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ManDay

Move ... and stay the **** there!!!

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Second, take a look a bit up the page. I already posted a solution there.

I don't see solution mentioned by you. Only that you have found workaround, that's all and nothing more about that workaround. Which i would be glad to hear as moveto doesn't work with vehicles.

huh.gif I can't follow you right now. You say I only presented a "workarround".

Yes - that is true, you are absolutly right.

So you call the thing you said there a non-workarround but rather a solution. Sry, I don't understand what you are currently after...

I think my "workarround" is way more versatile and accurate then yours - so why do you insist on yours?

€: Second, are you just trying to ignore my solution confused_o.gif ?

If you only were not able to find it here it goes (again):

/* ===ORDER TO MOVE : HERE=== */

waitUntil{ currentCommand CAR != "" };

waitUntil{ currentCommand CAR == "" };

sleep 1;

commandStop CAR;

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So you call the thing you said there a non-workarround but rather a solution. Sry, I don't understand what you are currently after...

I think my "workarround" is way more versatile and accurate then yours - so why do you insist on yours?

I'm growing weary of this. I didn't say anything that my way would be better (btw you haven't shown yours). I just said that i would happy to see what you have found out, as moveto doesn't work with vehicles.

btw. I edited previous post. Is it what you found out? Or do you have some other way?

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Check my edit.

>> (btw you haven't shown yours)

Yes, I did. Now I did it twice. Check page1. (READ page1! wink_o.gif )

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Check my edit.

>> (btw you haven't shown yours)

Yes, I did. Now I did it twice. Check page1. (READ page1! wink_o.gif )

Okay now i see it. banghead.gif (how in the earth did i miss that)

Seems that we ended up in quite same solution tounge2.gif

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Yes we did tounge2.gif But it's still a pretty annoying bug. I'm sure that sometime there will stage a situation where our workarrounds will fail to work - may it be due to another bug or just to the special circumstances.

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Yes we did tounge2.gif But it's still a pretty annoying bug. I'm sure that sometime there will stage a situation where our workarrounds will fail to work - may it be due to another bug or just to the special circumstances.

Yeah. Problems be presented when that unit has been issued a new order, like engage. So script etc has to be writen so that those special cases or possible bugs can be countered.

Using trigger is just too limited and comblicated way to sort out those undesired outcomes.

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">waitUntil{ currentCommand CAR == "" };

combined with

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">getpos car distance position < 10

Medical tent or engaging enemy (instead of being there where they should be), caused few problems to me whistle.gif

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please forgive me you big scripting gurrus, but what is the big advantage on having the units stay in one group when you want them to follow different orders?

You can split the group and send them separate ways and join them again as you like. Without all the hassle making them not follow their leader.

I'm really getting curious to see your great mission.

QuietMan

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-The leader is still informed of what the unit is doing/enemies it is spotting

-The leader can still issue commands to the unit (reveal it targets the group which is formed has spotted but the "sniper" for instance didnt)

Why in the world do you want the unit to become a separate "one-man-group"?! Are you trying to justify ArmA-Bugs? Commanding a unit out of ones group to go somewhere is a absolutly normal situation - there is absolutly no reason why this shall imply the unit to split from its command-structure and become an independent group...

I really don't understand your point - sorry huh.gif

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-The leader is still informed of what the unit is doing/enemies it is spotting

-The leader can still issue commands to the unit (reveal it targets the group which is formed has spotted but the "sniper" for instance didnt)

my point is that your issuing commands to a unit which has an AI teamlead that has its own (very simple) plan (according the orders he got)

there are some scripts out there for information sharing and overall coordination of multiple groups.

I recommend to look at Kronzkys urban patrol script. His script is minimalistic streamlined around the Arma engine.

A more heavy approach is the grouplink script.

e.g. create a script that checks all enemies known to your main group and reveal them to the leader of a second group. Make the second group snipers and give them stealth waypoints around the target area. They will sneak around and fire at any target the main group can see. Or give an unit of the sniper group an attack command. He will engage the target and then RTF.

give it a try, and if it don't fit your needs, forget it.

alternatively you take a look at the FSM or whatever steering the Commander. It would be great to have AI commanders that give orders to their units according their role.

QuietMan

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This worked for me in OFP.

Spawn a script when you give the domove order that loops until the unit arrives at his destination. When he arrives exit the script with this code.

dostop _unit;

_unit dofollow objnull;

This behaviour is not a bug. When you are a groupleader and you send a unit somewhere you want him to stay there, the AI group leader doesn't WANT him to stay there so he orders him back.

--Ben

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This worked for me in OFP.

Spawn a script when you give the domove order that loops until the unit arrives at his destination. When he arrives exit the script with this code.

dostop _unit;

_unit dofollow objnull;

This behaviour is not a bug. When you are a groupleader and you send a unit somewhere you want him to stay there, the AI group leader doesn't WANT him to stay there so he orders him back.

--Ben

Do you people just dont want to understand crazy_o.gif ?

The leader <span style='color:red'>IS NOT ORDERING</span> the unit to fall back into formation!!!

It is just not staying there if commanded by an AI-Lead - even tho it's supposed to!

commandMove or doMove are supposed to command a unit to get into Position.

<span style='font-size:12pt;line-height:100%'>I.E.: THE UNIT IS SUPPOSED TO GO THERE (AND STAY THERE)!</span>

(If still can't believe go ask the guys from BIS and they will surely tell you)

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<span style='font-size:12pt;line-height:100%'>I.E.: THE UNIT IS SUPPOSED TO GO THERE (AND STAY THERE)!</span>

(If still can't believe go ask the guys from BIS and they will surely tell you)

ok ok, I believe you!

Just, it doesn't work!?

Is there a report at bugtracker? If there is no comment that it will change next version, I would not wait for it. It is like it is for years and it might never change. Time to think about alternatives?

wish you much luck,

QuietMan

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So you are saying that this is NOT the same thing that used to happen in OFP?

--Ben

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So you are saying that this is NOT the same thing that used to happen in OFP?

--Ben

No, I don't. I cannot talk about OFP since I never had that problem there - while I cannot say whether it has actually been there or not.

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