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Author Topic: forbid a soldier to follow a chopper  (Read 1069 times)

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Offline dr. seltsam

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forbid a soldier to follow a chopper
« on: 13 Jul 2008, 23:48:11 »
hi,

i have a problem in my little mission:

I placed some soldiers in some huts. They have small arms, rifles and automatic pistols. Now we have a chopper with low armor value, a MH6 Littlebird. Everytime this chopper is flying over the camp, the soldiers leave the huts and try to follow and run behind the chopper. The soldiers are not grouped together, but they have setUnitPos "up"...

Now here is a list of things i tried:

1. disableAI "autotarget"    -->   no effect, they leave the huts
2. disableAI "target"          -->   dito

3. Waypoint over them, teleport soldier + his waypoint to the hut --> result with different waypoints (hold, guard, etc.): no effect, they leave the huts

4. dotarget other (fake) objects --> no effect, seems not to work with dead objects

5. using doStop on them --> no effect, when they recognize the chopper, dostop does nothing
6. using the stop command --> they won't move ok, but they won't fire at anything either, even by using dotarget and dofire

7. force them into "crouch" position --> no effect, leaving the huts

I do not want to have them lying on the ground, they should be able to crouch and stand up, and fire through windows...

Why do i use not disableAI "move" ?? Well, with that command their behaviour, and turning and targeting ability become ... let's call it very bad. You have to run direct into the front of their face to get their attention, result is a useless soldier. I tried this in combination with reveal, dowatch (to his enemy, and as alternative to the enemy position), dotarget and dofire, but all these commands doesn't make the situation better on a soldier with disableAI "move". The war is over, before such a soldier fires any shot...

At the moment i am experimenting with combinations of playMove "-several turnanimations-" and setdir commands. It is looking strange, and the scripts tend to be laggy in MP.

 :confused: :confused:





« Last Edit: 14 Jul 2008, 00:25:28 by dr. seltsam »

Offline schuler

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Re: forbid a soldier to follow a chopper
« Reply #1 on: 14 Jul 2008, 00:26:18 »
thats wierd, this might work, in each ones init paste this
Code: [Select]
this setbehaviour "CARELESS"; this setspeedmode "LIMITED"; this allowfleeing 0and set them to hold in a waypoint
cheers schuler
Semper Fi

Offline Mr.Peanut

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  • urp!
Re: forbid a soldier to follow a chopper
« Reply #2 on: 15 Jul 2008, 15:44:06 »
Chopper same side as soldiers or different side?
urp!

Offline dr. seltsam

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Re: forbid a soldier to follow a chopper
« Reply #3 on: 15 Jul 2008, 15:57:58 »
Chopper is enemy to them...

Strange is, that this behaviour never appears on my computer. Since the mission is running on a stronger comp, the soldiers act unpredictable.

Well, the problem seems to be solved in the meantime. With the help of Nikiller and dozens of online tests on his comp, we found a nice workaround for it:

The soldiers have:

setUnitPos "up"
disableAI "autotarget"
combatMode "yellow"   -->  that is very important, never use "red" on them
behaviour "combat"
allowFleeing 0

A script now forces them from time to time to cover and crouch, and targets are get searched by a function and given directly via doFire command.
:)
:cool2:
« Last Edit: 15 Jul 2008, 16:01:03 by dr. seltsam »