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Author Topic: Concerning AllowFlee (COWARDS!)  (Read 1001 times)

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Offline Pr0ph3t

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Concerning AllowFlee (COWARDS!)
« on: 10 Mar 2005, 04:08:52 »
Some of my missions have heavy arty zones that everyone must runs through.. Even if I put allowflee 0 people will stop b4 the arty zone and not move past it they just camp.

Are there any more powerful commands or scripts I can use?

Dubieman

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Re:Concerning AllowFlee (COWARDS!)
« Reply #1 on: 10 Mar 2005, 04:12:29 »
By camp, do you mean lay down and watch the fireworks? :D ;D

Try putting this in a unit's init field:

this setunitpos "UP"

That'll keep him from lying down. And just to make the command easier to use:

this setunitpos "UP" = keep unit standing

this setunitpos "DOWN" = keep unit crawling

this setunitpos "AUTO" = soldier stands and crawls, default of every man at start

:cheers:

edit: Oh and allowfleeing is a command for when a man is under fire and ways the chances of running or staying where he is. I don't think it is affected by arty. Only by nearby enemies... :P
« Last Edit: 10 Mar 2005, 04:13:57 by GuiltyRoachKillar »

Offline Pr0ph3t

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Re:Concerning AllowFlee (COWARDS!)
« Reply #2 on: 10 Mar 2005, 04:15:36 »
yeah I did the setunitpos thing already I'm at mission No 44 man I hope i know that command by now.. but yeah they just lay down and watch the fireworks. I want them to run into them.

Damnit! Don't they get it? Their sole purpose is to die and provide eye candy

Dubieman

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Re:Concerning AllowFlee (COWARDS!)
« Reply #3 on: 10 Mar 2005, 04:27:01 »
I don't get how the command can be overrided?

If you put that "this setunitpos "UP"" in their init fields, then they will not lay down unless they get their legs blown apart or get their legs shot up. :P

Maybe set them to a different behaviour in their waypoints or something...

Offline Pr0ph3t

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Re:Concerning AllowFlee (COWARDS!)
« Reply #4 on: 10 Mar 2005, 04:32:58 »
the lying down isn't the problem. They refuse to progress into the arty zone!! STupid bastards

Offline bedges

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Re:Concerning AllowFlee (COWARDS!)
« Reply #5 on: 10 Mar 2005, 09:11:51 »
if your loons need encouragement to run forward (poor wee lambs) use

{_x switchmove "combatrunf"} foreach units group arty_fodder

on a short loop.

Dubieman

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Re:Concerning AllowFlee (COWARDS!)
« Reply #6 on: 10 Mar 2005, 21:57:42 »
Somebody up there is pullin the strings. ;) ;D

I'm sure the right kind of waypoint or a domove/move command could fix this. The animation way might look odd if the delay isn't right. :P

Offline General Barron

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Re:Concerning AllowFlee (COWARDS!)
« Reply #7 on: 11 Mar 2005, 01:47:19 »
Quote
Oh and allowfleeing is a command for when a man is under fire and ways the chances of running or staying where he is. I don't think it is affected by arty. Only by nearby enemies...


Actually, I've noticed that, yes, groups WILL flee when they come under artillery attack, even if they aren't near actual enemy troops.

On second thought, that happened when I was using CoC arty, so they actually WERE being fired upon by real enemies (not camcreated shells); although those enemies were about 2000 meters away...

I don't know if you are using CoC arty, or camcreated arty; that might have some impact on what they do. Try disabling their "target" ai, as that controls their movement during combat. I'm sure putting them in "careless" mode would work as well, but I don't know if you can force them to take their weapons off their backs in that mode.
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Dubieman

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Re:Concerning AllowFlee (COWARDS!)
« Reply #8 on: 11 Mar 2005, 01:52:00 »
I was thinking about it. And decided that COC arty is still from a unit. No matter how far the shell goes. And the units usually respond.

However if it is camcreated, it isn't an enemy. Just an explosion. I guess you could think of it as if you can see the unit that killed you in the "onplayerkilled.sqs" than any ammo coming from that unit will make loons alert. If you don't see who killed you, then units shouldn't repsond to it.
I should test it... :P ;D

Offline macguba

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Re:Concerning AllowFlee (COWARDS!)
« Reply #9 on: 11 Mar 2005, 08:52:46 »
Make them all colonels.
Plenty of reviewed ArmA missions for you to play

Offline Roni

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Re:Concerning AllowFlee (COWARDS!)
« Reply #10 on: 12 Mar 2005, 08:10:10 »
Double their vodka ration.

Offline Pr0ph3t

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Re:Concerning AllowFlee (COWARDS!)
« Reply #11 on: 14 Mar 2005, 16:58:53 »
Double the vodka rations and it worked thanks!  ???

Offline Pr0ph3t

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Re:Concerning AllowFlee (COWARDS!)
« Reply #12 on: 15 Mar 2005, 04:34:59 »
I noticed that I had too many way points set. Its as if when a unit arrives at a waypoint, it waits for it to be safe before it can move to the next, so when it would arrive to the waypoint before the arty zone it would stop and wait, when I set a single waypoint straight to the objective, the units (allong with Allowflee I haven't tested it without) ran happilly through the arty zone.

You can still smell the vodka off their burning corpses