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Author Topic: Forcing a unit to walk.  (Read 708 times)

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Ace Productions

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Forcing a unit to walk.
« on: 14 Sep 2004, 12:40:30 »
Hi everybody,

Does anybody know if there is a way to force a unit to walk including the player?

I started experimenting with Velocity by obtaining the array and then forcing X or Y to change but not much luck up to now.

Offline Tyger

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Re:Forcing a unit to walk.
« Reply #1 on: 15 Sep 2004, 02:18:11 »
what do you mean by walk?
If you entered
Code: [Select]
this setBehaviour "safe"into his init box, then he would walk, but his gun would be on his back. Is that what your lookin for?
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Wallas

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Re:Forcing a unit to walk.
« Reply #2 on: 15 Sep 2004, 22:18:07 »
Better way for exact cinematic scripting is to order to stop to your acting unit

man Stop true

and then move him to exact location by

man PlayMove "StandWalkF"

he makes just two steps forward, for more steps, use more times...

olseric

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Re:Forcing a unit to walk.
« Reply #3 on: 16 Sep 2004, 11:57:12 »
What would happen if you used WPs and changed the speed to limited?

Will that affect people?  I've never tried it...

Ace Productions

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Re:Forcing a unit to walk.
« Reply #4 on: 16 Sep 2004, 17:28:56 »
Thanks guys for your replies but maybe I wasn't clear enough in my post.

This is no for a cutscene or an intro but the actual mission. AI units and the player should not be able to run at all just walk.

Offline macguba

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Re:Forcing a unit to walk.
« Reply #5 on: 16 Sep 2004, 18:26:19 »
I would doubt that you can restrict the player to walking.   That isn't mission design, it's messing with the game itself.  

As for AI not in your group, you could keep them in behaviour safe as a compromise.
Plenty of reviewed ArmA missions for you to play

Offline lendrom

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Re:Forcing a unit to walk.
« Reply #6 on: 16 Sep 2004, 20:59:25 »
If you want units to walk not in safe mode but with their weapons in hands you should make them move in stealth mode, and use SetUnitPos "Up", and I think speedmode should be set to "limited" in waypoint. I used code:
in init field of any unit from group you want to walk:
"_x setcombatmode ""stealth""" forEach Units group this;
"_x SetUnitPos ""Up""" forEach Units group this
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Offline General Barron

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Re:Forcing a unit to walk.
« Reply #7 on: 17 Sep 2004, 07:37:00 »
You would have to make an addon with a custom set of moves in order to force the player to walk. Otherwise, just make sure he can only use a pistol, and he will only be able to move fairly slowly.

Why do you want to force him to walk anyways?
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