crashdome 3 Posted August 11, 2006 Is it possible to create an infantry unit that acts like other infantry units (speed, etc..) but has no animations, no visible lods, hitpoints, etc... What I really am looking for is a way to reproduce the behavior of a typical infantry unit and have the AI target and fire at it like other "Invisible Targets". So if I give a group of these invisible "ghost" units a waypoint they will follow it appropriately and if I put it into a cargo area, it will fill a slot. If the enemy AI detect it, they will report it's postion and fire at it. The only difference is it will not be visible nor can it be killed. Is this possible without much difficulty? Share this post Link to post Share on other sites
Boborish 1 Posted August 11, 2006 ... and if I put it into a cargo area, it will fill a slot ... This is possible with Game Logic too. Sometimes OFP crashed, when I used it, but I think I used it as driver / gunner / commander. Cargo shouldnt cause any problems. Share this post Link to post Share on other sites
Deathstruck 375 Posted August 11, 2006 ... and if I put it into a cargo area, it will fill a slot ... This is possible with Game Logic too. Sometimes OFP crashed, when I used it, but I think I used it as driver / gunner / commander. Cargo shouldnt cause any problems. but in jsdf anim.mission,gamelogic was a driver and it works perfectly Share this post Link to post Share on other sites
Sepe 1 Posted August 11, 2006 You mean like an invisible target (there's an addon which has invisibel targets that the AI will fire) which can move? Good idea me thinks, you could have one of those running sideways at the battlefield so that MG:s target 'em when they're not shooting actual units. Share this post Link to post Share on other sites
Sniperwolf572 758 Posted August 11, 2006 Couldn't you just remove all the resolution LODs from a model except the lowest one and texture it into a transparent texture and have an empty fire geometry LOD? Share this post Link to post Share on other sites
llauma 0 Posted August 11, 2006 Couldn't you just remove all the resolution LODs from a model except the lowest one and texture it into a transparent texture and have an empty fire geometry LOD? I did a test with it and it work, almost. Explosives will still kill it. It seems like the fire geometry doesn't matter when it comes to explosions. Share this post Link to post Share on other sites
Sniperwolf572 758 Posted August 12, 2006 Couldn't you just remove all the resolution LODs from a model except the lowest one and texture it into a transparent texture and have an empty fire geometry LOD? I did a test with it and it work, almost. Explosives will still kill it. It seems like the fire geometry doesn't matter when it comes to explosions. You might want to add an excessive armor value in the config, it could prevent "it" from dying after a few explosions. Share this post Link to post Share on other sites
Sepe 1 Posted August 12, 2006 Don't forget about adding <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">this addeventhandler ["hit", {_this select 0 setdammage 0}]; this addeventhandler ["dammaged", {_this select 0 setdammage 0}]; Dunno if it can be added in the config though, but yeah, a huge armour might be the most simple solution, I remember an old addon from ofp.info that was called something like Beobachter and which had a huge armour value and thus could not be harmed by anything, though a couple of LGB:s threw him so high he was no trouble in a while Share this post Link to post Share on other sites
sander 14 Posted August 12, 2006 Adding excessive armour values might have the side effect that rifles and machineguns will no longer be used by the AI to fire on the target. Although in principle the damage system in OFP would enable someone to kill an M1A1 with a pistol as long as there is plenty of ammunition and patience, the AI decides whether it is worth to use a weapon or not based on the relation between the damage his ammunition can do and the protection of the target. A script might be better to prolong the target's life. Regards, Sander Share this post Link to post Share on other sites
crashdome 3 Posted August 13, 2006 Thanks everyone for the responses. Just to be clear, I am not looking for a static invisible target nor a gamelogic. I'm looking for a way to cause an actual player (and AI) to *think* there is a target moving and running in which they waste ammo shooting at it, but there is nothing there. The premise is to simulate effects of guerilla warfare. Making it seem like there are 100s of units when there are 10, etc.. etc... My guess is that explosive damage wouldn;t be too much of a problem in that situation. I suppose I could respawn a new unit in place via an event handler. Llauma, if I could get any info from you on your experiments, that would be great. Share this post Link to post Share on other sites
johnbeyer 0 Posted September 29, 2006 wizziwigs beta version of the tomahawk pack includes an invisible pilot, where only the main weapon is visible if u have it, for the rest it reacts as a normal soldier Share this post Link to post Share on other sites
Deathstruck 375 Posted September 29, 2006 wizziwigs beta version of the tomahawk pack includes an invisible pilot, where only the main weapon is visible if u have it, for the rest it reacts as a normal soldier mate,its not good to dig up these old topics Share this post Link to post Share on other sites
Abs_01 0 Posted September 29, 2006 CrashDome, how would you get the AI to target another person who was firing back if they had the non-destructable invisible as a target? Old? It's from last month. I believe that the forum rules says anything more than 4 months is old. Abs Share this post Link to post Share on other sites
mickuzy 0 Posted September 29, 2006 didnt a mod come outwith tau units that were fairly close to invisible Share this post Link to post Share on other sites