Before we start, first you need to edit a few of the inputs of the nodes once you have added them in following the image shown. Firstly, make sure that one of the Vehicle:Enter node's seats is set to Gunner and the other to Driver. Also make sure that you have written in the PathName box the exact name of your AIPath that you should have already created (if you haven't, browse to RollupBar > AI > AIPath).
Note, if you find yourself without the Logic:Any node, then go to View → Components and make sure all the boxes are ticked.
- The Misc:Start node triggers the two grunts to get into the vehicle specified by the Entity:EntityID node. If you find that your grunts are unable to enter due to uneven terrain etc. then tick the Fast option in its inputs.
- The Logic:All then checks that both the Vehicle:Enter nodes have succeeded (ie. it checks that both the grunts are in the vehicle before outputting its signal).
- This output finally triggers the vehicle to follow the path through activating the AI:AIFollowPathSpeedStance node. This has a number of options that can be tweaked to affect how the node works.
- If the PathFindToStart port is checked, the grunts will pathfind the vehicle to the start of the path.
- If Reverse is checked, the path will be driven in reverse. If StartNearest is checked then the vehicle will start the point from the path nearest to it.
- If you set the number of loops to -1 in the Loops section, the car will continuously drive the path. If you set it to 0, it drives the path then stops, and so on.
- The Run input controls the speed of the car - 0 is the slowest and 3 is the fastest.
- Although the Stance input is irrelevant in this situation as vehicles cant adopt stances, if you were to be using a grunt then you can pick from a number of stances ranging from Relaxed to CombatAlerted.
With a combination of these inputs, you should be able to make this flowgraph work for your map.