ladlon 10 Posted April 12, 2010 Is there a way to have the AI place a satchel charge, but only detinate it when you order to do so? Right now, they only seem to blow it up soon after you tell them to move elsewhere. I'd like to be able to have them plant a charge, be ordered to move away (hide), and only detonate it when I tell them too. Weird thing is, there is a Detonate Now type command, but the only way you can have them not detonate it right away is to have them stay by the charge... which has obvious problems! Originally, I thought command was to set what TYPE of charge it is (.....remote detonation vs timed)... but I found out the hard way the it's actually a 'detonate now' command (...as I watched my guy explode. BTW, can you get gear from your teammates? If so, I could always grab the charges from him and do it myself. I know I can switch to him, but then the CPU takes command, and does all kinds of unwanted things to my team placement and actions. Share this post Link to post Share on other sites
jakerod 254 Posted April 12, 2010 If you go to the map there will be something that says units. You can select the guy go to gear and tell him to drop the satchel. He will drop it where he stands so make sure you know where he is standing. Its hard as hell to find those things in tall grass. Then you walk up to it, hit gear and pick it up. Share this post Link to post Share on other sites
ladlon 10 Posted April 12, 2010 Hello again... Okay, I'll give that a try. I suppose too I could also do that supply crate trick you told me about earlier too, to give myself my own satchels. I'm surprised you can't have the AI place a charge, but not detonate it until you order so.... I guess they figure you're just blowing up buildings and stuff. I just wonder then why they DO have the Touch Off(?) command, which tells them to detonate... if they detonate it immediately after walking away from it anyway. The only time that command can seem be used is if they stay with the charge! (Since the won't detonate it automatically then). Weird thing is, I thought I was able to just have them drop the charge (and not detonate it) in a previous session. Wish I could remember how I managed that! Share this post Link to post Share on other sites
ladlon 10 Posted April 12, 2010 I just did some more tests... Weird. Sometimes they detonate it automatically, as soon as they clear the area... Other times, they leave it alone! Wish I knew what the deciding factor was on that. But, I was able to place supply crates on the map in the Mission Wizard session... so I could give myself satchel charges... as well as other fun weapons that I haven't had the chance to try. So, that's all good. Thanks for that suggestion. I might put supply crates in each of the towns now, just so I can always resupply and switch to different weapons. That'll help a lot in making the missions more enjoyable. Share this post Link to post Share on other sites
jakerod 254 Posted April 12, 2010 Its possible that the deciding factor is their combat mode. Maybe if they are in Safe mode they won't detonate them but if they are in combat they will. It is also possible that a.) they do not detonate them unless they are about to walk out of detonation range or b.) they automatically set the timer on them and they went off automatically. Share this post Link to post Share on other sites
rellikki 7 Posted April 12, 2010 Try ordering the AI to hold fire. That might do the trick and shouldn't detonate it anymore until you give him the order. Share this post Link to post Share on other sites
galzohar 31 Posted April 12, 2010 They seem to detonate them when they go too far, possibly just before leaving the detonation radius. Share this post Link to post Share on other sites
ladlon 10 Posted April 13, 2010 I'll try some more tests... Right now, there doesn't seem to be any rhyme or reason to whether they do or not... at least not what I can see. Obviously there has to be some deciding factor. I'm just not seeing it right now. I'll let you know if I find anything. I'm surprised there isn't some sort of safety code preventing an AI unit from detonating a charge they are standing right next too. As a result, you have have fun by doing two commands, one after the other.... Place Charge.... Detonate Charge... Great way to get rid of an AI team member that's been annoying you with his bad pathfinding or ignoring your commands.... :rolleyes: Share this post Link to post Share on other sites
Alex72 1 Posted April 13, 2010 ^^ This is probably one of these things BIS missed so instead of going bananas here it should be reported properly - in the A2CIT (unless it is ofcourse). Share this post Link to post Share on other sites