dwinar 10 Posted June 17, 2011 Hi! I wonder if there is someone who had similar problem. I want a group of soldier to destroy empty car, I am using Destroy WP directly on a car, but they just go near the car and glare at it despite of having grenade launchers and bazookas... Share this post Link to post Share on other sites
ProfTournesol 956 Posted June 17, 2011 Hi!I wonder if there is someone who had similar problem. I want a group of soldier to destroy empty car, I am using Destroy WP directly on a car, but they just go near the car and glare at it despite of having grenade launchers and bazookas... It would work if they consider the car as enemy. Share this post Link to post Share on other sites
dwinar 10 Posted June 17, 2011 That's strange... In OFP it worked perfectly even on empty vehicles. Puting enemy soldier into the car and removing him doesn't help them to consider it enemy car :( Share this post Link to post Share on other sites
f2k sel 164 Posted June 17, 2011 It's so frustrating not to be able to get units to attack or destroy things that you want them too without faffing around with scripts and fixes for something that should be basic in a shooter. Share this post Link to post Share on other sites
dwinar 10 Posted June 17, 2011 It means that ArmA 2 editor is useless... You can't do missions with defending vehicles/houses (in OFP I could get tank to attack building). I'm not gonna script billion conditions checking if unit of attacking group is able to get near car while under fire and script shooting (forcing shooting at car is almost impossible even if there is a driver, when killed they stop shooting so the car is almost unscratched) Share this post Link to post Share on other sites
f2k sel 164 Posted June 17, 2011 What makes it worse it that we had a very useful command "deleteCollection objectname" what this did was to make an object invisible but only visually. The AI would be able to see it and attack it, you could then attach that object to anything you wanted destroyed. It was perfect for bombing runs and attacking empty units and buildings. There was a problem it could be used to delete objects from the map and if you tried to delete a deleted object it caused the game to crash, a simple if statement would fix that. However BIS decided to remove some of the deletecolletions ability and replace it with hideobject which is not targetable. You can use the invisible target addon from the ACE mod but I prefer not to use addons if I can help it. Share this post Link to post Share on other sites
2nd ranger 282 Posted June 17, 2011 (edited) Just tested this dirty workaround: Place an Opfor unit. Init line: this disableAI "move"; this setunitpos "down"; removeAllWeapons this; this allowDamage false; this hideobject true; this moveInDriver theCar; Then when the car is destroyed you can delete the driver or whatever. EDIT: Hmm actually he is still visible when he is inside the car. Was too far away to see properly. Edited June 17, 2011 by 2nd Ranger Share this post Link to post Share on other sites
f2k sel 164 Posted June 17, 2011 But doesn't the man become visible as soon as you place him inside, I tried before and that was the case. It should be said the destroy waypoint does work when placed on enemy buildings. Share this post Link to post Share on other sites
2nd ranger 282 Posted June 17, 2011 This is a lame suggestion but if your scenario allowed for the car to be Hatchback (Chernarus) then you can hide him in the trunk and it wouldn't matter that you can see him in the vehicle :) 1 Share this post Link to post Share on other sites
demonized 20 Posted June 17, 2011 i tried this hideObject method earlier on, but it seems to only work with some vehicles, others will show the unit again after he is moved inside. what i didnt try was attachTo but that would make the units shooting using weapons designed for the unit not the vehicle, so i backed off that way, and the hidden vehicle attached could work in some situations, as long as vehicle had cargo positions. but then the issue of disembarking units if a tire were shot out etc. i myself find the scripted version of this much more reliable and effective, and easier in the long run. simply a quick matter of (hasWeapon (if need for AT weapons), hasAmmo, selectWeapon, doTarget, doFire, done... "kindof".. Share this post Link to post Share on other sites
f2k sel 164 Posted June 17, 2011 When HideObject is used I don't think they can target that object, I tried reveal and still no effect so attachto would be a fail. Share this post Link to post Share on other sites
Koni 3 Posted June 17, 2011 Can you not use the domove for the AI to goto the car then dotarget and dofire to destroy it. Share this post Link to post Share on other sites
dwinar 10 Posted June 17, 2011 doTarget works (soldiers aim at the vehicle), but doFire not really (no shooting) maybe it would work after changing weapon to some rocket launcher but... Come on it's just a car few series from AK47 and it should be unable to move... PS Thanks for all those replies :D Share this post Link to post Share on other sites
f2k sel 164 Posted June 17, 2011 Can you not use the domove for the AI to goto the car then dotarget and dofire to destroy it. Kind of defeats the purpose of firing at an empty vehicle. gun dotarget car;gun action ["useWeapon",car,car,1];gun dofire car Does get them to fire but they aim for the driver position rather than critical points to disable the car. On a side not I do have a problem when using the same code in a script, I don't know if anyone can spot the problem which looks like a bug. I'm using the current beta patch. //null = [this,target] execmVM "fire_at.sqf"; _gun = _this select 0; _target = _this select 1; _gun dotarget _target; _gun action ["useWeapon",_gun,_gun,1]; _gun dofire _target; When I run the above code the man places his weapon on the ground before firing, anyone got any ideas? Share this post Link to post Share on other sites
demonized 20 Posted June 17, 2011 because you are targeting yourself? unitOne ["USEWEAPON", <target vehicle>, <target unit>, <weapon index>] _gun action ["useWeapon",_gun,_gun,1]; should probably be: _gun action ["useWeapon",_target,_target,1]; Share this post Link to post Share on other sites
f2k sel 164 Posted June 18, 2011 Nope it makes no difference, very strange. ---------- Post added at 02:04 AM ---------- Previous post was at 12:44 AM ---------- I've just noticed that there is a tiny addon other than downloading the ACE mod that does have invisible targets which works very well.. http://forums.bistudio.com/showthread.php?t=107269 Just place them or attach them to anything you want destroyed and then delete them. Share this post Link to post Share on other sites
2nd ranger 282 Posted June 18, 2011 If you put a driver in the car and make him play a cutscene anim that places him some distance away from the car, for example "c7c_zevl1", he will still be 'in' the car but his body will appear to be about 20m behind it, which means you could hide him behind something, or inside an object you place on that spot. Hideobject doesn't work with this, but the animation seems to freeze when it ends so he won't go back to being viewable in the car. Share this post Link to post Share on other sites
f2k sel 164 Posted June 18, 2011 Interesting, you could expand on that a little. You could use _objectname setobjecttexture [0,""]; to make him transparent apart for the head and hands. Unless anyone knows how to do that, I tried replacing his face but he looks like a dummy. I also tried using it on tanks but you always end up with some parts that won't vanish. As for my useweaopon problem it seems to be a bug as it's only effecting beta patched versions. Share this post Link to post Share on other sites
CarlGustaffa 4 Posted June 18, 2011 How many times have we asked for various types of invisible targets? It would ease these sorts of pains a lot. I wonder why we don't get them, seems trivial to implement, but for some, using addons for it isn't an option. Share this post Link to post Share on other sites
f2k sel 164 Posted June 18, 2011 Me too, I'd also like to have an option similar to unit setfriend [east,1] where it could be applied to objects empty or otherwise sort of unit/object SetThreat [east,1] Share this post Link to post Share on other sites
demonized 20 Posted June 18, 2011 i think the difference is in differensiating Arma from VBS, we could easily have walk in moving vehicles and such as well, if it was not for a reason to keep the market up high for VBS, if all the same can be done in a public game, why purchase large $ licenses. One could simply mod the needed content and get away with chump change licenses. anywho, just a theory of many things not present in Arma and why. Share this post Link to post Share on other sites
dwinar 10 Posted June 18, 2011 Nope it makes no difference, very strange.---------- Post added at 02:04 AM ---------- Previous post was at 12:44 AM ---------- I've just noticed that there is a tiny addon other than downloading the ACE mod that does have invisible targets which works very well.. http://forums.bistudio.com/showthread.php?t=107269 Just place them or attach them to anything you want destroyed and then delete them. Sounds really cool but I have only ArmA 2 without expansion packs. Anyway I tried and can't find those invisible targets in editor. Second option was to use "deletecollection car1" and it works, but empty cars can't be targeted (even by ingame player's command O_O while in ArmA 1 there was a training mission when you were asked to command your troops to destroy empty civilian car LOL) and car with hostile driver is a target unless driver is dead, so when they kill him there is no more shooting O_o I didn't try the option with animation that puts driver away but I suppose he still can be killed even if not seen so they'll stop shooting too... Share this post Link to post Share on other sites
f2k sel 164 Posted June 18, 2011 (edited) Is the addon placed in the right place. Make a folder @asc/addons in the main arma2 folder and place the pbo and bisign in addon folder you made.You need to add -mod=@asc to the shortcut target. You may need ot add a folder named key in the ASC folder and place the key file in that. looking at the armaholic page it says it requires ARMA2 no mention of anything else With deletecollection all you did was make a man invisible and just attach him to the car, I think you also had to made him invincible so they would shoot until told not to. But it no longer works as it was patched. Edited June 18, 2011 by F2k Sel Share this post Link to post Share on other sites
dwinar 10 Posted June 18, 2011 Sure I put the addon with mod folder method :) And the "deletecollection" works for me (makes vehicle invisible) and I have ArmA 2 version 1.9 Share this post Link to post Share on other sites
f2k sel 164 Posted June 18, 2011 (edited) Sure I put the addon with mod folder method :) And the "deletecollection" works for me (makes vehicle invisible) and I have ArmA 2 version 1.9 Yes it still makes in invisible but do the units attack it? I just tried my Version of ARMA2 1.09 and the addons show and work. Edited June 18, 2011 by F2k Sel Share this post Link to post Share on other sites