Arma 3
795 ratings
Better Convoy
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Data Type: Mod
File Size
Posted
Updated
99.907 KB
29 Apr, 2022 @ 5:27am
14 May, 2022 @ 1:01pm
17 Change Notes ( view )

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Better Convoy

Description
The main function of this mod is to compose a vehicle formation where the follower vehicles reproduce the same path of the lead vehicle, by means of the setDriveOnPath function. In this fashion, this mod seeks to avoid situations where the followers would become stuck or would simply refuse to follow, which usually arrise in a traditional column group formation.
A secondary function of the mod is to regulate the speed of the convoy. This is performed according to the vehicles' separation distances, relative speeds and the overall convoy curvature. The governing parameters are available for tuning.
The mod was tested for wheeled and tracked vehicles and it can be used on roads or off-road. This mod does not introduce any AI modifications and therefore the convoy's path and behavior may be further improved with AI driving mods.
Personally, I find that using the mod is a more robust option. However, if the lead vehicle is not able to properly pathfind it might still be necessary to adjust its waypoints.


Instructions
In the editor, you can find the module in Systems/Modules/Effects/Convoy.
First, place the convoy vehicles, including the lead vehicle, in distinct groups.
Then, decide the order of the convoy and sync each vehicle with this module in the previously decided order (i.e. the lead vehicle must be synced first).
Finally, set the waypoints for the lead vehicle and run your mission.


Scripting Implementation
If the mission maker prefers to use the script directly, then the following example is instructive.

// create the logic (alternative to placing a synchronized module named Convoy_01)
logicCenter_01 = createCenter sideLogic;
logicGroup_01 = createGroup logicCenter_01;
Convoy_01 = logicGroup_01 createUnit ["Logic", [0,0,0], [], 0, "NONE"];
Convoy_01 setVariable ["maxSpeed", 40];
Convoy_01 setVariable ["convSeparation", 35];
Convoy_01 setVariable ["stiffnessCoeff", 0.2];
Convoy_01 setVariable ["dampingCoeff", 0.6];
Convoy_01 setVariable ["curvatureCoeff", 0.3];
Convoy_01 setVariable ["stiffnessLinkCoeff", 0.1];
Convoy_01 setVariable ["pathFrequecy", 0.05];
Convoy_01 setVariable ["speedFrequecy", 0.2];
Convoy_01 setVariable ["speedModeConv", "NORMAL"];
Convoy_01 setVariable ["behaviourConv", "pushThroughContact"];
Convoy_01 setVariable ["debug", false];

// create the convoy
call{ 0 = [Convoy_01,[vehicleLead,vehicle2,vehicle3]] execVM "\nagas_Convoy\functions\fn_initConvoy.sqf" };

// stop the convoy without erasing its waypoints
Convoy_01 setVariable ["maxSpeed", 0];
sleep 5; // wait for all vehicles to stop

// disband the convoy
vehicleLead setVariable ["convoy_terminate", true];
sleep .5; // wait for script to finish

// create a new convoy with only the first two vehicles
call{ 0 = [Convoy_01,[vehicleLead,vehicle2]] execVM "\nagas_Convoy\functions\fn_initConvoy.sqf" };

// resume
Convoy_01 setVariable ["maxSpeed", 40];
Popular Discussions View All (3)
32
16 Apr @ 10:52am
BUGS/ ISSUES
DapperShark
5
4
14 Jun, 2023 @ 1:51pm
How to Use 'Better Convoy'
DapperShark
0
30 Jan, 2023 @ 8:07pm
Disbanding Convey
The Ultramarine
192 Comments
Pvt. Barry [MM] 5 Jul @ 6:57pm 
I have been using this mod recently. Tweeking the variables in the module produces a reliable result in the scenarios I created using the mod. Slowing the movement and keeping separation between vehicles helps. Waypoints close together as well. Each vehicle also set to safe behavior, lead unit line formation. Can I se the stop and resume scripts provided in the mod description with triggers for some added effects, like using radio alpha (to stop) and radio bravo (to resume) to move the convoy along the route once the enemy has been cleared and the road safe. Bravo to creator. 8 vehicles over 3 miles of road on Cam Lao Nam without issues.
Machine Gun Kelly 11 May @ 11:37am 
@STyx2909 - Per the video's own comment section and the video's creator:


@globalescalationgamingv2 (Viewer):
there is a better way to do it, with better convoy module


@Gunter_Severloh (Video's Creator):
Ya i've seen that before, but even that dont work 100% as per the comments. What im showing here works to an extent, but as suggested smaller convoy would work best


;)
Machine Gun Kelly 11 May @ 11:23am 
@STyx2909 - I do not know why you posted this. This 'home made' convoy setup did not work either! And this guy is an 'expert' on ARMA stuff...and even HE could not get it to work PROPERLY!

As he said, and it is true, 3-4 vehicles will work. More will FAIL.

Also, note how this convoy was NOT UNDER ATTACK??? This 'convoy trick' is nothing new, I was doing this in the alpha version and even in A2 I THINK...been so long... (via script - set speed to vehicle in front of it by labeling all convoy vehicles).

ALL of the 'convoy mods' do this AND MORE...when they work and every one I have tried, have failed in one way or another. Usually, it is when they come under attack.


Thanks for the video, though it does not work...not his method nor any mod that I have seen.


:(
Machine Gun Kelly 31 Mar @ 8:43am 
@ALL - I have said on here MANY TIMES, there has yet been a FULLY WORKING CONVOY SYSTEM!

I have played A3 since the Alpha, and there has never been a 100% working convoy script/mod.

This one is no different.

Oh, SOME things will work with ALL OF THEM, it is just NONE OF THEM WORK 100%!

Sadly. this mod, the one that this one is built off of, and others, simply just do not work completely.


All you will be doing is wasting your time...you will see...

Just read the reviews here... ;)


:)
Grand Knight 30 Mar @ 1:54pm 
Anyone else notice when the ai has supplies in the trucks they wont move?
NoNaCl 28 Mar @ 8:25am 
Does the ai move without you driving because if so it doesnt work for me
Igzilee 18 Feb @ 10:42pm 
I can't figure out how to have the convoy disband. I tried the script in the description in a few different ways but nothing worked. So now I have a convoy that functions great but can't drop off troops that aren't in the lead vehicle.
_mickey_ 17 Feb @ 2:51pm 
Now this mod works for me again, it's some kind of magic! Probably other mods are influencing. For example, I use LAMBS, which was also updated some time ago. In general, everything seems to be normal now
German Bastard 10 Feb @ 1:47pm 
this mod dont work dog.