thdman1511 4 Posted October 18, 2013 I have just started creating an intro for a mission I am using. Been watching the youtube tutorials, even tried to translate a tutorial from German to english. (the word is tried). I think I have the basics. I placed a civilian unit down as the camera man, Placed a AAF Gorgan on the map and Hunter. The Hunter drive down the road and once the Gorgan get view of the Hunter it attacks it. However the Civilian Unit flees. So my first question is how do you get the camera man to stay in position all through the action. I did have a Blackfoot position about 1.2 Km away from the scene, and it was supposed to attack the Gorgan once the hunter was destroyed. However the Blackfoot attacked the Gorgan before the hunter triggered the Gorgan attack, which leads me to my second question, how do I get the Blackfoot to hold fire, until the trigger checking to to see the hunter is still alive is activated. I tried using setBehaviour and setCombatMode commands in the Blackfoots init field, but no luck it still wanted to attack the Gorgan before I was due too. So can anyone help me please. I initially had the following: this setBehaviour "SAFE"; this setCombatMode "BLUE"; But he still attacked. Also how do I get a unit to fire certain ammo at an enemy. I did try and us this FireAtTarget [Hunt1,"autocannon_30mm_CTWS"]; but it did not seem to work. Is there another way of doing it. Share this post Link to post Share on other sites
Grumpy Old Man 3545 Posted October 18, 2013 You could put the following commands inside the civilian units init field: this disableAI "MOVE"; The things you tried with the blackfoot worked just fine here You could probably place it further away on the map and use a trigger to set the blackfoots position closer to the gorgon once the hunter is dead as for the specific ammo you could use this: vehicle1 action ["UseWeapon", vehicle1, gunner vehicle1, X]; where X stands for a number you need to try which number results in the weapon you want to have I usually use this to force AI to throw chemlights and smoke grenades Share this post Link to post Share on other sites