sortel 0 Posted April 21, 2003 Can a group of units be put into NO formation? Â I want them to be coordinated with respect to targeting, etc, but stay (initially) where they are placed and not run towards each other (assemble). Â Some are placed 20-30m away for an ambush. I tried Special=None rather than Special=Formation in the editor, but they still assemble. I tried: </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">"_x doStop" foreach units group this<span id='postcolor'> in the group leaders init. Â However, this caused the units to stay put, but not attack, charge, etc when enemy units are detected. Â Also, and this is the REALLY BAD PART, they all turn around and face due north (zero degrees) upon initialization!! I even tried: </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">"_x doStop; _x setDir 180" foreach units group this<span id='postcolor'> with no luck - they still just spin around and worship the north regardless of their az setting. I find that I am grouping more units together than I would like due to the 63 group limit. Thanks! Share this post Link to post Share on other sites
Baron Hurlothrumbo IIX 0 Posted April 22, 2003 Not sure about the spinning around thing. Maybe you could get them all to watch (whatever) o clock. Try looking for a way to do that. But to get them to attack, you'll need to set up a trigger to put them on domove again when you want them to, the same way you have already for dostop. Share this post Link to post Share on other sites
sortel 0 Posted April 22, 2003 Thanks. The spin-to-north thing bothers me the most. Hopefully someone can shed some light on that. I'll try a doWatch after the do stop to see if that helps. Share this post Link to post Share on other sites
WhoCares 0 Posted April 22, 2003 You can play around with the flank, advance and stay back commands. IIRC, each time you issue this commands it will move the soldier in the according direction (50m I think), eg. 2x Flank left and 1x Advance will put him ~100m to the left and 50m ahead of your line. Now tell him to look 2 o'clock and you have a crossfire setup against an enemy ahead. However, this is a poor workaround when you want to setup a defensive perimeter with your men in special defensive positions... Share this post Link to post Share on other sites
whisperFFW06 0 Posted April 22, 2003 TO make a "doStopped" unit resume its movement, use the following : </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">myUnit doFollow myUnit<span id='postcolor'> That is order him to follow himself This should work. As for the spinning issue, there is a hard way, it is to put an HeliEmpty object where yuo want them to watch, and use </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">myUnit doWatch getPos myHeliEmpty<span id='postcolor'> You'll need 1 HeliEmpty for each different position/direction you want your units to watch Whis' Share this post Link to post Share on other sites
sortel 0 Posted April 22, 2003 Thanks for all of the suggestions! The doWatch seems to work with respect to the spin-to-north problem. Â Unfortunately, its a pain to create markers and get each to watch them. I wish I knew why doStop and commandStop cause them to look north instead of just wherever they are (via the az editor setting). Â I am going to try in 1.46 to see if this is a bug or an intended effect. There should be a formation "None" that keeps the team in communication, etc, but does not cause them to move together or assemble. Â It seems like commandStop should do just that! Share this post Link to post Share on other sites