prototype1479 63 Posted December 18, 2016 how about "_x allowfleeing 0" forEach thisList? Share this post Link to post Share on other sites
ProfTournesol 956 Posted December 18, 2016 What is the question exactly ? Why don't you try it by yourself ? Share this post Link to post Share on other sites
prototype1479 63 Posted December 18, 2016 i did and they didnt why it doesnt work? i mean its just writting perfectly fine there shouldnt be any problems does "_x setskill 1" forEach thisList and "_x allowfleeing 0" forEach thisList work? if not then how i can make it work Share this post Link to post Share on other sites
zulu1 145 Posted December 18, 2016 To create the list you must use this in a trigger that encompasses the units that you want this to work on. Activation: the side you want effect on (east, west, res) or anybody and "Present". Put the line of code in the triggers "On Activation" field and it will work. Setskill and AllowFleeing can be anything between 0 and 1 (.1, .25, .5, .75 etc.) To randomize setskill you can also try this: {_x setSkill (0.4+random 0.4)} forEach thislist; It will randomly add .4 to the .4 skill setting. 1 Share this post Link to post Share on other sites
prototype1479 63 Posted December 18, 2016 this is just basics i know that . so i should have used { instead of " ? is thats the mistake here? btw i put radius to 0 on each cus i think it affect all the units in the area Share this post Link to post Share on other sites
zulu1 145 Posted December 18, 2016 Brackets {} and Parenthesis "" are the same thing. 1 Share this post Link to post Share on other sites
prototype1479 63 Posted December 18, 2016 then it should work... ill retry Share this post Link to post Share on other sites
prototype1479 63 Posted February 12, 2017 (edited) I think i have found the solution You must first make this trigger on map ("side"; present, 1 second each) : Condition: this Activation: name = thislist ; activate = 1 And then make another trigger ("side"; present, 0 second each) : Condition: activate == 1 Activation: {_x setskill 1} foreach name ; hint "test if you want to check if it works" Thanks OFP community! ;) Edited February 12, 2017 by prototype1479 Solution found ;) Share this post Link to post Share on other sites
zulu1 145 Posted February 12, 2017 You can do it with one trigger really make one trigger ("side"; present, 0 second each) : Condition: this Activation: {_x setskill 1} foreach thislist; but if the other works for you no worries Share this post Link to post Share on other sites
prototype1479 63 Posted February 12, 2017 I tried it, you can try it if you want to here's how to check the AI skill. Set 1 enemy AI. (Skill max) Set yourself on map and have a teammate dead or just lonely on an island. Then start the mission, go prone press F2 (To check how close you are) get 10 - 7 metters to the ai and he will turn back to you. (Don't rush just slowly crawl) Now set the enemy AI's skill to lowest and then start the mission. Go prone get 5m close and they will detect you. So if enemy detects you 10 - 7m on maximum skill and 5m on lowest skill then if you put your trigger and set the enemy skill on 0 then enemy skill would be at maximum and it would work right? But i tried it alot it doesn't work trust me. Regards - Godfree (Alex) Share this post Link to post Share on other sites
ProfTournesol 956 Posted February 12, 2017 I'm sorry but i don't understand what you want to achieve. What Zulu has written works perfectly, i've just tried it. Share this post Link to post Share on other sites
prototype1479 63 Posted February 17, 2017 Do you know how does high/low skill AI behave? How did you know it works? Well, i guess this works for me i should stick with this. Share this post Link to post Share on other sites
Lenyoga 326 Posted May 4, 2017 I'm not sure this was resolved or not, but "_x setSkill 1" forEach thislist works perfectly fine in a trigger set to anybody-present with condition=this. I checked using this hint format["Skill level is %1", skill unitName] If I'm not gravely mistaken, skill influences aim precision, movement precision and detection as you said. Share this post Link to post Share on other sites
prototype1479 63 Posted May 11, 2017 Yeah the way i tried worked on me so thanks everyone! Share this post Link to post Share on other sites