tboy 0 Posted November 20, 2002 what is the script for telling a unit to not move at all? Share this post Link to post Share on other sites
BaronVonRed 0 Posted November 20, 2002 Don't give him any waypoints, and put this in the init field: this setunitpos "up" Share this post Link to post Share on other sites
Balschoiw 0 Posted November 20, 2002 doStop unitname or soldierOne stop true I suggest you to download the official command reference. It will clear up most of the BIS commands. Share this post Link to post Share on other sites
Balschoiw 0 Posted November 20, 2002 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">Don't give him any waypoints, and put this in the init field: this setunitpos "up" <span id='postcolor'> This will not stop the unit. It only will order the unit to go up all the time. In other words the unit will not go prone. Share this post Link to post Share on other sites
tboy 0 Posted November 20, 2002 Balschoiw is right.. and if i wont give him way points he may move if he want... ex. when you shoot at another soldier he will run to the nearest hideout... but what i want is: i want a solier that won't move at all Share this post Link to post Share on other sites
shadow 6 Posted November 20, 2002 Another way to achieve what you want is to disable the AI's legs </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">unitname disableai "move"<span id='postcolor'> He can still turn around but not move away from his spot Share this post Link to post Share on other sites
Balschoiw 0 Posted November 20, 2002 answer already given: doStop unitname or soldierOne stop true Put this into waypoints On Activation or unit Init. Additionally you can set unit´s behaviour to "careless" and "never fire" in the Unit setup window. Make sure your editor is set to advanced mode. Share this post Link to post Share on other sites
BaronVonRed 0 Posted November 20, 2002 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (tboy @ Nov. 20 2002,19:17)</td></tr><tr><td id="QUOTE">Balschoiw is right.. and if i wont give him way points he may move if he want... ex. when you shoot at another soldier he will run to the nearest hideout... but what i want is: i want a solier that won't move at all<span id='postcolor'> He's still gonna hit the dirt if shot at or near, unless you use the setunitpos command. Hmmm, I wonder what he would do if you used a GUARD or SENTRY wp type? Balschoiw? Share this post Link to post Share on other sites
Balschoiw 0 Posted November 20, 2002 If GUARD wP is used the unit will move if another unit of it´s class has been killed. e.g if a soldier is killed soldier with Guard WP will move towards known threat and try to kill you. If Sentry WP is chosen unit will stay at it´s spot and engage incoming enemies. Share this post Link to post Share on other sites
BaronVonRed 0 Posted November 20, 2002 Neat, I didn't know that about GUARD. So then a SENTRY wp with a setunit pos would place him standing up and never move? Share this post Link to post Share on other sites
Balschoiw 0 Posted November 20, 2002 Sentry Unit will watch a certain spot but not move into action if a region nearby should be attacked (useful for guardposts and stationary Units). With a setpos "UP" it will keep standing all the ime, but it will also engage enemy if it comes in range. Share this post Link to post Share on other sites
Impavido 0 Posted November 20, 2002 The GUARD wp is more broad than that. If you give a guard waypoint the unit will mobilize to attack any enemy unit detected by another friendly unit ANYWHERE ON THE MAP. If you synchronize the GUARD wp with a trigger area for (West detected by East etc) the unit will engage only enemy units detected within its trigger range. I use the guard feature extensively to simulate AI reinforcements. Once the enemy is gone or dead the unit returns to the wp and waits. Sentry seems to just stand there and not move. EVER. So I use that wp for guards posted at a constant position etc. Share this post Link to post Share on other sites
BaronVonRed 0 Posted November 20, 2002 That is very interesting about the GUARD wp; very powerful - so are you saying he will move even if his 'knowsabout' the incident is zero if it is triggered as you described? Share this post Link to post Share on other sites
tboy 0 Posted November 20, 2002 so what you say is if i put a waypoint of guard the specific unit can be activated to move to a trigger with "detected by..." from far far away when it activated??? Share this post Link to post Share on other sites
Balschoiw 0 Posted November 20, 2002 yes sure. Whenever a unit of same type is attacked or reveals you it will go to your position and kill you wherever you are. Share this post Link to post Share on other sites
BaronVonRed 0 Posted November 21, 2002 Dang that is awesome! I actually played around with this some last night and it works GREAT! I wish I had known about this umpteen-thousand missions ago! Share this post Link to post Share on other sites
Fenris 0 Posted November 21, 2002 Kind of on the same subject, I posted before but didn't get a reply... How can you start a unit off crouching (not lying down). You've got setpos "up" and setpos "down" but I really need something like setpos "crouch". Doesn't seem to exist  For example I start units off on a sentry tower and as soon as a bunfight starts they all hit the dirt and usually fall off. I've disabled the AI move, but I need them to be able to crouch to use a rocket launcher. Does setpos "UP" let them crouch? Also I've got some pillboxes that the unit's need to crouch in to use effectively so I could do with help if anyone has a solution... Ta muchly Share this post Link to post Share on other sites
BaronVonRed 0 Posted November 21, 2002 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE"> For example I start units off on a sentry tower and as soon as a bunfight starts they all hit the dirt and usually fall off. <span id='postcolor'> The "up" position will at least solve that. I don't think there is a crouch. Share this post Link to post Share on other sites
ralphwiggum 6 Posted November 21, 2002 there is a way to get around it. unit setbehaviour "COMBAT"; unit switchmove "Crouch"; unit setunitpos "UP" i'm not sure what the sequence is or the syntax, but it's something like that. Share this post Link to post Share on other sites
Fenris 0 Posted November 23, 2002 Nice one compadré, I shall try it out... Share this post Link to post Share on other sites