, the slowest vehicle should be selected as the lead vehicle.If the convoy is moving off-road I recommend the Staggered Column, Wedge, Echelon Left/Right, Line and File formations.
Don't use the rest as they are not efficient with vehicle convoys. Originally posted by:Group them in order to a Lead vehicle and select any formation to be used in the convoy and order everyone to hold formation. For roads surrounded by a lot of terrain I recommend the File formation.
On open roads I recommend the Column formation.As the convoy is slowed to the speed of the slowest vehicle in the convoy, and the lead vehicle dictates the speed, the slowest vehicle should be selected as the lead vehicle.If the convoy is moving off-road I recommend the Staggered Column, Wedge, Echelon Left/Right, Line and File formations. Don't use the rest as they are not efficient with vehicle convoys. How do I assign someone as a group leader?(sorry, i'm new to pc gaming and used to the simple battlefield/cod).
Part.1 covers=Move=Destroy=Get In=Spatial=Vehicle=Seek & Destroy=Join=Join & LeadA waypoint's type will define what the group is to do when the waypoint becomes active. Note that if the selected group is on side Logic, only waypoint types AND and OR are available./b/iSelect between default engine waypoints and scripted waypoints provided by specific official or community projects. Scripted waypoints can be added in CfgWaypoints.Select Type/i=MoveThe group will move to this point or object.
The move waypoint is considered complete when the leader gets close to the waypoint, the required distance being between 1 and 500 meters depending on the leader's vehicle type (if any) and whether a player is controlling the leader. The movement mode and method will depend on the group's behaviour settings, with movement rarely being made in a straight line between waypoints. AI leaders will generally pause to choose a path before they start moving. Groups will automatically board any transport vehicles they own if the next waypoint is far enough away. If the waypoint is too far away or a valid path cannot be found, the group may never reach the waypoint.
If a Move waypoint is attached to a building object, the 'Position In House' menu option will become available.=DestroyThis waypoint type works best when it is attached to a object. The group will attempt to destroy whatever object the waypoint is placed upon, irrespective of the target object's side. If the group is unable to destroy the attached object they will move within range of being able to identify the object, then wait until it is destroyed (even if the target is not destroyable!). If the waypoint is placed spatially, the waypoint's behaviour is less predictable. If the waypoint is far away from any mission editor placed objects, the waypoint will generally be instantly considered complete without the group moving towards the waypoint's location. If there is any object near the spatial waypoint, the group may treat that object as a normal destroy target.
However, sometimes the group may start to attack the object, then instantly move to the next waypoint without destroying anything. The exact object the group will attack is not easily predicted, and if the group itself is near the spatial Destroy waypoint when it becomes active, the group may even choose to attack, but not necessarily destroy, one of it's own members.=Get InThe exact effect this waypoint type has depends on whether it is placed in empty space, attached to a vehicle or a non-vehicle object. There are many possible combinations of circumstances, each with slightly different effects.=SpatialIf the waypoint is spatial, any walking units in the group will board free space in any vehicles with that the group possesses. Note this happens as the waypoint becomes active, rather than when it is reached.
Part.3 covers=Dismissed=Height=Waypoint Order=Description=Combat Mode=Formation=Speed=DismissedThis waypoint type can be used to simulate casual off-duty behaviour. The group will move to the waypoint, then be dismissed.
The group will automatically split itself into small teams of one to four units, who will move to random locations, sit down, etc. Given enough time some of the group may wander kilometers from the waypoint. Note that the dismissed waypoint does not inherently alter behaviour mode, nor make units disembark, land aircraft, or turn vehicle engines off. A dismissed waypoint is completes if the group comes into contact with any enemy units.
AND- Only available for groups on the Game Logic side. This waypoint will not complete until all waypoints it is synchronized with have been completed.
OR- Only available for groups on the Game Logic side. This waypoint will complete when any one of the waypoints it may be synchronized with has been completed.=HeightTKOH 1.00.gifSet waypoint height above terrain. AI will still behave as if waypoint would be placed on ground, but icon in player's view will be placed in correct height.=Waypoint OrderIn this drop down menu, you can choose the number that the currently edited waypoint will be.
It is possible to insert a new waypoint between two existing waypoints by changing this to the desired waypoint number in the new waypoint's menu. The order in which existing waypoints will be carried out can also be changed.=DescriptionText in this box will be displayed on the HUD when the waypoint is currently active. If left blank, the waypoints type shall be used.
When the group is close to the waypoint, but it requires conditions that are not satisfied to be completed, the HUD text will always change to 'Wait'.=Combat ModeThe group's combat mode can be defined in this drop down box. Combat Modes change as the waypoint becomes the group's current active waypoint, rather than when the group completes the waypoint. Note if the group is lead by a player, these changes will not automatically take place. No Change- The group will continue under it's existing combat mode. Never Fire- The leader will order the group to hold fire and disengage (CombatMode 'Blue'). The group will never fire under any circumstances. Hold Fire- The leader will order the group to hold fire and disengage (CombatMode 'Green').
Individual units will open fire on any enemy units that are both aware of their individual presence and can harm them. Hold Fire, Engage At Will- The leader will order the group to hold fire and engage enemy units at will (CombatMode 'White'). Individual units will move into a position from which they could shoot at the enemy, but will only open fire on an enemy unit that becomes aware of their presence and can harm them. Open Fire- This is the default Combat Mode. Units will fire upon any suitable target in range, while staying in formation (CombatMode 'Yellow'). The group leader may order individual units to engage targets. Open Fire, Engage At Will- The leader will order his units to fire upon any suitable target in range, and move to engage at will (CombatMode 'Red').
Units may move out of formation in order to find suitable firing positions on known targets.=FormationThis will specify which formation the group should enter as the waypoint becomes active. Unless specified otherwise, all groups start a mission in the default formation Wedge.
Formations are normally formed around unit 1 (normally also the group leader) and each unit will normally keep in the same formation position as his number. For these descriptions, infantry units have been used. As a rough guide, each adjacent land or sea vehicle seems to use an additional 'width' spacing of approximately twice the normal spacing, and an additional three times the 'depth' (behind or in front) spacing.
Air units will keep about five times the width, and ten times the depth spacing. The effect is cumulative, so that two helicopters will keep twice as far apart as one helicopter will stay from one soldier. Some behaviour modes can override the formation setting. Cmd opening and closing randomly. Some large formation types may have trouble moving through object rich areas such as towns. No Change- The group will continue under with it's current formation. Column- The group will line up in a single file behind unit 1, five meters apart. Staggered Column- The group will form into two columns separated by a width of five meters.
The right column is staggered five meters behind the left, unit 1 leads the left column. Wedge- The group will form into a wedge shape, with unit 1 at the forward point. Each following unit will stay five meters behind and five meters further left or right from the man in front. All even units will be on the right side of the formation leader, all odd units on the left.
Echelon L(eft)- The group will form into a line behind and to the left of unit 1. Each unit is five meters behind and further left than the previous unit. Echelon R(ight)- Same as Echelon L(eft), except the formation will be to the right. Vee- Similar to Wedge, but inversed. Each unit stands five meters in front of and further to the left or right of the nearest man. Line- The group will form a line perpendicular to the facing of unit 1. Each man stands five meters apart.
Delta- This formation will form into three columns behind the formation leader. The outside columns are each 2.5 meters behind the middle column and 2.5 meters to either side. Column (compact)- This formation is the same as Column, except only 2.5 meters between each unit.=SpeedThis setting will define the movement speed of the group. Changes will take place as the waypoint becomes active, rather than when the waypoint is completed. In Normal or Limited mode, the group leader will slow his movement rate to allow his units to keep up with the formation.
Note that a leader in an aircraft will not be able to move slowly enough to allow slow ground units to keep up. No Change- Group will continue moving in it's current speed mode. Limited- Soldiers will walk to their destination. Vehicles will move at a low speed. Normal- This is the default movement speed. Did vault tec start the war.
Soldiers will jog, vehicles move at moderate speed. Full- The group leader will move as quickly as possible to the waypoint.
He will make no effort to slow himself down to allow the formation to keep up. Any units that might be able to travel faster than the leader will not do so, instead they will stay in formation. Part.4 covers=Behaviour=Placement Radius=Completion Radius=Position In House=Timeout Counters=Condition=On Act(ivation)=BehaviourA group's Behaviour mode determine how it's units move from one point to another, behave when idle and how the engage an enemy. This setting can over-ride all of the above group mode settings (Combat Mode, Formation and Speed).
Arma 3 Civilian Vehicles
As with those three modes, this setting also takes effect as the waypoint becomes active. Behaviour effects are most obvious on infantry groups. No Change- The group will continue to behave in it's current state. Careless- Careless behaviour will cause the group move and behave in a very non-combat manner. The group will form into a Compact Column like formation, where each unit will directly follow the man in front rather than moving in a formation. Soldiers will carry their weapons in safe position (rifles across body, pistols holstered) and walk slowly.
Infantry will not fire on enemy targets (unless they have wounded legs), but vehicles will still fire on enemies. Groups in careless mode do not switch to a more alert mode if enemies are encountered.
All unit types show preference moving along roads whenever possible. Safe- Similar to Careless, except the group will change behaviour to Aware upon detecting an enemy unit.
Aware- This is the default behaviour mode. The group will move at moderate speed, with soldiers generally standing upright and making some occasional efforts to use cover when available.
Most unit types still prefer to travel along roads and vehicles will travel in convoy irrespective of their current formation type. Tracked vehicles will not use headlights, and will drive across any surface with no preference given to staying on roads. Air units will not use lights. When enemies are known to be in the area, troops will disembark from any of their group's wheeled transport vehicles (trucks, cars), and the group will move while carrying out 'bounding' maneuvers, making stronger use of available cover.
Combat- This behaviour mode will result in a much higher combat performance than Aware. Infantry groups will always move using bounding maneuvers, and will normally keep crouched or prone unless moving. They will make some use of available cover, choosing to spend some time crawling when in cover. They seem to occasionally send out one unit ahead of the group as a scout.
No vehicles will use headlights at night. If enemy units are known to be in the area, infantry groups will move is a more cautious manner.
Stealth- Stealth mode will cause a group to behave in a very cautious manner. Infantry groups will move via cover whenever possible, spending much of their time crawling. When they need to cross open ground, they appear to occasionally choose to send scouts running ahead to reach the cover ahead as quickly as possible. A stealthy infantry formation can tend to end up quite fractured. Fallout new vegas can't find katana mods. Wheeled vehicles will still follow roads if available, but no longer convoy. If enemy units are known to be in the area, infantry groups will move more closely together and spend even more time prone.=Placement RadiusThis option works in a similar way to a objects placement radius.
The waypoint will be placed at random within a circle of the given radius, in meters. Note that the waypoint's position is set during mission initialization, so a group that uses a Cycle loop to go to a waypoint with a placement radius more than once will always move to the same location. If the waypoint is attached to an object, the waypoint HUD marker will appear at a random location for players, until they know of the object it is attached to, when the HUD marker will reposition itself onto the object.
AI leaders will always move directly to the object.=Completion Radiusarma2 1.00.gif arma2oa 1.51.gif TKOH 1.00.gifThe distance to the waypoint at which the waypoint is considered as reached/completed. This can be used to set a 'close enough' range, so that the unit doesn't need to go right on top of the waypoint position/center. When the group leader is a player, the required distance to a waypoint in automatically increased compared to an AI leader.=Position In HouseThis option is only available if the waypoint is attached to an object with a defined path 'Level Of Detail' (LOD) with positions. Most enterable buildings should have these, and only infantry units can use them. The positions are often near doorways and windows, although since the numbering system follows no simple rule a lot of trial and error will be needed to place the waypoint in the desire location. Path LODs allow units to ignore clipping, allowing them to walk through anything. If you send a multi-unit group to a position, they will all move to that position, standing inside each other!
A move type waypoint set to a building position will never be considered complete without scripting. More than one waypoint can be set on the same building.=Timeout CountersDespite it's name, this counter works in a similar manner to the Trigger Countdown counter. Once the waypoint would normally be considered complete, the waypoint will wait for the specified time period before it becomes complete and the group is allowed to continue to the next waypoint. The conditions of completion do not have to remain true for the duration of this time period.
The Min, Mid and Max fields define the possible delay in seconds between the Min and Max values, gravitating towards the Mid value. For example, if all three values are set to 10, then the waypoint delay will always be 10 seconds, without any variation between mission play-throughs. If Min was 5, Mid was 10 and Max 15, the delay would be somewhere between 5 and 15 seconds, most likely being close to 10.=ConditionThis script code block allows creation of additional conditions before the waypoint will be completed. While the block's return value is false, the waypoint's type will be changed to type 'Wait', which can not be completed. The group will move to the waypoints position (irrespective of whether they would normally do this for the waypoint's true type!), generally waiting until the Condition block returns true before carrying out the waypoint's type actions (but not for all types). If the Condition block is left empty, the waypoint will never complete.
Within the Condition block, this refers to the group leader, and thisList refers to an array containing each unit in the group.=On Act(ivation)Another script code block, executed when the waypoint is completed. Within this block, this refers to the group leader, and thisList refers to an array containing each unit in the group. Any expressions in the On Act. Field must return nothing, or an error message will prevent the waypoint dialogue from closing. Part.5 covers=Script=Effects=ScriptThis block will only be used if the waypoint is of type Scripted. See that waypoint type description above for details.Never Show/Show in Cadet/Always ShowChoose whether or not you wish this specific waypoint to visible on the mission map during gameplay. Waypoints will only be visible to units within their group.
Arma 3 Spawn Vehicle Command
If any waypoint is shown, the group leader's initial position in the mission editor will also be drawn (this position is set before any changes made during initialization take place). Lines are drawn between the shown waypoints, irrespective of how many non-shown waypoints lie between them.=EffectsThe waypoint effects menu allows for audio and visual effects to be created as the waypoint is completed, immediately after the trigger's On Activation code block is executed. The menu is almost identical to the Trigger Effects menu.