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Author Topic: Making em stand still?  (Read 1288 times)

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Offline beefholishness

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Making em stand still?
« on: 04 Jan 2006, 21:59:02 »
Just got back into OFP, thanks to ver 1.2 of the Civil War mod. (argh there goes college)

Quite simply, I need guys to stay put where I place them-they will do this if they are not placed in groups and are not given a waypoint-basically, one single guy standing in his own group wont go anywhere under any circumstances.  Well, this is what I need except with a full group.  I've tried every in-editor trick I can think of, is there a way to get their feet planted?
don't take the name the wrong way

Offline dmakatra

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Re:Making em stand still?
« Reply #1 on: 04 Jan 2006, 22:02:33 »
Put this in their init field:

this stop true

Might be doStop, note sure though.

You could also use this disableAI "move", or something like that. Look it up in the ComRef.

Offline The-Architect

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Re:Making em stand still?
« Reply #2 on: 04 Jan 2006, 22:19:38 »
I have a couple of suggestions.

1. Set all of their formations to none in the unit box.
I've had trouble with this however and it won't stop them moving if their commander decides he wants them to move under withering fire. I guess you want him to stay put in such conditions so I'll go to idea 2.

2. Us the,

This DisableAI "Move"

command.
You could put it in all of their init lines or if you kbnow about groups you can put the following in the commander's init.

"_x DisableAI "Move"" ForEach Units GroupName

Check Syntax.

With DisableAI Move, the units will be unable to go anywhere. This is true even if you want them to later on. To get over it you can have a savegame which will allow them to move again. Note that savegame will disable the disable.
James Andrew Wilkinson 1977 - 2005 R.I.P.
"If it ain't the friggin' incoming it's the friggin' outgoing. Only difference is who gets the friggin' grease, and that ain't no friggin' difference at all."

Offline Pilot

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Re:Making em stand still?
« Reply #3 on: 04 Jan 2006, 23:06:29 »
I believe you will also need a disableAI "Target" command.

Quote
get over it you can have a savegame which will allow them to move again. Note that savegame will disable the disable.
I don't believe the savegame itself enables the AI.  I believe when the player re-loads the mission, the AI is enabled, but the savegame command itself doesn't do it.

-Pilot

Offline The-Architect

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Re:Making em stand still?
« Reply #4 on: 04 Jan 2006, 23:11:25 »
It does.

See Demo Mission.
« Last Edit: 04 Jan 2006, 23:14:23 by The-Architect »
James Andrew Wilkinson 1977 - 2005 R.I.P.
"If it ain't the friggin' incoming it's the friggin' outgoing. Only difference is who gets the friggin' grease, and that ain't no friggin' difference at all."

Offline beefholishness

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Re:Making em stand still?
« Reply #5 on: 04 Jan 2006, 23:16:49 »
Thanks alot guys, the init line did the trick.  I'm only messing around with a few short skirmishes right now, so making them move later on is not a big deal.
don't take the name the wrong way

Offline XCess

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Re:Making em stand still?
« Reply #6 on: 05 Jan 2006, 01:29:04 »
*ahem* solved?

Offline Pilot

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Re:Making em stand still?
« Reply #7 on: 05 Jan 2006, 01:30:13 »
Quote
It does.

See Demo Mission.
Well, I'll be...  I didn't know that.  Thanks for that. :)

-Pilot

Offline beefholishness

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Re:Making em stand still?
« Reply #8 on: 07 Jan 2006, 01:02:26 »
*ahem* solved?
What, my question?  If you were refering to me, see post above yours ;)
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Offline Planck

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Re:Making em stand still?
« Reply #9 on: 07 Jan 2006, 01:08:44 »
I think it was a 'hint' for you to press the 'solve' button.


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Offline beefholishness

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Re:Making em stand still?
« Reply #10 on: 08 Jan 2006, 07:15:44 »
I think it was a 'hint' for you to press the 'solve' button.
I've never seen one of those... didn't notice it. Thanks for the heads up ;)
don't take the name the wrong way