DuoBlackrose 10 Posted January 20, 2014 so i've googled this in every wording i can think of to no avail, i'm trying to set up a mission where the enemy are occupying a base, and since AI are too stupid to use buildings properly i have to use this code copytoclipboard format ["this setDir %1 this setPos %2", getDir player, getPosATL player]; to set the AIs position, but i've run into a problem, that i expected. the AI are so "formation oriented" that they immediatly run to their CO's side the minute the mission starts, which is exactly where i don't want them. i want them to hold the deffensive positions that I set. anyone know what i can add to the Initialization of the unit to make it hold it's position no matter what? Share this post Link to post Share on other sites
Foxy 1 Posted January 20, 2014 Run this on each unit doStop unitName; and this on the group groupName enableAttack false; It stops the squad leader issuing commands "like fall back". Can't remember for sure if you need the doStop now, but it won't hurt. 2 Share this post Link to post Share on other sites
big_wilk 12 Posted January 20, 2014 (edited) In addition I'd say your best de-grouping the units when your setting their pos by the method in your post since your placing an individual unit, the stuff bellow is several different ways of making them stop / stand up, chose the ones that fit your need most: Orders the unit to remain in place he will pivot however: doStop this; Stops all movements: this disableAI "move"; Units Stance options = up / middle / down : this setunitpos "up"; More info: Edited January 20, 2014 by Big_Wilk 1 Share this post Link to post Share on other sites
DuoBlackrose 10 Posted January 20, 2014 In addition I'd say your best de-grouping the units when your setting their pos by the method in your post since your placing an individual unit, the stuff bellow is several different ways of making them stop / stand up, chose the ones that fit your need most: Orders the unit to remain in place he will pivot however: doStop this; Stops all movements: this disableAI "move"; Units Stance options = up / middle / down : this setunitpos "up"; More info: i knew the word "stop" was in the command somewhere....someone mentioned it when i asked about the setting position script. as for grouping, i'd leave them all de-grouped if i could, but it seems ARMA likes it best if they are in squads. my game runs smoother if 80 units are in 10 squads of 8 rather than all on their own. Share this post Link to post Share on other sites
seba1976 98 Posted January 20, 2014 as for grouping, i'd leave them all de-grouped if i could, but it seems ARMA likes it best if they are in squads. my game runs smoother if 80 units are in 10 squads of 8 rather than all on their own. That's correct. Every group "leader" consumes much more calculation power than their subordinates, that is, many calculations are done per group. Speaking of which, does anybody know how many units can be grouped together now? Share this post Link to post Share on other sites
big_wilk 12 Posted January 20, 2014 Yeh they do (what seba said), but if your putting so many units down that your experiencing performance issues by ungrouping them in the editor, I think your probs gonna lag your mission out. Share this post Link to post Share on other sites
DuoBlackrose 10 Posted January 21, 2014 That's correct. Every group "leader" consumes much more calculation power than their subordinates, that is, many calculations are done per group. Speaking of which, does anybody know how many units can be grouped together now? Group functions and squad movement get a little clunky if you do more than eight, I'm still tinkering around with it, but my 16 man squads have been giving me trouble. Yeh they do (what seba said), but if your putting so many units down that your experiencing performance issues by ungrouping them in the editor, I think your probs gonna lag your mission out. I'm going for an all out assault. D-Day style, I'm going to get lag no matter what. Share this post Link to post Share on other sites
seba1976 98 Posted January 21, 2014 I'm going for an all out assault. D-Day style, I'm going to get lag no matter what. :) Alright. Share this post Link to post Share on other sites
DuoBlackrose 10 Posted January 21, 2014 another question, the patroling forces around the compound keep leaving and wandering off as soon as the battle starts. i want them to guard the compound, and never leave it. suggestions? Share this post Link to post Share on other sites
seba1976 98 Posted January 21, 2014 Basically, what Big_Wilk said, is the best you can do to restrict AI movement. Share this post Link to post Share on other sites
DuoBlackrose 10 Posted January 21, 2014 Basically, what Big_Wilk said, is the best you can do to restrict AI movement. yeah, the guys i want to stay still are staying still, but the patrols keep wandering off when the shooting starts. Share this post Link to post Share on other sites
seba1976 98 Posted January 21, 2014 What are you using to making them patrol? Share this post Link to post Share on other sites
big_wilk 12 Posted January 25, 2014 its not attualy I ment to say: this disableAI "target"; disableing target will do what you want better. Share this post Link to post Share on other sites