avibird 1 36 Posted May 28, 2018 Hello I know this has been talk about multiple times but I am still confused and frustrated with this. I can't get spawn units to face or look the direction I want. I have used setDir set pos setVectorDir. It seems the units will always rotate to the north west direction. I know we can set the spawn in height of the USS freedom and the aircraft carrier Nimitz but I can't get it to work with infantry units in buildings. Can the direction be set without using markers and can units be set to spawn in at a specific height. I have attempted multiple code blocks with no luck. Avibird. Share this post Link to post Share on other sites
beno_83au 1369 Posted May 28, 2018 Read through setDir and you'll see the example it makes about using setFormDir. 1 Share this post Link to post Share on other sites
HazJ 1289 Posted May 28, 2018 You can also force them to watch a target. What are you trying to do? Share this post Link to post Share on other sites
avibird 1 36 Posted May 29, 2018 Beno still does not work. I am using jebus and murk AI editor spawning scripts does not set units direction very frustrated. Share this post Link to post Share on other sites
beno_83au 1369 Posted May 29, 2018 Those scripts might be whats giving you the drama then, I wouldn't know about those having never used them. Share this post Link to post Share on other sites
avibird 1 36 Posted May 29, 2018 Hey @HazJ I am setting up a town with units inside buildings that will be guarding a radio tower and radar station that you need to take town. I am using jebus and murk AI editor spawn scripts to setup the AI units on the ground floors of multiple buildings in the town. I also have units partoling the town with other units in the groups partoling in second thrid and rooftops with dostop command making the stay in place but open fire so the AI leader can order them to move once contact is made. This units unfortunately will always be on the map because setting the height for spawn in units sucks ass lol. It would be great if that could all be set to spawn in when the players are ready for the third part of this mission but not a game breaker at this point. Share this post Link to post Share on other sites
avibird 1 36 Posted May 29, 2018 @beno_83au do you ever spawn in units or always have them on the map. Share this post Link to post Share on other sites
HazJ 1289 Posted May 29, 2018 @avibird 1 So you don't want to do it in the core code / at the start. Why not use a trigger then? You can apply to all units to set direction / watch target pos. You can also do this for certain units. Won't give any code example yet as I need to know where you want them to face, etc? Share this post Link to post Share on other sites
beno_83au 1369 Posted May 29, 2018 Depends on the game type, but when I do spawn them in I use my own code. Very easy to do, especially once you have something of your own because you understand it, and can easily use it with other scenarios then. 1 Share this post Link to post Share on other sites
socs 92 Posted May 29, 2018 8 minutes ago, avibird 1 said: @beno_83au do you ever spawn in units or always have them on the map. Set the units you want at the height and direction you want.. Since you don't want to script this will be easy but VERY time consuming... Throw in units in the editor... Put them at the height and direction you want them at, via the alt (height), and shift key (direction), assuming you know this already, place down a show/hide module and a trigger(s) and go from there... This way theres practically very little to no scripting whatsoever... But it is however pretty time consuming but if you got the time, might as well... Cheers! Share this post Link to post Share on other sites
avibird 1 36 Posted May 29, 2018 @HazJ to many different direction. I have about a doesn't buildings with anywhere from a fireteam to a squad and half throughout a town. I still want to have the possible for the players to sneak in plant satchels and take down the two Targets however that is a very small chance without being seen or running into an actual moving Patrol. So to tell you what direction West east north south and a combination of them through the town. You know I don't make things easy lol Share this post Link to post Share on other sites
HazJ 1289 Posted May 29, 2018 I assumed the script you are using spawn them when you get close (caching)? Do they offer as init code parameter like @spunfin's AISSP? Share this post Link to post Share on other sites
avibird 1 36 Posted May 29, 2018 @socs thanks I know how to set it up for just editor units on higher level floors. I just can't get it to workout right for spawn units on the ground floors which are the majority of the units that spawn in. The units that are on the second third and fourth floors all have dostop commands link to partol groups with open fire comabt mode so the group AI leader can still order them to move . Share this post Link to post Share on other sites
avibird 1 36 Posted May 29, 2018 Yes jebus does not murk. Share this post Link to post Share on other sites
socs 92 Posted May 29, 2018 1 minute ago, avibird 1 said: Yes jebus does not murk. Okay sorry but i'm just a tiny bit confused, you want your units to spawn on the first floor and that's it right? You don't want them to spawn in anywhere else? From my understanding you want the units to not go onto any other floor because you already have units set up on the above floors.. Can I ask what you're using to spawn these in? Share this post Link to post Share on other sites
socs 92 Posted May 29, 2018 5 minutes ago, avibird 1 said: Yes jebus does not murk. You could also try setting a trigger to the height of the floor and have them spawn inside of that trigger alone.. Share this post Link to post Share on other sites
avibird 1 36 Posted May 29, 2018 These are really good script to spawn in editor units with a lot of functionality. Murk is older arma2 but still works very well jebus has more bells and whistles. I don't use the same stuff in my mission I use a few it makes the AI a little more unpredictable AI Behavior scripts as well. Share this post Link to post Share on other sites
socs 92 Posted May 29, 2018 3 minutes ago, avibird 1 said: These are really good script to spawn in editor units with a lot of functionality. Murk is older arma2 but still works very well jebus has more bells and whistles. I don't use the same stuff in my mission I use a few it makes the AI a little more unpredictable AI Behavior scripts as well. Okay so if you're using murks and you've made AI spawn by triggers, set the height of the trigger from the ground to the ceiling of the building you want the units to spawn in... This (obviously) making it so they don't spawn any higher/lower than what your triggers height is... Share this post Link to post Share on other sites
avibird 1 36 Posted May 29, 2018 14 minutes ago, socs said: Okay so if you're using murks and you've made AI spawn by triggers, set the height of the trigger from the ground to the ceiling of the building you want the units to spawn in... This (obviously) making it so they don't spawn any higher/lower than what your triggers height is.. I never thought of that will give it a try ? I don't think it will work but worth a shot Share this post Link to post Share on other sites
socs 92 Posted May 29, 2018 7 minutes ago, avibird 1 said: 21 minutes ago, socs said: Okay so if you're using murks and you've made AI spawn by triggers, set the height of the trigger from the ground to the ceiling of the building you want the units to spawn in... This (obviously) making it so they don't spawn any higher/lower than what your triggers height is.. I never thought of that will give it a try ? I don't think it will work but worth a shot Let me know how it goes! Share this post Link to post Share on other sites