djdodo 10 Posted December 6, 2016 Hi, I had to realize, that in my mission enemy soldiers are always fleeing instead of shooting at me. Only vehicles do their job. No matter what type of soldier it is. I even can put myself in front of them, and the are running away! WTF? I will try denying all unit to flee via init.sqf, but that should not be the solution for all times. Do you have any ideas? Greets, Dodo Share this post Link to post Share on other sites
djdodo 10 Posted December 6, 2016 Oh my Gosh! I just read, that some people also experience this problem, "When there are too many units on the map". Damn! I filled Stratis with enemies. I don't like missions, where you are not allowed to leave an area, or if you are allowed you find an empty island. I want to have Stratis filled with every soldier, tank, roadblock, simply a military island! Is there any other way (e.g. a mod that makes AI work) than spawning in these units afterwards? Greets, Dodo Share this post Link to post Share on other sites
phronk 905 Posted December 6, 2016 Are you using any AI mods? Maybe these commands can help: Bob setSkill["Courage",1.0]; Bob allowFleeing 0; Share this post Link to post Share on other sites
djdodo 10 Posted December 6, 2016 Are you using any AI mods? Maybe these commands can help: Bob setSkill["Courage",1.0]; Bob allowFleeing 0; Hi, I'm not using AI mods. I read, that the AI is disabled, when there are too many AI-Units on the map, or better to say if the percentage of computing power for each AI is too low. But I think nowadays with actual hardware there can't be an issue with computing power... I'll try using the module for Disabling/Enabling AI with trigger set to 650m distance. When Bluefor is present within this trigger, AI is re-enabled. Otherwise I really neet to make spawn triggers. But that means I can't use custom-made groups (loadout etc.). It's a whole lotta code to write... Greets, Dodo Share this post Link to post Share on other sites
Beerkan 71 Posted December 6, 2016 It's a whole lotta code to write... No it isn't.. https://forums.bistudio.com/topic/180646-list-of-all-hidden-texture-inits/?p=2879926 ;) Share this post Link to post Share on other sites
djdodo 10 Posted December 6, 2016 Hi, thanks for the script. The custom loadout will not be the mass. I'll also try to keep my script universal. For example I did not care for the flashlight.... lol I'l try putting this code in my triggers radius 650m with activation set to BLUEFOR present: _pos = getPosASL this; _group = createGroup opfor; _Unit1 = _group createUnit ["some_soldier",_pos,"",0.5,"PRIVATE"]; _Unit2 = _group createUnit ["some_soldier",_pos,"",0.5,"SERGEANT"]; _group selectLeader _Unit2; _wp = _group addWaypoint [_pos,2]; _wp setWaypointType "GUARD"; Would this work? And what about the loadout for the night? Will the flashlight be automatically added if spawn is at night? Or should I adapt your script for my units? That means: _pos = getPosASL this; _group = createGroup opfor; _Unit1 = _group createUnit ["some_soldier",_pos,"",0.5,"PRIVATE"]; _Unit1 exec "ConfigAI.sqf" _Unit2 = _group createUnit ["some_soldier",_pos,"",0.5,"SERGEANT"]; _Unit2 exec "ConfigAI.sqf" _group selectLeader _Unit2; _wp = _group addWaypoint [_pos,2]; _wp setWaypointType "GUARD"; with the script changed to first line _unit = _this select 0; And deleted the loops for allUnits and the Uniform config. Greets, Dodo Share this post Link to post Share on other sites