enad 11 Posted August 17, 2010 Hi all. I have a question. I'm trying to make a little Training Base template and it would be really awesome if I could add some soldiers(AI) at firing positions, sorta slowly shooting off rounds at placed targets. Is there any way to do this? Thanks in advance! :) Share this post Link to post Share on other sites
nikita320106 0 Posted August 18, 2010 dowatch _placed_target dotarget _placed_target dofire _placed_target after that if you wont you can do some sleep _some_time dotarget ObjNull Share this post Link to post Share on other sites
bardosy 158 Posted August 18, 2010 I read about this: fireAtTarget b:OBJECT fireAtTarget ARRAY It's only in Arrowhead (Combined Op), but I never tested, just saw... Share this post Link to post Share on other sites
kylania 568 Posted August 18, 2010 fireAtTarget true = aHMMWV fireAtTarget [aTargetObject]; Each time this is executed the gunner of the vehicle, aHMMWV will fire his default weapon one time at aTargetObject. You can also specify the weapon after aTargetObject if desired. It doesn't appear to work with soldiers, only vehicles. The command requires itself to be set to a bool, as in the example above. DO NOT use false = as that'll end up screwing up your client forcing a hard restart of the game. Share this post Link to post Share on other sites
charon productions 10 Posted November 10, 2010 true = aHMMWV fireAtTarget [aTargetObject]; Each time this is executed the gunner of the vehicle, aHMMWV will fire his default weapon one time at aTargetObject. You can also specify the weapon after aTargetObject if desired. It doesn't appear to work with soldiers, only vehicles. The command requires itself to be set to a bool, as in the example above. DO NOT use false = as that'll end up screwing up your client forcing a hard restart of the game. Is anyone aware of an alternative usage of this command ? As kylania stated setting it to false screws up the client. I have serious issues with new FSMs being started after i use the command: true = _newunit fireAtTarget [_tar1]; The FSMs dont register setvariable changes to units which screws everything. Share this post Link to post Share on other sites
kylania 568 Posted November 10, 2010 There's since been a lot more documentation about this command listed here: http://community.bistudio.com/wiki/fireAtTarget So you can specify which weapon to shoot. Also seems to return a script handle now. Share this post Link to post Share on other sites
charon productions 10 Posted November 10, 2010 There's since been a lot more documentation about this command listed here:http://community.bistudio.com/wiki/fireAtTarget So you can specify which weapon to shoot. Also seems to return a script handle now. Thanks Kylania, with the handle and a dofire combination it works. I was surprised about choosing a boolean value for the left hand side of the assignment operator (l-value). I am pretty sure that thats the reason why i couldnt assign any true values anymore to any setvariable commands. Share this post Link to post Share on other sites
igneous01 19 Posted December 8, 2010 how can you get the ai to dofire on a pop up target? it doesnt seem to work for me, infact the ai wont fire on anything that is an object, only units and vehicles with units in them Share this post Link to post Share on other sites
tj72 0 Posted December 8, 2010 I have to test this command out more. It would be interesting if vehicles could be forced to lock onto and fire at a laser target object with this. If that was possible then guided missles could be led around by setposing a spawned laser target object and that would be very usefull and easy method for guiding missles. Dofire is allegedly broken since second last patch. I have not confirmed it because I found use of fire command and useweapon command a while back. If you place a popup target in front of a unit (50 Meters should do but move it around) and then make a simple trigger that has this code in Onactivation field: unitname dotarget targetname;unitname dofire targetname and make the logical names for unit/target.... If the unit does not fire when trigger is run then dofire is infact broken. If it does fire then your usage of dofire is not working for some other reason that might be hard to determine. Too far away or AI too "busy" with something else would be my guess.... dofire should work against target objects like popuptarget but not neutral objects like barrels. Seems like BIS is finally giving good attention to AI fire dilemmas but it seems like good old dofire got left behind. :( Share this post Link to post Share on other sites