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#1 Posted at 2009-04-14 21:31        
     
Currently I'm working on a specific mission and there's a few problems/questions I have that I was hoping people could help me with. I've searched the forums quite a bit already (and have had most of my questions answered) but there's still a few that I have not been able to find yet.

(BTW I'm using ACEmod and most of the units in the mission are from it)

First off in the mission there's a squad that i need holding a specific area of roughly 15 meters or so. The problem is that the soldiers keep deciding to run off, even when the waypoints say "hold" and simply "open fire" rather than "open fire, engage at will". To combat this I've used the "this disableAI 'move'" script and it works, but the problem is that when I get there the soldiers are supposed to join me, and after they do they still can't move. So I was hoping there was a way to fix this.

Secondly is the common problem that as I move through as the squad leader the members of my squad don't seem to be able to stay in formation, and before long I notice a couple of guys 150 meters away literally running in the opposite direction. I have to tell all of my troops where to go manually and even then it sometimes doesn't work or takes forever. So any hints on how to help this?

Thirdly how do you set a unit to be wounded at te start of a mission? I know how to do the 'setdamage 0.8' thing and all of that, but I was hoping to set a unit as being in the wounded mode, where you have to drag them and all and they can still be revived. So far I haven't found anything for this.

Lastly (at least for now) I've been trying to get a smoke to deploy at a certain spot. I've entered the script
Smoke="GreenSmokeShell" createVehicle [(getPos this select 0),(getPos this select 1), 0.5]
in the "On Act." line for a trigger where I want the smoke to deploy, but obviously it isn't working, and I'm not sure why. I think it has something to do wit where I'm telling it to deploy, but I don't know how to work locations and all. So any tips?

Thanks, and any help is appreciated.


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#2 Posted at 2009-04-14 22:14        
     
JackDVS : and after they do they still can't move.

Cause you need to enable their AI again :), so use the opposite command "enableAI".


Secondly is the common problem that as I move through as the squad leader the members of my squad don't seem to be able to stay in formation, and before long I notice a couple of guys 150 meters away literally running in the opposite direction. I have to tell all of my troops where to go manually and even then it sometimes doesn't work or takes forever. So any hints on how to help this?

To me this sounds like normal AI behaviour......thats why I do not play SP at all, or lead AI in MP (but thats just cause I dont like them, hate them and get annoyed by them). I can not be of any help how to tell them to join you, I know people are much better of controling the AI and it can be fixed by using some "tricks" like telling them things are safe, or whatever. Maybe someone else can be of more help here.


I've entered the script
Smoke="GreenSmokeShell" createVehicle [(getPos this select 0),(getPos this select 1), 0.5]
in the "On Act." line for a trigger where I want the smoke to deploy, but obviously it isn't working

Use "SmokeShellGreen"
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Myke  

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#3 Posted at 2009-04-14 22:17        
     
If you used "disableAI" to make them stay where they are and you want re-enable theyr moving abilities, most obvious command would be enableAI.

Second problem, selecting all your teammates and pressing 1-1 doesn't help? Then check if they are commanded to engage at will and all other behaviour commands.

And for the third, it would probably help if you would use the correct classname which is "SmokeShellGreen". And also a trigger doesn't return it's position so "getpos this" wont work. You have to place an object (a gamelogic should do it), give it a name and then use this object as position reference. You could also use the "heliHempty" which is also an invisible object.


And finally, bookmark this: ArmA scripting command reference