Krofton 0 Posted May 10, 2007 I am currently creating a mission in which a Stryker team must reach a destination through Corazol with enemy infantry in ambush positions throughout the path. For an ambience effect I would like to have the rifle and machine gun troops fire at the Strykers (yes even though it wont do anything), not just the AT troops. Is there any way to implement this? Help would be MUCH appreciated as I am pretty much at a standstill because of this problem. Search has done nothing for me, I apolagize if this is a dumb question. Share this post Link to post Share on other sites
tpM 478 Posted May 10, 2007 Did u tried the _unit doTarget _stryker _unit doFire _stryker ? Share this post Link to post Share on other sites
Krofton 0 Posted May 10, 2007 Yes I am currently using the following init line: {_x doFire Stryker1} foreach units group this I tried adding the doTarget to it as well but to no avail. Any Ideas? Share this post Link to post Share on other sites
fasad 1 Posted May 10, 2007 You can use the "useWeapon" action to force a unit to fire a weapon. This will happen whether the unit is ready or not, even if the weapon is on his back. unit2 action ["useWeapon",vehicle,unit1,index] unit2 = any man or gameLogic unit that is NOT the one to shoot. If you use a man, he will bend down as if to pick something up. This unit must not be in a vehicle. vehicle = the vehicle to execute the action (shoot). If you just want a unit who is not in a vehicle to shoot, this should be the same as the unit. unit1 = the unit to execute the action. In this case he will shoot his gun. index = Muzzle/Mode index. A number. I don't know exactly how this works, 0 tends to be a single shot from the rifle, but not always. Share this post Link to post Share on other sites
Krofton 0 Posted May 10, 2007 Yeah its confirmed, doFire will still not make them fire at the stryker...if I replace the stryker with a civilian and leave it the same name, voila, the AI fires at him. It looks like I'm going to have to change a value in the Stryker's vehicle config maybe...to make AI think it is a light vehicle (such as a hummer) so they will fire their small arms at it but yet still have the Stryker immune. Anyone up to the task of figuring this out for me? I'm really desperate at this point and I would really appreciate it. Share this post Link to post Share on other sites
charliereddog 9 Posted May 11, 2007 You *could* use an invisible target of a type the troops would fire at, and have it in an updating loop of code to setpos it onto the strykers position. Then use the dofire etc commands for the small arms armed troops to fire at the invisible target. I did something similar in OFP, I'll see if I can dig it out for you. Share this post Link to post Share on other sites
Krofton 0 Posted May 11, 2007 Yeah I was thinking something with an invisible target might work, the hard part would be to have it be attached to the Stryker itself...and I would have no clue how that would work. I would really appreciate it man, thank you! Share this post Link to post Share on other sites
charliereddog 9 Posted May 12, 2007 all you'd need is a script running simply looping all the time, maybe on a 1-2 second loop. Something like this #Loop ?!(alive stryker):exit invTarget setpos (getpos stryker) ~1 or 2 goto "Loop" I don't know what the performance hit would be. You could of course change it to run many instances of the same script, but again, that'd probably not be good performance wise. Code's not guaranteed to work. I'm just getting back into this. Share this post Link to post Share on other sites