DieselJC 196 Posted March 30, 2014 Everytime I go in to preview the misson in the Editor I have 40 or 50 AI running all over the base..some missions they don't. Currently I am trying to Edit Invade and Annex and everytime I make a change at base I go in to check it and have to deal with all of the AI..is their anyway to disable them?:confused: JC Share this post Link to post Share on other sites
jshock 513 Posted March 30, 2014 I don't know of anyway that you can disable AI in the editor preview, all I know is how to disable them on the multiplayer server via the init.sqf code line: disableAI = true; Share this post Link to post Share on other sites
DieselJC 196 Posted March 30, 2014 Thanks for the reply...just a little annoying dealing with all the AI everytime I want to check something..lol. JC Share this post Link to post Share on other sites
Magirot 14 Posted March 30, 2014 I don't know of anyway that you can disable AI in the editor preview, all I know is how to disable them on the multiplayer server via the init.sqf code line: disableAI = true; You probably meant Description.ext, not init.sqf? Share this post Link to post Share on other sites
Ahles3 10 Posted March 30, 2014 Yeah, I don't think it's possible (I've been editing for years, and never heard of anything like that). The best way to do it is to put in the units at the end. Share this post Link to post Share on other sites
roguetrooper 2 Posted March 30, 2014 (edited) For editor preview and testing just put a trigger on the map with condition: !(isMultiplayer) activation: {if !(isPlayer _x) then {_x setdamage 1}} forEach allUnits; When it is a multiplayer-only map, you don't have to remove that trigger in your final map. Edited March 30, 2014 by RogueTrooper Share this post Link to post Share on other sites
DieselJC 196 Posted March 30, 2014 Thanks fior the replies! Thanks Rogue I'll give that a try..really appreciate the help! JC Share this post Link to post Share on other sites
KevsNoTrev 44 Posted March 30, 2014 Have you tried the MP Editor? Load up the game, select multiplayer and select new. Then load the mission you want to work on (you will have to copy the mission and scripts from missions to mpmissions I am sure you get the unit selection screen and briefing just like in MP gameplay, it will also allow you to test respawn if you need to. I am pretty sure you only get AI if you enable them at the selection screen. Share this post Link to post Share on other sites
jshock 513 Posted March 30, 2014 You probably meant Description.ext, not init.sqf? Yeah sorry, brain gave out on me, thanks Magirot. Share this post Link to post Share on other sites
barbolani 198 Posted March 31, 2014 The old way was: Place a trigger covering all the playable units. Condition side of those units present, on act {deleteVehicle _x} forEach thislist Deletevehicle ignores players. Made in the office, may have mistakes. Share this post Link to post Share on other sites
DieselJC 196 Posted April 1, 2014 Thanks for all the replies I appreciate it..I used Rogues trigger...about fell off my chair laughing when I watched all the AI fall over dead but it worked and at least they aren't runnin all over.! Thanks agin for all the replies! JC Share this post Link to post Share on other sites