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avibird 1

help with getting a group to stay out of formation at game start.

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How do I keep a squad of units out of there formation at game start. If I placed down a group of units from the editor and placed them in a particular arrangement I want them to stay in the placement until the group is giving a  order/waypoint at some put in the mission however the group will always move into formation that was set in the editor by game default at game start.

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Best to give the group a name and order them to stop by placing this in the leader init

grpblue=group this;{dostop _x} foreach units grpblue;

 

then when you need them to move

you will need to run the following from a trigger or addaction, if your the player you can just give them orders directly from the menus

{_x dofollow leader _x} foreach units grpblue;

 

 

 

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Hey f2k sel  this is your old friend Avibird I lost my old account after one of the fourm updates hope to get it back soon.

 

The issues is when I use the do stop command the units really don't react well to the environment if the squad is on there own. I have multiple squads for a single player mission or coop play using team switch. Each squad had their role in the mission. I have a squad coming a shore in landing crafts however they are placed in crafts from the editor but at  mission start they are all in the water except a few. 

 

If the squad is own it's on holding a position and no human player is in command the squad will move out of formation to find targets using the fire at will command from editor setup. When I use the do stop the units sit there like ducks most of the time.

 

After all this time you would think Bohemia would give a formation that would use editor place positions at mission start. ? If you think of something else please let me know. Avibird

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1 hour ago, Mr. Birdman said:

After all this time you would think Bohemia would give a formation that would use editor place positions at mission start.

 

I would love to see an implementation similar to the custom formation code that exists in VBS, i used that almost exclusively for formations. 

 

However, if doStop and doFollow aren't working out for you for whatever reason, there's also _unit disableAI/enableAI "PATH" but, as with doStop, this will have them hold their position. 

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HI AV, sorry I didn't notice who was posting actually I was just reading a question of yours in an old post  that went unanswered. About enabling support on radio after teamswitch.

 

Anyway as Beno_83au says we now have the  disableAI "PATH" which stops them from wondering off but all other animations should remain intact.

 

just substitute  dostop for disableAI

grpblue=group this;{_x disableAI "path"} foreach units grpblue;
{_x enableAI "path";_x dofollow leader _x} foreach units grpblue; 

You probably don't need the dofollow command but it won't hurt.

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setUnloadInCombat worked great for me.  See this post: 

I wrote a mission where pirates sat in their boats until triggered to move.  They would not dismount until boat was damaged, but they would return fire.

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