jf84 0 Posted February 4, 2007 When I put the line this setUnitPos "Up" in the init field, the guy goes prone when he has spotted an enemy, it did work well in ofp or is it another command in arma? Share this post Link to post Share on other sites
NeMeSiS 11 Posted February 4, 2007 the .fsm's mess with the setunitpos so it doesnt work properly in ArmA, but a script which loops the command seems to work. Share this post Link to post Share on other sites
jf84 0 Posted February 4, 2007 the .fsm's mess with the setunitpos so it doesnt work properly in ArmA, but a script which loops the command seems to work. ok do you know the script? Share this post Link to post Share on other sites
NeMeSiS 11 Posted February 4, 2007 <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_this = _this select 0 ~random 1 #loop _this setunitpos "up" ~2 ? !alive _this: exit goto "loop" exec with [unitname] exec "scriptname.sqs" (may have made some mistakes, cant test it ATM) There is probably somone going to make a .sqf version, but .sqf still confuses me and this will do. EDIT: I also edited the formation.fsm so AI's dont go prone anymore in cities (or almost never..), if you want it just ask, however its still a bit buggy Share this post Link to post Share on other sites
Eda Mrcoch 0 Posted February 4, 2007 We have to wait till 1.04, in which setUnitPosWeak for FSMs will be included. http://community.bistudio.com/wiki/setUnitPosWeak Share this post Link to post Share on other sites