Attempting to create ai planes that crash onto a certain location in zombie mod

I tried to set the flyPos and endPos but they dont work

ju_87b_2_ai_plane{
  _use:t="ju_87b_2"
  _use:t="plane_spawn_in_air"
  _use:t="ai_aircraft"
  _use:t="ai_aircraft_crew_ger"
  team:i=3
  ai_aircraft_crew__soldier_template:t="ai_aircraft_crew_ger_soldier"
  killLogName:t="Uber-dive bomber"
  "dontCreateNphysObstacle:tag"{
  }

  "zombie:tag"{
  }
  ai_aircraft__endPos:p3=-379.0,6.0,1279.0
  ai_aircraft__flyPos:p3=-379.0,6.0,1279.0
}
ju_87_spawner{
  _use:t="zombie_rush_paratrooper_spawner"
  simple_spawner__template:t="ju_87b_2_ai_plane"
  simple_spawner__randomRadius:r=5.0
  simple_spawner__useTeamSpawns:i=5
  simple_spawner__additionalHeight:r=200.0
}

They just fly away into the distance and not bother crashing onto the point

2 Likes

On second thought, i might just need to make them spawn at a specific angle of rotation

Interesting idea. I wonder how well this will work.

1 Like

well i am out of ideas
If i can learn from bomb raiders that radio operator spawn in normal battles it would be nice
@Devenddar sorry to trouble you again, but do you know a command that spawn bomb raider planes using the console in editor?

By the way, off topic, The effect of AT gun and AA gun on zombies path finding has been reported by me.
The guns will make the server load skyrocket and die whenever they exist. They dont need to be in the way of zombies, just need to exist
https://community.gaijin.net/issues/p/enlisted/i/wgbdTv34f52x

1 Like

That’s not so surprising.

When you build an AA/AT gun, an obstacle gets added to the navmesh, and the Ai’s route gets recalculated (From zombie —> To player)

And there could be hundreds of zombies present at the same time.

Try building during wave change, when there are no enemies on the scene.

Possible solution is to disable collision on said guns.

1 Like

5 zombies is enough to crash the server during my testing

Ah so i have to remove that stupid still_obstacle tag. And removing a tag means i need to find where the tag is added and rebuild that part of the code.

Do you have any idea that where it is added?

cannon_germ_towed_at_pak36_preview{
  _use:t="base_animchar_builder_preview"
  _use:t="cannon_germ_towed_at_pak38_preview"
  animchar__res:t="towed_at_pak_char"
  collres__res:t="towed_at_pak_collision"
  instantiateTemplate:t="base_towed_at_pak36"
  buildingSoundTag:t="cannon"
  building_menu__text:t="Pak 36 Anti-tank cannon"
  buildingCost:r=10.0
}
cannon_germ_towed_at_pak36{
  _override:b=yes
  "moveable_obstacle:tag"{
  }//i added this tag cuz i thought it would work as tanks needed this tag in order to not crash server
}

I noticed that the AT gun got thrown up by zombies after that run i added the moveable_obstacle:tag. If you get near the AT gun when its thrown, you can launched as well

1 Like

5 zombies is enough to crash the server during my testing

Well idk then.

Do you have any idea that where it is added?

Nope. You need to backtrack every entity.

2 Likes

It’s ai_bombers.request. You also can use radioman squad and in editor edit enlisted_player. Need only add artillery template name in artillery__templates.

1 Like