ayjay 117 Posted May 16, 2017 I wanted to completely immobilize a unit so I did a search and found three commands you can type in the unit's init box in the editor. All three of them worked but I was wondering if there is a way to overide that line when I want to ingame and enable the unit to move. I tried all the modules ingame ( I think ) but so far I've come up with nothing. Share this post Link to post Share on other sites
Midnighters 152 Posted May 16, 2017 Well, that's quite the broad question. A) when do you want the unit to be mobilized? B) in what form? Triggers can be activated in certain radius, or used in a radio call or you can use an action. 1 Share this post Link to post Share on other sites
beno_83au 1369 Posted May 16, 2017 _unit forceSpeed 0; As it explains, a negative value resets this. Share this post Link to post Share on other sites
ayjay 117 Posted May 16, 2017 Thanks to both of you for your answers. Midnighters, ok I get it can be done with a trigger or radio call and I would have to familiarise myself and read up about that. beno_83au, this forceSpeed 0; was one of the lines I used to immobilise the unit in the editor. I don't really understand what your answer means . Having immobilised the unit in the editor I'm looking for a way to get it moving again at a time I choose while I'm playing a single mission. Thanks again for your answers. 1 Share this post Link to post Share on other sites
beno_83au 1369 Posted May 16, 2017 Place a trigger on the map, then in it's "On Activation" field put: _unit forceSpeed -1; Where _unit is the name of the unit you want to get moving. You can set up the trigger however you want so that it activates when needed, and it only takes a little bit of mucking around to figure out how they work. However, for a radio call there is a bunch of options under "Activation" from Radio Alpha to Radio Juliet, which correspond to different radio calls. By pressing 0-0 in-game you will bring up the menu that's used to activate them. 1 Share this post Link to post Share on other sites
jazzraill 3 Posted May 16, 2017 do you need to immobilize that unit again? if not, in init field _this spawn { _this enableSimulation false; waitUntil {sleep 0.2; /*your condition here*/}; _this enableSimulation true; }; 1 Share this post Link to post Share on other sites
ayjay 117 Posted May 16, 2017 Thank you both. Great answers. Share this post Link to post Share on other sites