-)a)( 0 Posted June 27, 2004 Hi, i need a brainless groupleader. He should neither give orders nor assign targets. "disableAI","dostop" and "stop" does not work. Any ideas?! Share this post Link to post Share on other sites
kennypooh 0 Posted June 28, 2004 You could 'ungroup' all the units, then just have all the units follow one guy around in a formation. Just a thought. Share this post Link to post Share on other sites
aook002 0 Posted June 28, 2004 One thing I normally use if a wanted a group to be useless, is to get the leader of the group and create a Hold waypoint, at the location you want him to be 'dead' at. Then in the waypoint: 1) Select "never fire" 2) For speed select "limited" 3) For behaviour select "Careless" 4) Choose whatever formation. I hope this helps, but most likely it probably wont Aook Share this post Link to post Share on other sites
-)a)( 0 Posted June 28, 2004 @kennypooh The player must be in this group, it's absolutely necessary. @aook002 I tried it before, and unfortunately it does not work. Share this post Link to post Share on other sites
Doolittle 0 Posted June 28, 2004 Trying to make it so you can groupspawn into his body when you die? And while you walk around he keeps commenting on stuff you see? I know if I get in a vehicle and then get out that the leader always says "GET IN". Perhaps having the leader AI give *you* an order to do, such as telling you to hold, or telling you to cease fire, will make him keep quiet as well. Doolittle Share this post Link to post Share on other sites
NeMeSiS 11 Posted June 28, 2004 u dont want him to give orders or u dont want to see them? for the first thing try: this disableai "target" (not sure about that 1  ) and for the 2nd one i need to search but scary movie 2 is on tv so u want see me back here for +-2 hours   Share this post Link to post Share on other sites
akinkhoo 0 Posted June 28, 2004 wouldn't he will still give the command if he is following a waypoint, regardless of AI... else the chain of command will not work? or is that your plan? Share this post Link to post Share on other sites
-)a)( 0 Posted June 28, 2004 "diasbleAi" does not help me, bcs the commander assigning targets to me, which i revealed (automatically) to him. And he calls me also back into formation... Share this post Link to post Share on other sites
NeMeSiS 11 Posted June 29, 2004 this enableradio "false" and u wont see/hear his shitty commands  Share this post Link to post Share on other sites
-)a)( 0 Posted June 29, 2004 And i will not see, the chat anymore... And i WILL see the little nice rectangles over my targets, which my commander assigned to me... So that's not the solution i'm looking for. Â Share this post Link to post Share on other sites
Skewballzz 0 Posted June 29, 2004 i dont know how to do this, but make ur leader a civilian... maybe edit the mission sqm and make him a civilian... he wont do anything hostile. the only thing is that the entire squad may be viewed a civilians, so you may have to find a way around that. What is the situation for this? Maybe if we all know the story we can find some way around this... Share this post Link to post Share on other sites
-)a)( 0 Posted June 29, 2004 Making him a civilian, changes unfortunately nothing. He still gives orders and call you back into fromation etc. I guess it isn't possible to make the AI "brainless". The only "brainless" and usable groupleader is a "Logic", but if a logic is your groupleader you cannot interact with the ofp-world anymore, that means you cannot get in vehicles etc. I needed this "brainless" AI for a workaround for another thing. So a workaraound for a workaround wouldn't help me. Nevertheless thx for your help! Share this post Link to post Share on other sites
Doolittle 0 Posted June 29, 2004 Perhaps if the commander was "captive" or had a negative rating then he would not tell you targets. Doolittle Share this post Link to post Share on other sites
sanctuary 19 Posted June 30, 2004 On a quick test on the desert island myself under the command of an AI officer and an enemy AI near our position. I put exactly <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">enableradio false on the init line of myself. And , on the commander init line <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">this setbehaviour "CARELESS"; enableradio false Then on the test the commander never communicated with me . He has never ordered me to target the enemy AI that i pointed with my gun (so no yellow box came). If this does not help you, you can see another alternative to this yellow box problem THERE Share this post Link to post Share on other sites
Doolittle 0 Posted June 30, 2004 Ah, "CARELESS"! I forgot all about that. Nice. Doolittle Share this post Link to post Share on other sites
NeMeSiS 11 Posted June 30, 2004 that makes ur whole squad at careless too? Share this post Link to post Share on other sites
raedor 8 Posted June 30, 2004 that makes ur whole squad at careless too? yes. but the enableradio false is the important thing here. Share this post Link to post Share on other sites
sanctuary 19 Posted June 30, 2004 Yes , the <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">this setbehaviour "careless" is not an obligation, i just added it as i did not want the commander in my test to open fire on the enemy AI. There are other method to prevent this unwilled event of course. On the other side, the <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">enableradio false on both the player and the commander init line is what made the trick on the test. Share this post Link to post Share on other sites
-)a)( 0 Posted June 30, 2004 "enableradio false" does unfortunately not prevent the AI-Commander from using the radio in MP! In SP it works fine. I found a workaraound for my problem myself, now the commander does not assign targets and don't call me back into formation (The secret is: "unit stop true" - actually obsolete and replaced by "diableAI", but it works great!). But he still wants me out of vehicles, which i have entered, or wants me back in vehicles which i have left. Does anyone have a solution to solve this problem? Share this post Link to post Share on other sites
raedor 8 Posted June 30, 2004 )a)( @ June 30 2004,21:38)]"enableradio false" does unfortunately not prevent the AI-Commander from using the radio in MP! In SP it works fine.I found a workaraound for my problem myself, now the commander does not assign targets and don't call me back into formation (The secret is: "unit stop true" - actually obsolete and replaced by "diableAI", but it works great!). But he still wants me out of vehicles, which i have entered, or wants me back in vehicles which i have left. Does anyone have a solution to solve this problem? you should mention that you already tried that with (un)assignVehicle and so on. Share this post Link to post Share on other sites
-)a)( 0 Posted June 30, 2004 Man man, das Ãœbersetzen strengt mich aber immer so an, und gut wirds dann auch net. The following things i tried did not solve my problem: When the player entered the vehicle, i used the commands assignasdriver,assignasgunner and assignascommander (depending which position the player has). But the commander still wants him out! When the player left the vehicle he wants him go back into it. Unassignvehicle and leavevehicle does not help. Share this post Link to post Share on other sites
raedor 8 Posted June 30, 2004 )a)( @ June 30 2004,23:31)]Man man, das Ãœbersetzen strengt mich aber immer so an, und gut wirds dann auch net. The following things i tried did not solve my problem: When the player entered the vehicle, i used the commands assignasdriver,assignasgunner and assignascommander (depending which position the player has). But the commander still wants him out! When the player left the vehicle he wants him go back into it. Unassignvehicle and leavevehicle does not help. geht doch. are you sure that your scripts run on both dedi server and client or did you test it on a client-server? Share this post Link to post Share on other sites
-)a)( 0 Posted July 1, 2004 Yes, i tried running it server-only, client-only and on both. But it doesn't solve the problem. I guess it's a little bug in the ofp-engine... Share this post Link to post Share on other sites
sanctuary 19 Posted July 1, 2004 )a)( @ June 30 2004,21:38)]"enableradio false" does unfortunately not prevent the AI-Commander from using the radio in MP! In SP it works fine. Ah, the infamous "MP does not obey SP rules" problem. Have you tried the solution explained in the old thread i linked in my previous post (located in the end of the first page of this topic) ? From what can be read, it seemed to be successfull in MP according to the answers, as the yellow box was not displayed. Share this post Link to post Share on other sites