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Author Topic: How do I stop the team members from engaging.  (Read 732 times)

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Sphinx

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How do I stop the team members from engaging.
« on: 05 May 2003, 03:04:10 »
Well im working on a mission.. And I want them to stay... ah... pretty close to the team.. I want them to engage.. but not chase the enemy down.. Because... The enemy returns to base.. and I don' want the team going there without team leader, because it screws the whole mission up... I dont have them set on engage at will.

Also... when the enemy team comes down the hill. When they hear gunshots. they lay down and stop moving.. I want them to keep moving down the hill no matter what.. but still taking cover and lying down when they are close
enough to engage.  :D

Also.. When the mger guys are killed my men still engage the mg's right now i have it set up so when the guys die.. they blow up.
« Last Edit: 05 May 2003, 03:09:28 by Sphinx »

MadFred

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Re:How do I stop the team members from engaging.
« Reply #1 on: 05 May 2003, 03:27:55 »
Not sure about questions 1 and 2 but I can help you out with Mgun (although when with your first problem those guys are part of the players squad then the proper commands given to them will keep them near you)

about the Mgun:

if you make an empty gun and give it a name and a unit , also with unitname which you will assign as gunner:

this moveingunner Mgun_unitname

then you can set a trigger with condition:

 not (alive *gunner's unitname*) without * of course

and activation:

*Mgun's unitname* setcaptive true

when captive the AI wont fire at it any more (most of the times)


Offline macguba

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Re:How do I stop the team members from engaging.
« Reply #2 on: 05 May 2003, 08:31:36 »
Use

setbehaviour "careless"

to make your loons ignore the enemy.     setbehaviour "aware" when they get close.

*thinks* they don't hold weapons in their hands in careless ... not sure how to solve that.
Plenty of reviewed ArmA missions for you to play

Der_Richter

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Re:How do I stop the team members from engaging.
« Reply #3 on: 05 May 2003, 09:07:03 »
Why is it a problem for you that the loons are running to the base? What screws up? If they need their team leader, i think it is up to the player of the mission to find that out, and keep his squad near him. It just add to the mission in my opinion.

If else, all i can think of is to set their mode to somtehing different.


raggy99

  • Guest
Re:How do I stop the team members from engaging.
« Reply #4 on: 05 May 2003, 11:24:47 »
9 5 3 2
9 is the team
5 is their colour
3 is for engarging
2 is for hold fire

1 is for open fire if you were wondering


SimonRussi

  • Guest
Re:How do I stop the team members from engaging.
« Reply #5 on: 05 May 2003, 11:43:11 »
About the MGs, another solution is to set the armour of the MG at a low level, so that after killing the gunner they will fire at the MG and destroy it in less time. I think it's a good solution in a matter of realism: destroing an MG is not a stupid thing to do, it prevents other to use it and if you have several guys firing at it it will be destroied fast.

And, about the guy running away I agree with Der_Richter, it should be up to the team leader to keep his men together. Anyway, it's strange to see men abandoning formation without "Engage at will" been issued.

Simon

Offline Tomb

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Re:How do I stop the team members from engaging.
« Reply #6 on: 05 May 2003, 12:21:55 »

1.)
...I want them to engage.. but not chase the enemy down.. Because... The enemy returns to base..

2.)
Also... When they hear gunshots. they lay down and stop moving.. I want them to keep moving...

3.)
Also.. When the (m2gunner is) killed my men still engage the mg...



2.)
Put the following in the INIT field of the grp leader:

 "_x setUnitPos ""UP"" "  ForeEach Units This :thumbsup:


3.)
About the M2mg  :o Ya need a trigger:


Just name the M2gun (lets just call it "MyGun")

Trigg:


axis a & b = 0/0
Activation = none
Type = none
Cond. field:    NOT(alive MyGunG)
On Activ. field:  MyGun setcaptive true


(the "MyGunG" is the gunner in the m2 called "MyGun")  :P ;D

 :D This will set the empty m2gun as "captive" so that noone will fire at it once the gunner is dead.





« Last Edit: 05 May 2003, 12:22:40 by Tomb »