MANTIA 55 Posted October 14, 2014 I've search around a bit and found a few init lines I thought would server the purpose but still not working. What I'm trying to do? Setting up an AT firing range. I want targets to be able to be hit with Titan Launchers requiring a heat signature for the Titan to lock. \ I've tried this in the init of an opfor armor unit: removeallWeapons this; this allowDamage false; this disableAI "MOVE"; this disableAI "AUTOTARGET" ;this setCombatMode "WHITE" However, after I engage with the Titan the opfor starts to move and returns fire. Are there better init commands for this that I'm missing? Or a better way to achieve what I'm looking for? Share this post Link to post Share on other sites
jshock 513 Posted October 14, 2014 You may want to add in: this setBehaviour "CARELESS"; //maybe even commandStop this; Share this post Link to post Share on other sites
Beerkan 71 Posted October 14, 2014 this setfuel 0;this setvehicleammo 0; Share this post Link to post Share on other sites
das attorney 858 Posted October 14, 2014 Or set the sliders for fuel and ammo to 0. Share this post Link to post Share on other sites
killzone_kid 1332 Posted October 14, 2014 You have to remove all weapons individually with removeWeapon command. removeAllWeapons doesnt work with vehicle weapons. Share this post Link to post Share on other sites
MANTIA 55 Posted October 15, 2014 this setfuel 0;this setvehicleammo 0; Using this will the crew dismount at any time? Share this post Link to post Share on other sites
Beerkan 71 Posted October 15, 2014 this setfuel 0;this setvehicleammo 0; Using this will the crew dismount at any time?Yes, when the tanks takes damage, they will eventually bail.If you just want a tank as target practice, why not just put down an empty tank. In the Editor SIDE Empty then select empty vehicle of your choice. Share this post Link to post Share on other sites
MANTIA 55 Posted October 27, 2014 Yes, when the tanks takes damage, they will eventually bail.If you just want a tank as target practice, why not just put down an empty tank. In the Editor SIDE Empty then select empty vehicle of your choice. empty tank has no heat signature, thus not good for launchers such as the Titan. Share this post Link to post Share on other sites
epicgoldenwarrior 11 Posted October 30, 2014 This disableAI "anim"; idk if that works for vehicles... Or this enableSimulation false; Or, you can give 3 soldiers a "moveInCargo" or driver/gunner and then with a trigger: Cond: true On act: _unit setDamage 1; Make sure all times are set to like, 10 so they can make it in the vehicle Share this post Link to post Share on other sites
benargee 20 Posted October 30, 2014 (edited) empty tank has no heat signature, thus not good for launchers such as the Titan. INIT: this engineOn true; That will turn the engine on, creating a heat signature Edited October 30, 2014 by Benargee Link Share this post Link to post Share on other sites
Von Quest 1163 Posted October 31, 2014 engineOn true; to have it running and hot. attachTo; if you want to lock it somewhere. Spawn something in to attach it to. setCaptive true; if you don't want it/them to shoot back if using Units. Share this post Link to post Share on other sites
iceman77 19 Posted October 31, 2014 May want to fiddle with https://community.bistudio.com/wiki/allowCrewInImmobile aswell. Not sure if it effects vehicles with low ammunition too. Share this post Link to post Share on other sites
plasmacon 1 Posted November 3, 2014 I am new, so tell me if I am thinking wrong. I know it has been answered, so I am just wondering if I am correct. Can you not this disableAI "MOVE"; on the tank and on the player, this setcaptive true for a firing range type scenario? If it is just a firing range then you just want the ai to ignore you... correct? Sorry, missed Goblins post. Share this post Link to post Share on other sites
baddazs 10 Posted November 15, 2014 Edit : snip. Question answered Share this post Link to post Share on other sites