_angus_ 2 Posted July 17, 2014 My friend and I play some pretty simple "clear the village" multiplayer games that I wrote with the editor. We are playing one at the moment which is a lot of fun and quite challenging (for us) but things tend to go wrong at the end. We feel we have just about cleared the village, but usually, and its in the same general location, we can hear one(?) enemy AI chattering away, but we just can't find him, and as a result we don't complete the mission and don't receive the mission successful text. Now, this takes place at the end of the village where there is some pretty varied terrain. There is a wood, some quite large rocks and obviously the houses. Is it possible (as I have done myself in the single player game) that the AI has falllen inside a rock or something and is stuck there isolated from us and us from him? Share this post Link to post Share on other sites
Grumpy Old Man 3550 Posted July 17, 2014 Why not use the splendid cam in the editor and find it out? Just scoop around under those rocks and you'll know. Share this post Link to post Share on other sites
_angus_ 2 Posted July 17, 2014 Good thinking, Grumpy. I will give that a go. I must admit I've never actually used it. Thanks. :) Share this post Link to post Share on other sites
lappihuan 178 Posted July 17, 2014 or make a function that shows you all units with a arrow over the head: { _arrow = createVehicle ["Sign_Arrow_F", position player, [], 0, ""]; _arrow attachTo [_x,[0,0,5]]; //last number (5) means 5m above head } forEach allUnits; you could also monitor left units with a "killed" EH and a hint with left numbers of enemy AI Share this post Link to post Share on other sites
barbolani 198 Posted July 17, 2014 third method: assuming the AI is opfor, type in the console: {if ((side _x == EAST) and (alive _x)) then {player setpos position _x}} foreach allunits; BAM! you are in his nose! Share this post Link to post Share on other sites
_angus_ 2 Posted July 18, 2014 third method: assuming the AI is opfor, type in the console: {if ((side _x == EAST) and (alive _x)) then {player setpos position _x}} foreach allunits;BAM! you are in his nose! Wow, very cool suggestions guys. Thank you. I actually found him last night using Grumpy's Splendid Camera approach, and sure enough I was confronted with an up-to-his-neck permanent resident Of Boulder, Colorado. :) ---------- Post added at 10:39 ---------- Previous post was at 10:34 ---------- third method: assuming the AI is opfor, type in the console: {if ((side _x == EAST) and (alive _x)) then {player setpos position _x}} foreach allunits;BAM! you are in his nose! I was just looking at that and wondering if there was way you could create a trigger in the Editor (don't do clever stuff) that recognised when opfor was reduced to say three AI, they fled the area? Share this post Link to post Share on other sites
cuel 25 Posted July 18, 2014 trigger east present cond: count thisList < 4 On act: {_x doMove [0,0,0]} forEach thisList; [0,0,0] Being the position Share this post Link to post Share on other sites
_angus_ 2 Posted July 18, 2014 trigger east presentcond: count thisList < 4 On act: {_x doMove [0,0,0]} forEach thisList; [0,0,0] Being the position Wow, this is probably child's play to you guys, but its pure magic to me - thanks. :) Share this post Link to post Share on other sites