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MehMan

Engaging infantry

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Does anybody know of a way to prevent the AI squad leaders from sending engage orders to their troops? I mean, once they do that, the soldier seperates itself from the squad and becomes an easy target. While in the squad he has the relative safety of numbers and firepower, but when he engages the enemy he just becomes an easy kill. So how can one prevent the squad leader from sending out these suicidal engage orders? I kinda wish they'd leave it at open fire, that works fine in my mission, we stay in formation, we have superior firepower and because of that we can survive the run over the open plain.

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Guest Ti0n3r

Wouldn't the disengage order/mode prevent them from breaking out of formation? O.o

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If you are the squad leader, I'm talking about the AI squad leaders. There is no waypoint option to prevent them from engaging, setting it to a waypoint without engage at will, will still allow the squad leader to give engage waypoints.

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This should go to mission editing section not here:

If your talking about editable missions, then this works.

Put this to init-field of some member of group.

{_X enableattack false} foreach units this

If your talking about pre-made missions... Then there is nothing to do.

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Well, I see this as a general problem/bug so I thought I'd post it here.

But yeah, I'm talking about custom missions. Lets see how enableattack will work.

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type {_x disableAI "target"} foreach (units group this) in one of the groupmembers init line. Works like a charm, I use it all the time.

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Well, enableattack has solved the problem, the AI doesn't break formation and the result is much much better, casuality rate has been taken down by 70%! For example, before this my squad lost up to 8 men out of 10, now we lost only 2, in the second try 3, unfortunately the SLA grenadier judged his distance very well. He nearly got me too, but there was a soldier in front of me who got the full blow.

Might try disableai too.

Thanks Second!

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Your welcome. xmas_o.gif

It has powerful effect indeed... Expacely in defence-formations.

btw. Does anyone know is there differences between 'enableattack' and 'disableai'... I'm not sure do i remeber correctly that 'disableai' is now saved so that when mission's save is loaded it is still effective, unlike in OFP where 'disableai' didn't have effect after loaded game. And if 'disableai' is saved does 'enableattack' has same thing?

That 'disableai' might have such difference to 'enableattack' that leader issues engage-commands, but groupmembers just ignore them...

1: 2, engage that tank

2: Negative

1: 2, engage that tank

2: Negative

1: 2, engage that tank

2: Negative

1: 2, engage that tank

2: Negative

1: 2, engage that tank

2: Negative

1: 2, engage that tank

2: Negative

and so on...

But with 'enableattack' leader understands not to issue engage orders at all.

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1: 2, engage that tank

2: Negative

1: 2, engage that tank

2: Negative

1: 2, engage that tank

2: Negative

1: 2, engage that tank

2: Negative

1: 2, engage that tank

2: Negative

1: 2, engage that tank

2: Negative

and so on...

But with 'enableattack' leader understands not to issue engage orders at all.

when that chats start i normally put a hole in its head.

Resolving the problem. smile_o.gif

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Well, the Wiki states that disableAI is still canceled out when saving and loading. Doesn't mention anything like it in enableAttack.

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I don't know what the differences are between enableattack and disableai. They both seem to have the same effect. But since disableai is cancelled out after save or load it might be better to stick with enableattack.

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I think disable a.i. is meant to disable a.i. actions like:

<span style='color:blue'>this disableai "move"</span>, etc.

I have used it to place random a.i. on top of buildings before.

I wasnt aware of enableatack, i also dont like to see those suicidal bots roaming around, good tip smile_o.gif .

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That disableai "target" disables their will to engage, not their will to target... Bit weirdly named.

with "move" it works as it says and i quess "autotarget" works too as it says... I haven't used "autotarget" much.

@Bravo 6: I too put hole i his head smile_o.gif

But result might sometimes be:

2: damn 1 is down

2: this is 2, taking command. I say again: this is 2, taking command.

2: 3, engage that tank

3: Negative

2: 3, engage that tank

3: Negative

2: 3, engage that tank

3: Negative

2: 3, engage that tank

3: Negative

...

And my formation number is like 9 banghead.gifbanghead.gifbanghead.gif

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Well the new patch also brings some other goodies:

*5126  - Fixed: status of disableAI is now saved and loaded.

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