Home   Help Search Login Register  

Author Topic: Forcing a guy to stand still?  (Read 867 times)

0 Members and 1 Guest are viewing this topic.

Offline Wildebeest

  • Contributing Member
  • **
  • The time the wildebeest ruled the Earth.
Forcing a guy to stand still?
« on: 10 Mar 2005, 12:09:15 »
Hi!

I'm having some problems with units not standing still. I have a group with guys that I have put "dostop this" and formation "none" on. The idea is that every soldier stays in his place, not moving. However, sometimes when the enemy attacks they tend to move... perhaps just to get a better shot. Now, is there a way of forcing them to never move what so ever? I've tried "Open fire", which I suppose means that they don't engage the enemy, but they keep moving. Before the enemy appears they are static though.

Thx guys
Weeee...

Offline bedges

  • Administrator
  • *****
    • OFPEC The Editing Center
Re:Forcing a guy to stand still?
« Reply #1 on: 10 Mar 2005, 12:34:33 »
depends... if you want the units do remain rooted, use a loon_name disableAI "move" command. however, as you'd expect, they can no longer move, so if you want the units to go anywhere afterwards, you'll have problems.

the problem may be that they see the enemy and react. thus, you could use a dostop command, combined with loon_name disableAI "target" and/or loon_name disableAI "autotarget". that should stop them reacting to enemies around them, but perhaps not. everyone knows the loons in flashpoint have minds of their own...  ::)

Offline macguba

  • Former Staff
  • ****
    • macguba's operation flashpoint page
Re:Forcing a guy to stand still?
« Reply #2 on: 10 Mar 2005, 15:17:06 »
I think it was General Barron did a script to help with this.   There are certainly some helpful Comments in the online comref under disableAI.

doStop only works until the enemy is spotted.   "None" only keeps them out of formation until the mission starts:  the group leader will call them into formation first thing.

Why do they need to keep still?   What is the context?
Plenty of reviewed ArmA missions for you to play

Offline Wildebeest

  • Contributing Member
  • **
  • The time the wildebeest ruled the Earth.
Re:Forcing a guy to stand still?
« Reply #3 on: 10 Mar 2005, 17:21:12 »
They need to stay still because they are positioned in a sort of "foxholes" that I have made.
Weeee...

Offline nominesine

  • Former Staff
  • ****
  • I'm NOT back!
    • The IKB Forum
Re:Forcing a guy to stand still?
« Reply #4 on: 10 Mar 2005, 22:07:03 »
If you want your loons to stay in their foxholes (a good option for a loon in case of an emergency), the best way is to type:

this disableAI "MOVE"

Into the initline of any unit. If you also want to stop them from turning sideways and looking in new direction (a bad option for a loon hiding in a foxhole) you type:

this disableAI "MOVE"; this disableAI "AUTOTARGET"

In the initline. And if you want them to remain standing in their foxholes like the loons they are you can type:

this setUnitPos "UP"
OFPEC | Intel Depot
RETARDED Ooops... Retired!

Offline General Barron

  • Former Staff
  • ****
  • Semper Fi!
Re:Forcing a guy to stand still?
« Reply #5 on: 11 Mar 2005, 01:53:14 »
Don't forget:

this disableAI "target"

Or you will be frustrated to no end, trying to figure out WHY your guys still move! See, it turns out that the AI can still move after you disable their "move" AI (weird huh?), but only during combat. Whenever the AI starts engaging the enemy, they will move to try and flank them, unless you disable their "target" AI. I don't know much about the "autotarget" ai, but I believe disabling this would prevent them from shooting at enemies without being forced to do so via the 'dofire' command.
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!