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Balschoiw

Animal trouble

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Playing around in editor I ran into some stuff I´d like to have confirmed:

- animals can not be guided via WP´s ? (tested)

- animals can not be grouped with "human" units ? (tested)

- can you guide them via script with domove dofollow or such ? (untested)

- can you make them shut up ? (hmm...where to start...)

Sounds weird I know but it might be interesting if any of the above works.

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I un-pbo-ed the animals2.pbo and studied the files. There are several script files steering the animals behavior. Unfortunately I don't understand the scripting language enough to modify these. Just compared dogs and rabbits, the latter run around way more. The dogs are mostly standing instead of searching for smells. They only run, when you shoot. I see a lot of improvement there and also of course if one could make them follow men and attack men, alert if enemies arrive etc.

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- animals can not be grouped with "human" units ? (tested)

Sounds weird I know but it might be interesting if any of the above works.

iraq_dog.jpg

Does it mean "Military working dogs essential tool" is out of business? :butbut: :pet5: :cry2:

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- can you guide them via script with domove dofollow or such ? (untested)

not working :(

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it looks like animals are agents, they're in the agents-array at least

(but don't ask me what this means exactly)

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- animals can not be grouped with "human" units ? (tested)

test again

moo = "cow04" createUnit [getpos player, group player]

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test again

moo = "cow04" createUnit [getpos player, group player]

This works, but only shortened to this

"cow04" createUnit [getpos player, group player]

I put it in the init-line of the player. Where did you (Mike84) put your code (init.sqf)?

Why can I not use the join,joinsilent commands? Does this only work with the same sides?

Is it possible to create a pack of dogs, following a dog leader? If I put this in the init of a existing dog called dog1

 "pastor" createUnit [getpos dog1, group dog1];

it doesn't seem to work. Theres no second dog.

BTW Why is the german shepherd dog vehicle called pastor?

Edited by Blaunarwal

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@Blaunarwal

I did it in the debugger

Where do we have a debugger?

---------- Post added at 08:52 PM ---------- Previous post was at 08:34 PM ----------

In German Forum Armed-Assault.de I found a hint from Master85: He made some soldiers, connected them to a group, added waypoints and then put a code like this in the initline:

"pastor" createUnit [getpos this, group this, "bark = this"];deleteVehicle this

This one is making shepherd dog (pastor) out of the soldier. The linked group remains, also the waypoints. The dogs are going to search around.

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