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helling3r

Groups and out-of-formation spawn

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Hello,

in a mission i want a group to start out of formation. i placed the individual groups units behind a stone wall and want them to stay there until other orders issued.

Instead, they always regroup around the group leader, when i start the mission. What am i doing wrong?

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Units Mode (F1) => Special => None - If you wish the unit to begin the mission out of formation, choose 'None' from this list. It will start the mission at it's location in the mission editor.

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You can also init them with

doStop this

It can be a little overpowered but it does the job. If you call the unit in formation it will regroup to you, anyway.

If you want them to crouch, too (should be considered proper behavior when halted in potentially dangerous areas, to reduce exposure to enemy fire), use:

this setUnitPos "MIDDLE"

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"doStop this" works; but i noticed the units already where out of formation. Maybe the high command module ordered the subordinates to regroup at mission init...

Is there a way to let them face to a specific direction (like "watch direction" command)

---------- Post added at 07:41 PM ---------- Previous post was at 06:46 PM ----------

Okay, i used doWatch together with an marker.

Now it works nicely.

However, the units are running away to the north after some seconds... if i switch to them, they "engage". How can i set them so, that they will remain in their fighting positions?

---------- Post added at 07:54 PM ---------- Previous post was at 07:41 PM ----------

Maybe i need to mention that there are battles north of us, but not in line of sight.

---------- Post added at 07:57 PM ---------- Previous post was at 07:54 PM ----------

And if i team switch to another fireteam leader, they stay in position. Also the first squad (the one i swapped from) stays in position.

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combat mode determines "will" to fight, for instance open fire engage at will, makes the unit engage any enemy he spots and has weapons to defeat.

hold fire only makes unit engage immediate treats or when fired upon.

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put units in editor, facing the dir you want. Add this to their init:

this disableAI "MOVE";

This will prevent your AI from moving and should prevent them from chasing after enemy. If you find that they still chase after enemies, use this in their init as well:

this disableAI "TARGET"; 

http://community.bistudio.com/wiki/disableAI

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If i disable AI MOVE, is that only relevant for the assault part? I ask, because this is a multiplaxer mission, where the fireteam may be controlled by a human leader. It would not be good if they wont move at all until a script is called or something.

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disableAI "move" makes AI unable to move, before they could rotate around in same spot but i think that does not work anymore, they are frozen.

It has no effect on combat beheaviour, it is an higher code that does not care about combat.

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