Vehicles are badly used by AI and they oftenly use them as dogs chasing cats.
In official version i added fixed positions for 1 vehicle per each base and airport with only a gunner inside: this make the base way more protected.
This can loose some unpredictability, maybe in the future i'll add more possible positions and a random selection of where they spawn.
How i did it:
place invisible objects in .sqm,
check for that item within the marker,
spawn with the pos and the direction of the hidden item (like an invisible helipad) the vehicle from templates.
Using more intensively this function require indeed maintainance and rigidity in map porting, but could enhance a lot the enemy vehicle usage.
Extra: add driver tight to waypoints assigned only to predefined positions triggered by specific conditions.
Vehicles are badly used by AI and they oftenly use them as dogs chasing cats.
In official version i added fixed positions for 1 vehicle per each base and airport with only a gunner inside: this make the base way more protected. This can loose some unpredictability, maybe in the future i'll add more possible positions and a random selection of where they spawn.
How i did it:
Using more intensively this function require indeed maintainance and rigidity in map porting, but could enhance a lot the enemy vehicle usage.
Extra: add driver tight to waypoints assigned only to predefined positions triggered by specific conditions.