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Unluckymonster

Make Ai stay inside Hooked car

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Hi,

 

got idea to make small mission where you interrigate inform by putting him inside car, hook car to helicopter and fly around and hitting car to trees  etc.

 

However, the Ai likes to jump out of vehicle sometimes. What I'm searching answer for is to make Ai just simply to stay in vehicle no matter what happens when vehicle is hooked.

 

Down below command lines used but that dosen't have worked:

(inform: guy which is inside car and idea is to just stay inside car whole mission)

 

commandstop this;

this enableAttack false;

this disableAI "target";

doStop this;

this allowFleeing 0;

this setBehaviour "CARELESS";

this allowCrewInImmobile true;

 

this disableai "autotarget";

this disableAI "FSM";

this disableAI "THREAT_PATH";

this disableAI "PATHPLAN";

this disableAI "GROUNDAVOID";

this disableAI "MOVE"; 

this disableAI "ANIM";

 

-----

 

Put part of these commands to car also but these don't help either:

(car: vehicle inside have the inform which is going to be hooked to helicopter and make inform day worst)

 

car lockCargo true;

car lockDriver true;

this allowCrewInImmobile true;

 

this disableAI "FSM";

this disableAI "THREAT_PATH";

this disableAI "PATHPLAN";

this disableAI "GROUNDAVOID";

this disableAI "MOVE";

this disableAI "ANIM";

 

And of course vehicle set to lock. Disabling inform "show model" and "enable simulation" haven't helped either.

 

Hard to belive it's so hard to make just one unit inside one car and stay there no matter what.  :wacko:

 

- Unluckymonster

 

EDIT:

also tried    this setUnloadInCombat [FALSE,FALSE]; command to both vehicle and interrigated, no success either.

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puhh i think you have tried almost all possibilies. Maybe u could switchmove the unit to the sitting position and attach it to the vehicle. or maybe you could use createVehicle instead of creatunit. just wild guessing

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this enableSimulationGlobal false

 

A bit more information might be helpful for those who don't know what to do with that.

 

That syntax belongs into the init field of the unit. But its also possible to make this a bit more generic, so it doesn't depend on a single unit:

 

Before the car is hooked:

{_x enableSimulationGlobal false} forEach crew _car;

After the car is unhooked:

{_x enableSimulationGlobal true} forEach crew _car;

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A bit more information might be helpful for those who don't know what to do with that.

 

That syntax belongs into the init field of the unit. But its also possible to make this a bit more generic, so it doesn't depend on a single unit:

 

Before the car is hooked:

{_x enableSimulationGlobal false} forEach crew _car;

 

No success, disabled also Inform model but didn't help either.

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