nullsystems 0 Posted March 11, 2008 Hi, really simple im sure. I want a unit to move to me as a player. This works in open fields ( within distance )..but in a town or obstacles the AI just stand there! Their intelligence is at 1 and CARELESS, why else wouldnt they move to me? Sometimes, they move..and then stop or jiggle about on the spot. This happens when ive tried civs, east or west, unarmed or else. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _guy doMove getPos player I have also tried moveTo and they just walk, and have the same problems. Share this post Link to post Share on other sites
scars09 9 Posted March 11, 2008 try aware and .2 brain and low rank try using a named game logic as destination point near placed objects from a editoraddon or arma objects can stop ai from moving aswell dont spam them with moveorders Share this post Link to post Share on other sites
nullsystems 0 Posted March 11, 2008 ty it appears as tho I was overloading them on a timer with ~.2 They follow the commands well on ~3 Share this post Link to post Share on other sites
nullsystems 0 Posted March 12, 2008 I didnt want to waste anyones time with a new topic since its along the same lines: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _num = 1 #loop ~1 _array = nearestObjects [player, ["SoldierEB"], 50] ? count _array < 1 : goto "loop" _selection = _array select _num hint format["%1",_selection] goto "loop" I know its a fiddly thing, its only here for example. However, if a SoldierEB is dead, it still picks them up. I need to find an array of people within a certain area who are ALIVE. How do I do this? Share this post Link to post Share on other sites
vova _fox 0 Posted March 12, 2008 _num = 1 #loop ~1 _array = nearestObjects [player, ["SoldierEB"], 50] _i=0 {if (alive _x) then {_array set[_i, _x]; _i=_i+1}} foreach _array _array resize _i ? count _array < 1 : goto "loop" _selection = _array select _num hint format["%1",_selection] goto "loop" Share this post Link to post Share on other sites
CarlGustaffa 4 Posted March 12, 2008 We've had similar weird and bad results. I was near Rahmadi "town", and doMove worked great. A friend was located on or near the end of the airfield, and doMove would fail. And that's even less congested space than I was in. Pathfinding could need a tuneup. Share this post Link to post Share on other sites
Balschoiw 0 Posted March 12, 2008 It´s Arma´s movement precision and object avoidance routines that mostly screw the direct pathfinding for AI. This has been objected by a lot of mission editors as it sometimes ruins cutscenes and kills missions where you need to have AI go to a certain spot to either trigger something or interact with special objects or units. Still, it most likely will not be fixed with Arma but only Arma2 Share this post Link to post Share on other sites
nullsystems 0 Posted March 12, 2008 _num = 1#loop ~1 _array = nearestObjects [player, ["SoldierEB"], 50] _i=0 {if (alive _x) then {_array set[_i, _x]; _i=_i+1}} foreach _array _array resize _i ? count _array < 1 : goto "loop" _selection = _array select _num hint format["%1",_selection] goto "loop" Sorry man but that code causes my machine to crash lol Share this post Link to post Share on other sites
benreeper 0 Posted March 13, 2008 Try this: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _num = 1; _selection = objnull; _i = 0; while {true} do { sleep 1; _array = nearestObjects [player, ["SoldierEB"], 50]; for[{_i = 0},{_i < (count _array)},{_i = _i + 1}] do { _selection = _array select _num; if ((typename _selection) == "SoldierEB") then { if (alive _selection) then { hint format["%1",_selection]; }; }; }; }; --Ben Share this post Link to post Share on other sites
mandoble 1 Posted March 14, 2008 First issue: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _follower = _this select 0; while {alive _follower} do { _follower doMove getPos player; Sleep 4; }; Second issue: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _trigger = createTrigger ["EmptyDetector", [0,0,0]]; _trigger setTriggerActivation ["EAST", "PRESENT", false]; _trigger setTriggerArea [50, 50, 0, false]; _trigger setTriggerType "NONE"; _trigger setTriggerStatements ["this", "", ""]; _trigger setTriggerTimeout [0, 0, 0, false ]; while {true} do { _trigger setPos getPos player; Sleep 2; hint format["EAST alive units near me: %1", list _trigger]; }; deleteVehicle _trigger; Share this post Link to post Share on other sites