pebcak 0 Posted April 5, 2007 Getting vehicles to remain in a fixed position whilst still making them viable targets for AI gunships, i.e., not zero fuel or surrounding the unit with objects, seems to be tricky; however, 'disableAI "MOVE"' in the unit's INIT line seems to have at least most of the desired effect. The thing is, does disableAI work in MP? Share this post Link to post Share on other sites
satexas69 0 Posted April 5, 2007 In multiplayer it works on Men, but I've had no luck on manned armor. Also, remember, once you submit that command, you can NEVER undo it. It's the evil that exists with disableAI. Consider putting a waypoint on top of the armor itself, and choosing HOLD. Share this post Link to post Share on other sites
pebcak 0 Posted April 6, 2007 Setting HOLD doesn't stop the armour from charging off as far as I can see. With Armour the vehicle still moves around a bit with 'disableAI "MOVE"' but not as much as anything else I've tried. All I want is for the tank to remain in a hull down position whilst still showing up as being a valid target for AI gunships. I thought it would be easy. Share this post Link to post Share on other sites
crashdome 3 Posted April 6, 2007 In multiplayer it works on Men, but I've had no luck on manned armor.Also, remember, once you submit that command, you can NEVER undo it. It's the evil that exists with disableAI. Consider putting a waypoint on top of the armor itself, and choosing HOLD. Does enableAI command not work? Share this post Link to post Share on other sites
satexas69 0 Posted April 6, 2007 Does enableAI command not work? No, once invoked, it's invoked. Share this post Link to post Share on other sites
satexas69 0 Posted April 6, 2007 PEBCAK & OTHERS: We *really* need to move this discussion to the original thread I posted about this just 2 days ago... it will answer your questions PEB - you're trying to do the SAME thing I was. http://www.flashpoint1985.com/cgi-bin....t=60712 I ended up using both the disableAI command (for the helluva it) AND using a waypoint "HOLD" and it served *MY* purposes, even if it's sloppy. Share this post Link to post Share on other sites
pebcak 0 Posted April 6, 2007 So it would seem, Sat. As I said, 'disableAI "MOVE"' and HOLD works when I test it SP; whether or not it still performs in MP is the question. Not had the oportunity to test in MP yet. The units still move around a bit, mainly due to the fact that if they're in a formation and the lead vehicle pivots (which they still do under 'disableAI "MOVE"' I have observed) the other group members move in order to maintain the formation. Haven't tried placing the units at their HOLD point with Formation None yet becuase I actually want the units to move in to their defensive position from elsewhere first. If I have to place them in their defensive position first in order to prevent the formation pivot effect then so be it. Share this post Link to post Share on other sites
crashdome 3 Posted April 6, 2007 Does enableAI command not work? No, once invoked, it's invoked. Bah.. you would think it would be removed in ArmA then... Share this post Link to post Share on other sites
Caxton Gibbet 0 Posted April 10, 2007 Disable/EnableAi works fine in the mission editor. A disableAi command can be reversed. Share this post Link to post Share on other sites
satexas69 0 Posted April 10, 2007 Disable/EnableAi works fine in the mission editor.A disableAi command can be reversed. Please show us an example HOW then - because I don't know anyone that's been able to do it - and all biki/wiki documents I've seen say otherwise. Put it on a soldier in the unit's init, and then try to undo it. Share this post Link to post Share on other sites
Boborish 1 Posted April 10, 2007 Put it on a soldier in the unit's init, and then try to undo it. Just did it, works fine. Share this post Link to post Share on other sites
satexas69 0 Posted April 10, 2007 Just did it, works fine. Great, HOW? IE, what did you use to UNDO it? I've tried using this on hostages for ages to keep them from running and/or fleeing, and it NEVER worked no matter what I did. So I'd really like to know. Share this post Link to post Share on other sites
Boborish 1 Posted April 10, 2007 CrashDome has typed it here already ... In multiplayer it works on Men, but I've had no luck on manned armor.Also, remember, once you submit that command, you can NEVER undo it. It's the evil that exists with disableAI. Consider putting a waypoint on top of the armor itself, and choosing HOLD. Does enableAI command not work? Share this post Link to post Share on other sites
Caxton Gibbet 0 Posted April 10, 2007 I Have a basic test mission I can send you if you still need proof. pm me an email address id be happy to send it. MyMan DisableAi "MOVE"; to affect a vehicle you need to call it on the vehicle position. Driver MyTank enableAi "MOVE"; hope that helps. Share this post Link to post Share on other sites
wipman 1 Posted April 14, 2007 Hi, to make a tank remain static in a position, what i'll do, will be: Move all the way to the left the Fuel percentage into the armoured unit menu; that way it'll not move a single meter. And if i wanted it to move, then i'll create a trigger that refuels the tank's depot; something like: "rustypieceofshit setfuel 1"; but as i don't know anything about scripting... you should check what the damn & chaotic biki tells you. Let's C ya Share this post Link to post Share on other sites
satexas69 0 Posted April 15, 2007 Hi, to make a tank remain static in a position, what i'll do, will be:Move all the way to the left the Fuel percentage into the armoured unit menu; that way it'll not move a single meter. Great, and anyone in a air unit won't be able to get a "lock" on it (IE Hellfire). Why? Cause out-of-fuel units do that even with AI in them. Share this post Link to post Share on other sites