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Op4 BuhBye

AssignAs issue

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I think this is about as extreem as you could do this...

I have an Opfor officer, 2 independant officers and 21 civilians grouped to the Opfor unit.

I have set a UAZmg and 2 Urals for this group to board.

In the Init field of each unit I have put....

Opfor Officer: this assignascargo car1

1 Independant Officer: this assignasgunner car1

1 Independant Officer: this assignasdriver car1

2 civilians: this assignasdriver car2 and car3 respectivly

19 civilians: this assignascargo car2 and car3 respectivly

The Group leader has 1 move waypoint and one getin waypoint at the UAZ.

Launch the map and The whole group moves near the vehicles and The 2 Independant Officers get in where they should, the Group leader walks to the drivers side of the UAZ and starts shaking non stop like he's stuck or something.

One civilian gets in the seat the Group leader should get in and the rest just stand around.

It does the exact same thing every time I launch it.

I thought it might be due to me grouping 3 different unit types together but they follow the waypoint and the Group leader.

Anyone have any ideas? Is there something I dont know about here? Or is this a bug and If so what do you think the issue is?

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Thanx Peanut but it didn't work.

There seems to be a bug with the AssignAs command where regardless of vehicle assignments in a group, they all want to get in the waypoint "GetIn" vehicle. Even if there is no room, its first come first in.

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If another unit whose side is hostile to a unit's side boards a vehicle, that unit will not board it. Grouping units from different sides together is possible, and unless you group them in the editor (as opposed to using join) they won't be on the same side.

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I knew that Kyle thanx. I grouped all the units in the editor, and in the init field of the GL. I cant really nail down where this issue is but for future referance to everyone this script works perfect where the waypoint didn't.

?! local server : exit

~1

kingpin assignascargo car1

k5 assignascargo car2

k6 assignascargo car2

k7 assignascargo car2

k8 assignascargo car2

k9 assignascargo car2

k10 assignascargo car2

k11 assignascargo car2

k12 assignascargo car2

k13 assignascargo car2

k14 assignascargo car2

k15 assignascargo car2

k16 assignascargo car3

k17 assignascargo car3

k18 assignascargo car3

k19 assignascargo car3

k20 assignascargo car3

k21 assignascargo car3

k22 assignascargo car3

k23 assignascargo car3

k1 assignasdriver car1

k3 assignasdriver car2

k4 assignasdriver car3

k2 assignasgunner car1

({[_x] ordergetin true} foreach units kingpin)

~1

exit

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If you put that script in a waypoint type scripted then you have a good workaround.

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Ya I just exec'ed it form the WP. Works Great.

Thanx for the help guyz! rofl.gif

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Well if you actually placed your Get In waypoint on the vehicle then that's where you went wrong. Doing that would result in the units' crew positions being reassigned. One of the useful features of placing a Get In WP on a target vehicle is that it will prioritize the positions the units take, no one person is assigned to a specific spot (so you don't have to worry if the assigned driver for example is killed and you are left without a driver), so no matter what the most important positions will always be manned first by whatever units are available. If you don't place the WP directly on the target vehicle (or any vehicle) it won't reassign them but still give the Get In order (same as using orderGetIn). So if using Get In WPs to order assigned units into vehicles (without reassigning them) place it somewhere without a target vehicle and the group will move to its position like a regular move WP, and upon reaching it will be ordered to get in to their assigned positions.

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You could be right Kyle. I didn't think of that. Ill have to check it out. Thanx!

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