2nd ranger 282 Posted June 18, 2011 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... No, because you allowDamage false on him. Share this post Link to post Share on other sites
dwinar 10 Posted June 19, 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. OK I tested this addon at last and it works really nice I only have to remove the invisible target when the real is in bad condition but that's easy :) Thanks everyone for suggestions it helped me a lot. Cheers! Share this post Link to post Share on other sites
Koni 3 Posted June 20, 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 If I setup an empty car and just use UnitName DoFire carName, the unit blasts it to bits till it's destroyed. I take it I am not understanding something here, or is this not what you wanted to do ? Share this post Link to post Share on other sites
dwinar 10 Posted June 20, 2011 (edited) Yes it is exactly what I want to do and what my units don't want to because I have even manually ordered them to fire at empty car in game and they didn't execute the order. What version of game (although it may have nothing to do with the problem) do you have? PS Edited June 20, 2011 by dwinar Share this post Link to post Share on other sites
Koni 3 Posted June 20, 2011 (edited) Mines on 1.57 Test I did was simply one US rifleman called man1 and an empty Civilian car called car1 and a trigger that fired when he entered the trigger field, and the On Activation was man1 dofire car1 and he does, everytime. If I use an AT soldier he just uses his rifle, but if it's a rifleman he uses grenades first, if the cars a Tank and the mans a AT Soldier he will use the SMAW. I don't think a unit will manually fire on your command though as your own unit will not see it as a threat, but it will still fire at it if the order is given by a trigger. Edited June 20, 2011 by Koni Share this post Link to post Share on other sites
dwinar 10 Posted June 20, 2011 In ArmA 1 there was no problem with manual targetting (select all -> 2 -> 0 for more targets -> 1, after that select all -> 3 -> 3 for fire). And for trigger as you described above it was exactly what I was doing in ArmA 1 and it worked. So if this method works for you in ArmA 2 too it means that I have bugged copy or BIS repaired this issue in further versions. I have ArmA 2 1.09 (max patch without expansion packs). Share this post Link to post Share on other sites
f2k sel 164 Posted June 20, 2011 In ArmA 1 there was no problem with manual targetting (select all -> 2 -> 0 for more targets -> 1, after that select all -> 3 -> 3 for fire). That's working for me in 1.59 with latest beta. Share this post Link to post Share on other sites
dwinar 10 Posted June 20, 2011 (edited) Now everything is clear... I found this: Operation Arrowhead list of fixes: Engine ------ * Fixed: Cursor on the windows borders no longer flashing when attempting to drag/resize the window. * Fixed: Win7/Vista Aero preview should no longer be activated by mouse movement while playing. * Fixed: Helicopters no longer lifting off when aircraft passed over them (http://dev-heaven.net/issues/14589). * Fixed: AI Helicopters wobbling up and down (http://dev-heaven.net/issues/14410). * Improved: Enemy targets are now unassigned once their crew is killed. * Fixed: doFire did not work on most targets. * New: Multihome servers support. Commandline parameter -ip=my.ip.add.res available. * Fixed: SetCaptive doesn't stop AI shooting at a unit/player. * New: allMissionObjects script command. * New: Script command setPlayerRespawnTime. * New: new AllDead command. * Fixed: Video playback stuttering. * Fixed: Locality issues of objects in MP (mainly updates from nonowner errors). Version raised to I was so happy when I could get the ArmA 2... But noooo to get fully working game you need to buy damn expansion... Again thanks for the help. Now I at least know where are my problems with game coming from... Edited June 20, 2011 by dwinar Share this post Link to post Share on other sites
f2k sel 164 Posted June 20, 2011 I hadn't noticed it'd been fixed even though I have OA, however they've now broken useweapon. It never really worked that well in the first place. Share this post Link to post Share on other sites
2nd ranger 282 Posted June 20, 2011 (edited) Is the car you're using actually the Hatchback as shown in that screenshot? I wasn't joking when I said this: 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 :) If you put this in a unit's init: this moveincargo [CarName,3]; He will literally be put in the trunk of the car (only the Hatchback), out of sight. If you also have in his init removeAllWeapons this; this disableai "anim"; this allowDamage false; this hideobject true; and put in the init of the car: this lockCargo true; AI units will shoot at the car until it is disabled and the unit will get out, at which point you can delete him and also destroy the car if you want. I mean I know you said earlier you were using the invisible targets but it's always nice not to depend on addons. Edited June 20, 2011 by 2nd Ranger Share this post Link to post Share on other sites