Crimson_Raptor 0 Posted May 16, 2006 This is what I'm trying to accomplish: I would like to have the bots keep their head and flood lights on any vehicle whether it be a M1A1 Abrams Tank or a Helicopter like the Mi-24 HIND-D all the time and even if they see the enemy they still keep them on and attack. Â It was cool to see them roll into a deserted town with their lights on while I stayed hidden but then once they saw me or once I shot at them they would turn them off like they should. Â However, I could not find an "always on" command line or any kind of Script for the headlights staying on. Any Help Is Appreciated, Christopher Share this post Link to post Share on other sites
Trapper 0 Posted May 16, 2006 There's no special command. But maybe setbehaviour "careless" will help. Share this post Link to post Share on other sites
Crimson_Raptor 0 Posted May 16, 2006 Yeah I tried careless and they kept them on until they entered combat. Â Also, I commanded my squad members to keep their lights on when set to "safe' but once they saw the enemy off go the lights. Share this post Link to post Share on other sites
mandoble 1 Posted May 16, 2006 You may use a loop in a script to put them in SAFE more all the time, they will keep the lights on, but they will not egange. Share this post Link to post Share on other sites
Crimson_Raptor 0 Posted May 16, 2006 Is this something that is hard coded into the game (but Flashpoint open source right?) for a unit to not have lights and fight at the same time? Maybe something can be coded for the Vehicles to have the lights on at start, like the bot "light switch code" is flipped, so they fight but they think the lights are off since they may not react to the lights being on other than they can see the enemy better right? Share this post Link to post Share on other sites
mandoble 1 Posted May 16, 2006 Ok, I found a way that works (tested): 1 - Add an empty M1A1, name it t1 2 - Add a soldier, rank private, write: this moveInDriver t1 into its init field. 3 - Add a soldier, rank private, write: this moveInGunner t1 into its init field. 4 - Add a soldier, rank corporal, write: this moveInCommander t1 into its init field. 5 - Group commander with gunner, leaving the driver alone. 6 - Add a waypoint to the driver, behaviour CARELESS 7 - Add a waypoint to the commander, do not change behaviour. The driver will keep its behaviour, keeping the lights on, while he will go where the commander orders. Commander and gunner are, in fact, in AWARE behaviour and will engange any enemy present. Share this post Link to post Share on other sites
ColonelSandersLite 0 Posted May 17, 2006 That's pretty clever actually Mandoble. Share this post Link to post Share on other sites
Crimson_Raptor 0 Posted May 18, 2006 Wow! Thank you so much Mandoble! That's awesome, it's so simple, it's very logical. This'll be great! And it even works great without a commander, because the two vehicles I'm using are two seaters, driver and gunner so that works out great. However I kept the driver a private and the gunner a corporal. Even works for the Helicopter "driver" (apparently i didn't have to replace "this moveInDriver a1" with this moveInPilot a1), now I gotta figure out how to get the Choppers to patrol around in a selected "zone"..... Rank really does count, lol! -Christopher Share this post Link to post Share on other sites