chaztheducky 0 Posted February 12, 2003 alright i need to know how to script or make it so i can have a CQB stlye mission in any house. but for examples sake a 8 floor apt building. please this would be greatly appriciated. also please pm me and tell me how if you know beacuse i dont check the mission editing and scripting page very often Share this post Link to post Share on other sites
Bullz_eye_on_my_back 0 Posted February 12, 2003 I think I may be half asleep.... but what is a a CQB? Share this post Link to post Share on other sites
m1k3_ 0 Posted February 12, 2003 CQB = close quatter battle Share this post Link to post Share on other sites
iNeo 0 Posted February 12, 2003 CQB doesn't work very well in OFP Due to clipping, etc. Share this post Link to post Share on other sites
canukausiuka 1 Posted February 12, 2003 There are a few ways to get CQB in ofp, but none of them are really great (although maybe someday someone will figure it out). First off, you have to position the troops manually, with a lot of setpos-ing. If you want them to be grouped, too, you have to set their status to "none" instead of "in formation". Furthermore, you don't want them to try to return to formation. There are two ways I use to do this. One is to disableAI "move", which basically locks them in position. However, I've found the AI to be a lot less effective like this. They still turn, but incredibly slow. They also will never panic nor attempt to maneuver. The method I prefer is to give a doStop command to all of them. This keeps them in position until their squad leader orders them to engage, at which point they will probably wind up exiting the building, but even then, very rarely do more than two or three run out. Furthermore, this method keeps the AI alert. Opposed to disableAI, where you can run right into an enemy, doStop leaves them highly alert. You can (and it will happen) be shot right as you come through a door. It's a pain to add these commands to the troops initialization line, so what I do is create a trigger, sized with the building, activated by the appropriate side, set to true, with a forEach thislist statement. Then you can just copy the trigger and apply it to every other building with men in it. I have a near-complete CE2 mission for the I44 minidemo using this, and it works really well. What's also really nice is that they sometimes flee, the way they would in the open. disableAI severly hampers the AI's combat behavior. Still though, this is no replacement for proper close quarters battle, but it's a start. Share this post Link to post Share on other sites