jts_2009 96 Posted November 11, 2018 Hello. How actually to delete AI occupied by player? Respawn = 0. I saved the game, then I load the game and take another slot and another me (AI) have his presence in the mission. Is there a way to delete him, but let the slot be available..? (I am host player). Or do I have it do aggressively and just run a code when game is loaded from save and delete him? (Probably he won't be available as slot anymore). You have any ideas..? (if it's even possible :3) in Description.ext AI is disabled. disabledAI = 1; respawn = 0; Share this post Link to post Share on other sites
pierremgi 4739 Posted November 11, 2018 If you disable AI in lobby, you just have used slots in game. The other slots doesn't haver "existence", not appearing, not counter as player, even not counted as playableUnits!, not defined even you named them. So lobby seems to me a good place to do what you want. Just check disable AI (general or specific slots) If i'm right, there is no currently workable command to add/remove a slot in MP. Just a project. You can also script with some event handlers: https://community.bistudio.com/wiki/Arma_3:_Event_Handlers/addMissionEventHandler#HandleDisconnect but especially: https://community.bistudio.com/wiki/Arma_3:_Event_Handlers/addMissionEventHandler#TeamSwitch in your case. Share this post Link to post Share on other sites
jts_2009 96 Posted November 11, 2018 45 minutes ago, pierremgi said: If you disable AI in lobby, you just have used slots in game. The other slots doesn't haver "existence", not appearing, not counter as player, even not counted as playableUnits!, not defined even you named them. So lobby seems to me a good place to do what you want. Just check disable AI The problem is that if Host save the game, then load the game but with another slot selected, the slot he have taked first - will be occupied by AI. HandleDisconnect will not work, because it handles "disconnect". In case of Host, Host can't disconnect. 45 minutes ago, pierremgi said: Just a project. In wiki it says this command does nothing in Arma 3. 45 minutes ago, pierremgi said: but especially: https://community.bistudio.com/wiki/Arma_3:_Event_Handlers/addMissionEventHandler#TeamSwitch in your case. Let's say it's gonna work. I have an event now executed because I switched to another unit. The AI unit is still there. Im not sure if it even will count the "team switch" only because I selected another slot. I have also enableTeamSwitch = 0 in my description.ext Share this post Link to post Share on other sites
pierremgi 4739 Posted November 11, 2018 1 minute ago, jts_2009 said: The problem is that if Host save the game, then load the game but with another slot selected, the slot he have taked first - will be occupied by AI. HandleDisconnect will not work, because it handles "disconnect". In case of Host, Host can't disconnect. In wiki it says this command does nothing in Arma 3. Let's say it's gonna work. I have an event now executed because I switched to another unit. The AI unit is still there You could enableSimulationglobal false / hideObjectGlobal true on it ? Share this post Link to post Share on other sites
jts_2009 96 Posted November 11, 2018 46 minutes ago, pierremgi said: You could enableSimulationglobal false / hideObjectGlobal true on it ? Probably. But thats exactly that way I want to avoid... Share this post Link to post Share on other sites