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Offline General Barron

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Stopping Units
« on: 01 Apr 2003, 08:58:55 »
  Okay, here is my problem. I want to put a line of guys behind a wall of sandbags, all in the same group. I want them to stay put where they are, without moving around using their own AI. BUT I want to get them to move again later. Basically the way it works now is that the leader stays put, and the rest of the group will run out from their cover and try to attack. If I make each unit their own group, it will work fine, but I want them all in the same group.
  I have tried the dostop command, but it doesn't work. I even made a constant loop of 'dostop's on the units, to no avail. Then I tried a constant loop of "domove (getpos this)". This seemed to work until the leader died, but sometimes it would stop working earlier than this. DisableAI has the exact effect that I want, EXCEPT there is no way to get the unit to move again after you use that command (or does someone know a way?).

  Does anyone have any ideas on how to get this to work? Thanks for the help  :wave:
HANDSIGNALS COMMAND SYSTEM-- A realistic squad-control modification for OFP
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Offline Artak

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Re:Stopping Units
« Reply #1 on: 01 Apr 2003, 10:44:19 »
you're right, there's no way to disable diasbleai "move"  ;D :P

try
unitname dostop true
in every unit's init field and in the unit menu select the 'special' to 'none'
Not all is lost.

Offline General Barron

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Re:Stopping Units
« Reply #2 on: 01 Apr 2003, 10:52:33 »
I think you are referring to the command "dostop unit". I've tried that already; it works for a bit, but then the men just do their own thing after a minute or so.
If you mean "unit lockWP true": well, I didn't think about that, but I just tried it and it doesn't work either.  :'(

Its looking like this is unsolvable... I don't have a bunch of groups to spare, so I need to group them together. I guess disableAI is a better option (i just wanted to have them retreat, but that won't work now).
HANDSIGNALS COMMAND SYSTEM-- A realistic squad-control modification for OFP
kexp.org-- The best radio station in the world, right here at home! Listen to John Richards!

Offline Igor Drukov

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Re:Stopping Units
« Reply #3 on: 06 Apr 2003, 17:40:41 »
Try to put a "Move, Stealth, Hold fire" waypoint ON the group leader, and synchronise it with the event that will get them to move on (this works best with waypoint 0). You can also try "Never fire", but it's less realistic...
Or if this doesn't work (well it should, because it does for me...), try to use your scripts with COMMANDSTOP, SETCOMBATMODE, and SETUNITPOS (if you want the group to be prone and hidden behind their sand bags).
Hope this might help.

UberKreb

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Re:Stopping Units
« Reply #4 on: 06 Apr 2003, 18:44:04 »
Yeah, I posted the same problem in the General Editing board.  What you could do is use the stop command in the leader init field, like this

"_x stop true" foreach units group leader

When you want the people to move again, create a trigger with an activation of:

"_x stop false" foreach units group leader

Offline General Barron

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Re:Stopping Units
« Reply #5 on: 07 Apr 2003, 23:50:59 »
Wow, thanks UberKreb. I have no idea why I overlooked the "stop" command. I guess I had tunnel vision, and could only see the "dostop" command. Now I feel like a total moron  :P

Thanks for the help!
HANDSIGNALS COMMAND SYSTEM-- A realistic squad-control modification for OFP
kexp.org-- The best radio station in the world, right here at home! Listen to John Richards!

Offline General Barron

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Re:Stopping Units
« Reply #6 on: 08 Apr 2003, 08:13:33 »
Okay, nevermind. The "stop" command seems to be a combination of ALL the "disableAI" commands. The unit won't move, but he also won't target or shoot at the enemy, no matter what his combatmode.

Igor,
 Using the waypoint won't work, because then they fall back into formation. I don't want them in a formation. Plus, they still run out to attack the enemy, even on "hold fire" mode.

  Okay, this problem is MUCH harder to solve than it seems. I am going to post a mission that has a line of soviets behind a sandbag wall, with some nato troops below. The soviets have "disableAI move" commands on them. Watch what they do. This is how I want them to act, only I want to be able to move them later. If anyone is up to a challenge, try to make them act the same way, except make them move again later.

  Thanks for the help. If you can solve it, post up the mission again, with your modifications.
HANDSIGNALS COMMAND SYSTEM-- A realistic squad-control modification for OFP
kexp.org-- The best radio station in the world, right here at home! Listen to John Richards!

Offline Igor Drukov

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Re:Stopping Units
« Reply #7 on: 08 Apr 2003, 18:05:11 »
Hi Barron, here is my suggestion for your mission.
I don't think I have overlooked anything, the units react just as in your mission.
I've added a "Radio Alpha" trigger that makes them move, too, just to be sure.