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putting enemies 2 sleep
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Topic: putting enemies 2 sleep (Read 2147 times)
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LCD
Former Staff
putting enemies 2 sleep
«
on:
09 Aug 2007, 02:28:27 »
is dere nyway 2 simulate a sleep in 1 of da soldiers (not anim wise...) i want da soldier 2 not detect my player if he is prone lets say... (but all da oders shud b able 2 detect da player... dats da reason y it cant b setcaptive command)
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myke13021
Contributing Member
Myke
Re: putting enemies 2 sleep
«
Reply #1 on:
09 Aug 2007, 02:36:22 »
untested, but unit disableAI "AUTOTARGET" could be worth a try.
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LCD
Former Staff
Re: putting enemies 2 sleep
«
Reply #2 on:
09 Aug 2007, 02:40:47 »
does not work...
thx 4 da sugestion tho
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Mandoble
Former Staff
Re: putting enemies 2 sleep
«
Reply #3 on:
09 Aug 2007, 02:42:13 »
Just set the sleeping units as captive. Captives dont engange and dont transmit any position of detected units.
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LCD
Former Staff
Re: putting enemies 2 sleep
«
Reply #4 on:
09 Aug 2007, 02:43:02 »
what about detection trigers ?
it doesnt fool detection trigs
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Last Edit: 09 Aug 2007, 02:45:42 by LCD
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Mandoble
Former Staff
Re: putting enemies 2 sleep
«
Reply #5 on:
09 Aug 2007, 02:47:21 »
Detection triggers dont trigger in that situation. Captives are in fact sleeping units with eyes open
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LCD
Former Staff
Re: putting enemies 2 sleep
«
Reply #6 on:
09 Aug 2007, 02:48:41 »
no i just tested it... detection trigers do triger if a captive sees me
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Mandoble
Former Staff
Re: putting enemies 2 sleep
«
Reply #7 on:
09 Aug 2007, 02:52:08 »
You are right, by mistake I set the enemy group also captive, so both groups ingored to each other. Forget the idea bout the captives
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LCD
Former Staff
Re: putting enemies 2 sleep
«
Reply #8 on:
09 Aug 2007, 02:56:09 »
im gonna use diffrent knowsabout settings 4 every group nd dis st00pid soldier... but i dont know da magic number dat ArmA uses (knowsabout magic number... da number after wich da enemy knows if u r enemy or not)
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Tyger
Former Staff
I was at OFPEC when it still had dirt floors...
Re: putting enemies 2 sleep
«
Reply #9 on:
09 Aug 2007, 03:25:54 »
Can't you just add a fired event handler and have it hint the knowsAbout level when it trips? That will get you close.
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Cheetah
Former Staff
Re: putting enemies 2 sleep
«
Reply #10 on:
09 Aug 2007, 13:09:49 »
Remove all the ammo?
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Mandoble
Former Staff
Re: putting enemies 2 sleep
«
Reply #11 on:
09 Aug 2007, 14:05:39 »
You may put the enemy prone soldiers as captive and careless. I think captives are not east/weast so detected by trigger should not trigger.
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Cheetah
Former Staff
Re: putting enemies 2 sleep
«
Reply #12 on:
09 Aug 2007, 14:19:47 »
Hmm. If all that stuff doesn't work, you might try to group him with a civilian colonel (probability: 0%).
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Dash5
Members
Re: putting enemies 2 sleep
«
Reply #13 on:
10 Aug 2007, 02:39:07 »
Try this:
soldier1 stop true; soldier1 setUnitPos "UP";
Works like a charm for me!
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LCD
Former Staff
Re: putting enemies 2 sleep
«
Reply #14 on:
10 Aug 2007, 08:20:51 »
here is what i did....
i used da knowsabout command 4 every1 (removed da detection triger) and set da sleepin man as captive... and put him on sleepin anim (it actually looks good
... and he wakes up with a smoth anim transition) now i used mandos getpos 2 check... if da player is standin or crouching near him he wakes up if he is prone he stays asleep... if ny1 fires he wakes up... unless its a silenced weapon...
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