scottb613 284 Posted October 3 Hi Folks, When knowsAbout is high - it is impossible for me to get AI Squads to forget and move to the next WP. Even though they can't see me to shoot - I'm hidden in the brush - knowsAbout seldom decreases - they just stand there. Is there some type of time out with AI - as the AI squad - at times - just deletes itself after standing still for a long period of time - in this mode. Trying to set reveal to "0" seems to have no effect. I've tried all the usual suspects - disableAI - reveal - move - commandMove - mode changes - delete and create new WP... Is there any way to do this? Thanks. Regards, Scott Share this post Link to post Share on other sites
scottb613 284 Posted October 3 Hi Folks, Still no luck. { _x forgetTarget player; _x reveal [player, 0]; _x disableAI "TARGET"; _x disableAI "AUTOTARGET"; _x disableAI "SUPPRESSION"; _x disableAI "COVER"; _x disableAI "AUTOCOMBAT"; _x setCombatMode "BLUE"; _x setBehaviour "AWARE"; } forEach (units Hunt2); Any thoughts appreciated. Regards, Scott Share this post Link to post Share on other sites
scottb613 284 Posted October 4 Hi Folks, Beat a square peg on a round hole long enough - and eventually it goes through. This seems to work consistently. knowsAbout - never changes - pegged at 4 - but the group does proceed to the next WP. //Attempt to clear AI to follow WP when amok for "_i" from 1 to 4 do { { private _unitHunt = _x; { private _unitPlay = _x; _unitHunt forgetTarget _unitPlay; _unitHunt reveal [_unitPlay, -1]; } forEach units group player; _unitHunt disableAI "TARGET"; _unitHunt disableAI "AUTOTARGET"; _unitHunt disableAI "SUPPRESSION"; _unitHunt disableAI "FSM"; _unitHunt disableAI "COVER"; _unitHunt disableAI "AUTOCOMBAT"; sleep .25; _unitHunt enableAI "TARGET"; _unitHunt enableAI "AUTOTARGET"; _unitHunt enableAI "SUPPRESSION"; _unitHunt enableAI "FSM"; _unitHunt enableAI "COVER"; _unitHunt enableAI "AUTOCOMBAT"; _unitHunt setCombatMode "BLUE"; _unitHunt setBehaviour "AWARE"; _unitHunt setUnitPos "UP"; } forEach (units _huntGroup); }; Regards, Scott Share this post Link to post Share on other sites
mrcurry 496 Posted October 11 @scottb613https://community.bistudio.com/wiki/forgetTarget Share this post Link to post Share on other sites
scottb613 284 Posted October 11 3 hours ago, mrcurry said: @scottb613https://community.bistudio.com/wiki/forgetTarget Hi... Thanks for the response - yeah - I kind of settled on this - it seems to work: // FUNCTION - Reset Amok AI Squad _fcUnitsAmok = { params ["_huntGroup"]; for "_i" from 1 to 4 do { { private _unitHunt = _x; { private _unitPlay = _x; _unitHunt forgetTarget _unitPlay; _unitHunt reveal [_unitPlay, -1]; } forEach units group player; _unitHunt disableAI "TARGET"; _unitHunt disableAI "AUTOTARGET"; _unitHunt disableAI "SUPPRESSION"; _unitHunt disableAI "FSM"; _unitHunt disableAI "COVER"; _unitHunt disableAI "AUTOCOMBAT"; sleep 0.15; _unitHunt enableAI "TARGET"; _unitHunt enableAI "AUTOTARGET"; _unitHunt enableAI "SUPPRESSION"; _unitHunt enableAI "FSM"; _unitHunt enableAI "COVER"; _unitHunt enableAI "AUTOCOMBAT"; _unitHunt setCombatMode "BLUE"; _unitHunt setBehaviour "AWARE"; _unitHunt setUnitPos "UP"; } forEach (units _huntGroup); }; }; Regards, Scott Share this post Link to post Share on other sites