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Welding VBIED doors (impossible the crew leave the vehicle)

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Hi there,
 

I'm having a hard time forcing a vehicle crew to NEVER dismount from it. Below is the section where I make this attempt, but every time I shoot the parked vehicle with the crew inside, the crew jumps out.

Some guess? Som help? Let's weld those doors hehe.


PS: I'm using CBA+ACE.

 

 

if (alive _vbied) then  									// if vbied alive, theno...
		{									
			_isDoorsWelded = _weldedDoors; 							// define the vbied doors as locked (true);
			
			if ((_isDoorsWelded == true) and (_suicidal in _vbied)) then 		// if veh doors are locked, and suicidebomber is a vbied crew, so...
			{
				_suicidal setBehaviour "CARELESS"; 					
				_vbied setVehicleLock "LOCKED";						
				_vbied setUnloadInCombat [FALSE,FALSE]; 			// vbied crew are not able to leave the vbied.  

			} else 													// if doors are not locked, and suicidebomber isnt in, so...
			{
				_vbied setVehicleLock "UNLOCKED"; 					// veh doors are unlocked.
			};
		};

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Could try adding a Killed eventHandler to the vehicle that executes _suicidal moveInDriver _vbied and disable's all the AI features (Except "ANIM"). You can also try making _suicidal an agent instead of a unit since they seem to not doGetOut when a vehicle is destroyed/killed, but agents do not execute commands precisely when you need them to. (Agents have a delay before execution as part of their optimization over units)

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Couple more things you can do to prevent AI from jumping out are setCombatBehaviour and allowCrewInImmobile.

_unit setBehaviour "CARELESS";
_unit setCombatBehaviour "CARELESS";
_vehicle setUnloadInCombat [false, false];
_vehicle allowCrewInImmobile true;

That said, AI will still dismount in some extreme cases (i.e. when vehicle is flipped) regardless of those commands.

If that's insufficient then you'll have to experiment with disableAI or replacing regular units with agents as phronk suggested.

 

Also, you have a pretty sus condition there (_isDoorsWelded == true). Be sure that the body of that if statement actually executes.

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Thanks, guys. I just release the package where this matter has no solution yet, but nothing that messes the thing. 

 

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