fin_soldier 82 Posted August 21, 2018 Hello armaholics! I've run into some trouble with AI and a certain building. I've put AI Waypoint to go into to a military cargo building. The problem is not if they can go inside. The group leader goes where he's suppose to, but some other group members start crawling under the building, then standing up. This results the AI half under and half inside the building. Link to image of the building Is there a way to disable AI from crawling? Forcing them to not go under the building. I'm aware of putting AI to only stand or only crouch, but I want them to be able to crouch and stand. Just removing the crawling aspect. Thanks in advance! Some of my missions: [CO-04] Last Stand - Compound [CO-04] Last Stand - Town [CO-04] Terrorist Hunt - Village [CO-04] Terrorist Hunt - Factory Share this post Link to post Share on other sites
HazJ 1286 Posted August 21, 2018 https://community.bistudio.com/wiki/setUnitPos Maybe this? If injured too much, they will crawl. You can use HandleDamage/Dammaged/Hit EH and check condition using canStand. Then heal them or whatever... https://community.bistudio.com/wiki/canStand Share this post Link to post Share on other sites
fin_soldier 82 Posted August 22, 2018 12 hours ago, HazJ said: https://community.bistudio.com/wiki/setUnitPos Maybe this? If injured too much, they will crawl. You can use HandleDamage/Dammaged/Hit EH and check condition using canStand. Then heal them or whatever... https://community.bistudio.com/wiki/canStand Thanks for your interest. I used setUnitPos, but still the AI started to crawl under the building. Strange as it's suppose to force AI to only stay standing. It works in normal firefights. Link to more in detail example pictures: https://imgur.com/a/ZdZqHv2 Share this post Link to post Share on other sites
HazJ 1286 Posted August 22, 2018 You can set again inside one of the Anim EHs. Just checking the returned animation is prone. https://community.bistudio.com/wiki/Arma_3:_Event_Handlers When you say crawl under a building? How do you mean? Is the building off the ground or something? Screenshot? Share this post Link to post Share on other sites
fin_soldier 82 Posted August 22, 2018 5 minutes ago, HazJ said: You can set again inside one of the Anim EHs. Just checking the returned animation is prone. https://community.bistudio.com/wiki/Arma_3:_Event_Handlers When you say crawl under a building? How do you mean? Is the building off the ground or something? Screenshot? Yup, the building is standing and you can crawl under it. Here's some screenshots: https://imgur.com/a/ZdZqHv2 Share this post Link to post Share on other sites
HazJ 1286 Posted August 22, 2018 Hmm. I recall something with disableAI which allowed AI to still move but it would disable all the crap that made them go around things and stuff like that. Can't find it atm... Also... Do you order them via group command? Does this happen when ordering multiple units at once? Is there anything blocking causing collision, etc... EDIT: Found it I think. Not sure if it worked. Worth a try: https://forums.bohemia.net/forums/topic/211771-ai-pathfinding-in-custom-compound/ Feel free to upload a basic demo mission. I'll have a mess with it when I get chance. Share this post Link to post Share on other sites
fin_soldier 82 Posted August 22, 2018 2 minutes ago, HazJ said: Hmm. I recall something with disableAI which allowed AI to still move but it would disable all the crap that made them go around things and stuff like that. Can't find it atm... Also... Do you order them via group command? Does this happen when ordering multiple units at once? Is there anything blocking causing collision, etc... I've put waypoint via group. The leader and another unit may walk inside as they should, the rest may stay outside the building, and that's fine as well. But then some of them start crawling under the building, then standing up. Total immersion killer. I want them to behave normally, without being able to go prone. Because the AI is suppose to attack, while players defending the building. It's okay that they go around the building, but I'm not okay with them starting to crawl under the building. There doesn't seem to be any collision when they stand up under the building. But that's only when they've already crawled under it. Otherwise they do avoid just going through the walls, which is good. Share this post Link to post Share on other sites
HazJ 1286 Posted August 22, 2018 This should do. this addEventHandler ["AnimStateChanged", { params ["_unit", "_anim"]; _unit setUnitPos "UP"; }]; Originally I had condition check to see if the stance had changed, etc and only run code if true but doesn't really matter. However, you may want to add an if statement in there for when they encounter enemy so they may go prone if that's what you want. https://community.bistudio.com/wiki/combatMode If you order the AI to go prone via command (group) then this won't work. https://community.bistudio.com/wiki/combatMode Share this post Link to post Share on other sites
fin_soldier 82 Posted August 22, 2018 43 minutes ago, HazJ said: This should do. this addEventHandler ["AnimStateChanged", { params ["_unit", "_anim"]; _unit setUnitPos "UP"; }]; Originally I had condition check to see if the stance had changed, etc and only run code if true but doesn't really matter. However, you may want to add an if statement in there for when they encounter enemy so they may go prone if that's what you want. https://community.bistudio.com/wiki/combatMode If you order the AI to go prone via command (group) then this won't work. https://community.bistudio.com/wiki/combatMode This didn't seem to work. Am I right, if I put this in enemy unit init? Share this post Link to post Share on other sites