iconoclastdx 5 Posted November 6, 2013 My civilian AI reacts appropriately to my setUnitPos the first time but then it seem he is locked in that position forever. Trying to set it back to anything else, even "AUTO" or "" does nothing. Is this broken? Share this post Link to post Share on other sites
iconoclastdx 5 Posted November 11, 2013 No takers on this one?? Am I doing it completely wrong here? Any other suggestions on how to make an AI lay down and them stand back up if not with setUnitPos? I would really appreciate any suggestion. Share this post Link to post Share on other sites
jandrews 116 Posted November 11, 2013 from what I understand, you will have to change the unit/s position with a trigger and an array in the Act. line. Dont ask me what the array line should be. But I do believe its possible, may be google (arma 3, setUnitPos) and look for exact/similar threads, I know that question has been asked before. google all "specific" questions and if nothing then ask. I find that is less annoying from the main people that help here. answering the same stuff for them gets old I am sure. ---------- Post added at 22:47 ---------- Previous post was at 22:38 ---------- this may help http://forums.bistudio.com/showthread.php?158073-unit-setUnitPos-quot-down-quot-on-Waypoint-without-Trigger Share this post Link to post Share on other sites
das attorney 858 Posted November 11, 2013 Can you post up your code? setUnitPos works fine for me, so would like to see what's going on in your code. Share this post Link to post Share on other sites
Kunsa 10 Posted November 11, 2013 (edited) I think there are 3 different levels of setunitPos... the weakest is setunitposweak or something like that. the second is setunitPos which will override any setunitposweak command and the third is when your character sets unitpos through the menu...actually in-game. That one overrides the scripting command setunitPos. So if you use the menu to command someone to a position and then use the scripting command it doesnt always work as expected. Im sure someone will tell me if i'm wrong on this, but I think thats right. I just remember having problems when in combat.. getting the unit up and running was difficult. To change their combat mode etc I had to remove them from my group silently and then issue the command for it to work(because combatmode and others are group commands) but that is when I was changing stance, and it worked for me.. you could try that?! Edited November 11, 2013 by Kunsa drum roll......BuDum - tish Share this post Link to post Share on other sites
iconoclastdx 5 Posted November 12, 2013 Can you post up your code?setUnitPos works fine for me, so would like to see what's going on in your code. I've been reduced to a couple of radio calls. One with < npcCiv03 setUnitPos "Middle";> and the next with < npcCiv03 setUnitPos "UP"; > or anything else besides UP. The Civy will go to middle but ignore any future setUnitPos. When you say it work for you, your saying you can get the civy to comply with setUnitPos twice? If so, can you post it? Thank you for responding. JAndrews- I'm not sure why I would use an Array as the Civy is not in a group. I've search significantly and have found no answers. However, I have found unanswered posts of a similar nature. Kunsa- I thought "weak" versions of command were exclusive to FSM. Share this post Link to post Share on other sites
das attorney 858 Posted November 12, 2013 (edited) Essentially, my code then is the same as yours. I have multiple calls for: _unit setUnitPos "middle"; _unit setUnitPos "up"; and then when the unit is in combat, I set it back to: _unit setUnitPos "auto"; I can't really post up the code as it's in an FSM (which wouldn't make sense in this forum). As I say, if you post up your code (as it's written - or even better a test mission) then we can most likely work it out. Edited November 12, 2013 by Das Attorney Share this post Link to post Share on other sites
iconoclastdx 5 Posted November 13, 2013 Well here is a test mission that's about as basic as it gets. It a guy with four addactions that setUnitPos to one of the four options. I, for the life of me, cant get the guy to stand up after kneeling. I have to make him lay down before he will go auto or stand back up. A similar thing happens with down. He wont go to middle from down. I have to tell him to stand up, then he'll go to middle. It's an improvement but still seem broken. Thanks for any insight! Share this post Link to post Share on other sites
das attorney 858 Posted November 13, 2013 I've just given it a whirl and agree: Cannot change from kneeling to standing or auto Cannot change from down to middle I tried giving him waypoints and changing combatmodes/behaviour, but still the same. (Civ's don't seem to have much going on in terms of behaviour in Arma 3 - commands like Civ01 setBehaviour "combat" do nothing. I think they ripped out a lot of the behaviour code so maybe the two issues are related). If you switch him out for a friendly blufor unit, your scripts work as expected. Maybe this is worth a ticket on the tracker. All I can think of for now is dressing up a friendly unit as a civ and setCaptive true on him - then your scripts should be good. Share this post Link to post Share on other sites
iconoclastdx 5 Posted November 14, 2013 Yeah! I'm not crazy. I'll probably add a ticket if its not there already. Thanks for the suggestions! Share this post Link to post Share on other sites
MulleDK19 21 Posted November 14, 2013 Works fine for me. Priority is commanded, setUnitPos, setUnitPosWeak. Share this post Link to post Share on other sites