georgischer Maschinengewehr 19 Posted November 20, 2016 usually I put AI in buildings (ungrouped) and I set their stance to "stand up" because group leader orders them different commands and then AI leaves its position but even if I set ai in a building, they are standing "normally" but when they engage hostile, they go out of the building. any chances to put A GROUP or AI in a building and defend this goddamn building without leaving? Share this post Link to post Share on other sites
Grumpy Old Man 3547 Posted November 20, 2016 Try using this: doStop this; this disableAI "PATH"; group this enableAttack false; in each units init field. Cheers Share this post Link to post Share on other sites
georgischer Maschinengewehr 19 Posted November 20, 2016 Grumpy Old Man thanks a million! can I try using this in a group as well? or only for single units. (ungrouped) Share this post Link to post Share on other sites
johnnyboy 3797 Posted November 20, 2016 this forcespeed 0; Will keep unit from moving also. And I highly recommend Zenophon's occupy building script. It does all the placement work for you (finds buildings near units, finds positions in and on top of buildings, places units, faces them out (so looking out window or doorway), and even calls my JBOY Up Down script on them when a FiredNear event occurs. 1 Share this post Link to post Share on other sites
Grumpy Old Man 3547 Posted November 20, 2016 Grumpy Old Man thanks a million! can I try using this in a group as well? or only for single units. (ungrouped) For groups you could use this in the init field of one group member (can be any unit): { doStop _x; _x disableAI "PATH"; } foreach units group this; group this enableAttack false; Or you might take a look into what johnnyboy suggested. this forcespeed 0; is also a good suggestion, can be reset by using -1. Cheers 2 Share this post Link to post Share on other sites
beno_83au 1369 Posted November 20, 2016 this forcespeed 0; Will keep unit from moving also. I'd been relying on this for a while to keep ai in place. But a week or so ago i had a fire team positioned behind a VCP with the group leader in a building nearby. The VCP lot stayed in place initially, but on contact with enemy most of the time they'd start moving again. Not sure why that was happening. 1 Share this post Link to post Share on other sites
Gunter Severloh 4070 Posted November 20, 2016 guess 3yrs hard work dont mean anything 2 Share this post Link to post Share on other sites
f2k sel 164 Posted November 21, 2016 I'd been relying on this for a while to keep ai in place. But a week or so ago i had a fire team positioned behind a VCP with the group leader in a building nearby. The VCP lot stayed in place initially, but on contact with enemy most of the time they'd start moving again. Not sure why that was happening. I always used this in the past A2 onwards, other people said they would still move but not for me. But like you a few weeks ago I had some start moving when engaged. I just checked again by placing around twenty units in and out of buildings at it seems fine again. there is also this disableAI "path" 1 Share this post Link to post Share on other sites
beno_83au 1369 Posted November 21, 2016 I ended up disabling "PATH" and it worked out. Glad that one was an easy fix. Share this post Link to post Share on other sites
Grumpy Old Man 3547 Posted November 22, 2016 I ended up disabling "PATH" and it worked out. Glad that one was an easy fix. After some further testing and goofing around disableAI "PATH" should actually be the only command needed to keep a unit from moving but still being able to turn, target and fire. Cheers 1 Share this post Link to post Share on other sites
Tajin 349 Posted November 22, 2016 If you freeze units like that, do put them back in a group. Having lots of "ungrouped" units (many small groups) is usually bad for performance. 1 Share this post Link to post Share on other sites
georgischer Maschinengewehr 19 Posted November 22, 2016 thanks a lot everyone!!! For groups you could use this in the init field of one group member (can be any unit): { doStop _x; _x disableAI "PATH"; } foreach units group this; group this enableAttack false; it worked great for me! Share this post Link to post Share on other sites
David ArmAstrong 11 Posted August 3, 2019 On 11/20/2016 at 4:27 PM, Gunter Severloh said: guess 3yrs hard work dont mean anything Gunter the links in your signature are one hell of a resource. It is much appreciated. Well done man. 2 1 Share this post Link to post Share on other sites
Gunter Severloh 4070 Posted August 3, 2019 19 hours ago, David ArmAstrong said: Gunter the links in your signature are one hell of a resource. It is much appreciated. Well done man. Thanks my friend, appreciate the compliments, all done with love for the community, if you think thats great wait til you see my next list idk what my response in this thread was about, anyways back on topic before the mods spank us with wooden paddles 😄 2 2 Share this post Link to post Share on other sites