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nubbin77

Firing from behind objects

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With OFPEC down, I don't know where else to turn.

I have set up some defensive positions set up in a mission (I've used quite a few objects as defensive barriers such as:

sandbags

FDF's small logs

the HAUS woodpiles

some rocks

and some other things.)

The problem is that the AI never shoots over the objects. Searching through threads on here, Sanctuary suggested that you setdammage the object to 1. I thought that might have worked, but I'm still having problems. then I thought maybe the proxies of the object are higher than is visible, so I setpos'd the object lower. That worked after a certain distance, but kind of defeated the purpose of having the cover in the first place. And its not just the ai behind the object. The ai won't shoot at the guys right behind the object either. Any suggestions guys?

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Well, IMHO that's just how the AI (re)acts in OFP.

My suggestion: download ECP, if you don't have it yet! By my expirience the AI in ECP shoots over the sandbag cover, so on such way you can elegantly overcome this 'problem', and get yourself by the way a nice, high quality mod!

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strange i'm making a mission at the minute and i've got guys on triggers near MG's with sandbag walls around that when alerted run upto the sandbag walls and get set in crouch anim and they spray their guns like crazy mother f**kers..i'm using jam HD guys on full skill try those they go mental.. also using ecp

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in my mission when the guys get shot they just go prone and dont shoot over barriers. i was told that putting this in the init field would work; this setunitpos "up"

but it didnt work for me....

oh well, maybe it only works if you have Resistance. which i dont.

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Well, by my expirience the AI in ECP shouldn't have any problems with shooting over the sandbag covers, and as wheres my rabbit? says they're fireing like mad on enemy from there, even on lower skill settings.  So ECP is the answer, your problem might lie somewhere else (maybe in those objects from the addons you use?).

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Units don't like to fire over most objects unless they are "destroyed". Sandbags are a perfect example.

To fix: plop this into the init field of the object(s):

this setdammage 1

Now units will be much more likely to shoot over them. ECP just reworks BIS sandbags so that this is not required, but it has the same end result.

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Indeed.

Only those explosion(s) at the start, and not the nicest 'lookout' of the object(s) ...

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I had already used this setdammage 1 to all the barriers I was testing. It seems using setpos for the actual machine gun and gun emplacements themselves (setting it .1 meters higher) worked. Seems like an odd workaround. The units themselves hover slightly but not noticably (espcecially when shooting at them from in front of the barrier so you can't see that they are above ground). Not a perfect solution, but seems to work never the less. pistols.gif

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- Sandbags with setdammage 1 work very well imo.

- Tankramps

- The resistance castle walls also work even without destroying them, you just have to lower them a bit.

- Destroyed and lowered trenches from FDF1.4 work brilliant. Actually, I have a trench warfare mission in the make (based on King Winter) and I can say they fight like the best.

Use the trench3.0 script by bdfy (and me), downloadable at OFPEC (but not atm sad_o.gif )

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