Taurus 20 Posted May 9, 2007 trigger.sqf (tried with call, and using normal _x exec "stopThem.sqs"; with file-ext ofc renamed to .sqs on the second script file) <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">unitArray = list _this; { if((fleeing _x) && !(captive _x))then { _x execVM "stopThem.sqf"; }; } foreach _unitArray; stopThem.sqf <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_this setCaptive true; removeAllWeapons _this; _this setUnitPos "DOWN"; _this setBehaviour "safe"; _this stop true; player sideChat format ["%1 stopped in pos: %2!",_this, unitPos _this]; The sideChat returns that the units are indeed in position "down". BUT!! when I go to inspect them they are standing up.. The inital call is done from a repeating trigger. with a 15 sec countdown set. Obviously the guys mentioned above doesn't know the first rule of not being seen... I've tried with "Radio Bravo" and then it works for similar groups in combat. Please help me out! Share this post Link to post Share on other sites
Op4 BuhBye 0 Posted May 10, 2007 Try SetUnitPosWeak and see if that works. Share this post Link to post Share on other sites
Taurus 20 Posted May 10, 2007 Nope it didn't work. Same result as before. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">removeAllWeapons _this; _this stop true; Works for all units, but I'm unable to make them lay down. Share this post Link to post Share on other sites
Op4 BuhBye 0 Posted May 10, 2007 Try the laydown switchmove instead. I dont know the name you'll have to look it up. Share this post Link to post Share on other sites
Balschoiw 0 Posted May 10, 2007 If you don´t need them anymore you can use disableAI "Move" once they are on the ground. This will most likely nail them to the ground forever. Ai in Arma is sometimes pretty resistant to given positions and stances. Btw Op4 BuhBye, the command you suggested SetUnitPosWeak infact is in no way working at all as it is more or less just a "suggestion" for the AI. It´s much more less strict than SetUnitPos is. Share this post Link to post Share on other sites
tj72 0 Posted May 10, 2007 Can AI be re-enabled now? Share this post Link to post Share on other sites
tj72 0 Posted May 10, 2007 Ill test it out sometime.... <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> test.sqs grunt disableAI "move" ~10 grunt enableAI "move" grunt domove getpos player. And well see..... even if its broken at least the framework is there for later fix. Share this post Link to post Share on other sites