benreeper 0 Posted October 9, 2007 I have always wondered about this since OFP and maybe a Dev can answer it. It would appear that, as a group leader, all scripting commands relating to the assigning of vehicles (i.e. assignAsCommander, etc.) are non-functional. Am I correct, is this by design and is there a workaround? Thanks, --Ben Share this post Link to post Share on other sites
Op4 BuhBye 0 Posted October 9, 2007 I think you need to be more clear. Why would you need a work around for something non-functional? Also the "assignas" commands do have a function. Share this post Link to post Share on other sites
benreeper 0 Posted October 9, 2007 If I am a the group leader of groupA and have a vehicle named Truck1 and I run the command: {_x assignAsCargo Truck1} foreach (units groupA); blah blah blah... Nothing happens. If I am not the group leader of groupA, then it works. --Ben Share this post Link to post Share on other sites
Op4 BuhBye 0 Posted October 9, 2007 When you assign a position (gunner, cargo, etc) It is nothing more than telling them where they go when they get in. After you assign a position you use the "movein" command and they will get in where they were assigned. If its not scripted you would use the board command in the in-game menu. Share this post Link to post Share on other sites
CarlGustaffa 4 Posted October 9, 2007 Have similar "problems". I assign myself as driver of my squad Stryker, my TL1 as gunner. Simply because AI can't drive for shit! If I order all in and enter myself in the drivers seat, TL1 won't know where to go because he thinks he is driver instead of gunner :S I then have to manually request him to enter "anywhere". Share this post Link to post Share on other sites
benreeper 0 Posted October 9, 2007 I know how the scripting commands work; I've been doing it since 2002 and I thank you for your help. I'll restate the problem. I run a vehicle mounting script for a group. If I am not the leader of that group, the script will work. If I am the group leader of the group, the script will not work. --Ben Share this post Link to post Share on other sites
Op4 BuhBye 0 Posted October 10, 2007 I guess I missed what you were getting at, But I get it now. Though it may be a pain it does make sense. (Sort of) If you look at it from this point of view.... If AI is the leader it is controled by the game engine, scripts etc. If there are no commands entered by an editor then the AI will do what the engine tells the other AI to do. But if you are a player I would guess those commands would be null because you have a built in command menu to control such things and thus you wouldn't want the commands to remove that control. What if you made a mission and you were the GL Â set as driver and assigned 1 AI as commander and another as gunner. And the gunner died. You would have no gunner cause the other AI is assigned to the commanders seat and will not board anywhere else. Make sense? Its really not that big of a deal since BIS gave you the ability to hit the AI (F#) EG F2, F3 etc and put your curser on the vehicle and click to get them to board easily. The boarding order is always the same... Driver, Gunner, Commander or Driver, Cargo Share this post Link to post Share on other sites
benreeper 0 Posted October 10, 2007 Other group scripting commands do work, however, such as formation, behaviour and combat mode setting. Actions work also; I just find it odd that this doesn't work. The problem is that I have a script that will automount your troops into a list of vehicles. In SP I have a workaround by having you, the GL, switch places with another AI in your group. It works great and with it I can mount 20 AI into 6 vehicles in 10 seconds with 1 command. I can also dismount all units in cargo (skipping crew) in 1 second and then re-mount them just as easily. Perfect for BHD type missions. In MP this trick does not work and I can see that the assignment commands ONLY are being ignored. What makes these commands different from the others that do work and why? As I said, other group control commands do work. --Ben Share this post Link to post Share on other sites
Op4 BuhBye 0 Posted October 10, 2007 Dunno, maybe an oversight or a bug. Share this post Link to post Share on other sites
benreeper 0 Posted October 10, 2007 It definitely doesn't make any sense and I can't believe that no-one has noticed it. This has been my second attempt at making a group leader pack that would automate (read: make easier) group leader tasks. Top on the list is mounting and dismounting troops. I have an auto-team function working already. It's alot easier to create and re-create teams when it only takes one second to do do. A definite answer to this would be welcome as it has bugged me since OFP. --Ben Share this post Link to post Share on other sites
killerwhale 1 Posted October 11, 2007 Quote[/b] ]if (!alive BM) then{  BM2 domove getpos loc  }; this little code is not executed unless I type in BM's init field "this setdamagme 1" if BM is destroyed in action by another unit, the code doesnt get executed. the only way it gets done is if I type this setdamage 1 in his init field any help? Share this post Link to post Share on other sites
Op4 BuhBye 0 Posted October 11, 2007 How are you trying to exec it? Share this post Link to post Share on other sites
killerwhale 1 Posted October 14, 2007 call{ [bM] execVM "death.sqf"; } Share this post Link to post Share on other sites
Op4 BuhBye 0 Posted October 14, 2007 Why dont you just group a trigger to BM and set it to vehicle not present and in the on act field exec the script? Share this post Link to post Share on other sites
killerwhale 1 Posted October 15, 2007 that is smart, thanks buddy, I'll try that. I believe ArmA is full of bags. Share this post Link to post Share on other sites