Jump to content
Sign in to follow this  
Toasticuss

Make enemies ignore a unit?

Recommended Posts

I currently have an evac helicopter that lands only sometimes mostly because of the ACM spawning units around the landing zone and they shoot at it and scare it away from landing.

Is there a way to to make it so they dont shoot at it and make him fly away?

Share this post


Link to post
Share on other sites

In the unit's init field:

this setCaptive true; this setBehaviour "CARELESS";

One thing to be aware of with this though, is that by setting setCaptive to true, it's no longer considered "BLUFOR" for trigger purposes.

Share this post


Link to post
Share on other sites
In the unit's init field:

this setCaptive true; this setBehaviour "CARELESS";

One thing to be aware of with this though, is that by setting setCaptive to true, it's no longer considered "BLUFOR" for trigger purposes.

Thanks

What faction does it consider it to be?

Edit: Its no longer landing

Edited by Toasticuss

Share this post


Link to post
Share on other sites
captives are civilians

Its no longer landing now lol, whats wrong with it?

Edit: I was testing it with enemy units near it to see if they would shoot at it and it appears it scares it off if they are near its landing spot.

Works great.

Edited by Toasticuss

Share this post


Link to post
Share on other sites

hi,

I need the opposite. My released (unarmed and not grouped) captives are not shot at. My bluefor pilot was surrounded by (combat mode) taliban and he lived.

I have

captive_pilot setCaptive false;

captive_civilian setCaptive false;

when I release them.

I do this to join my group. BUT before setCaptive false.

// Join preselected units (POWS) to callers group, silently.

{[_x] joinSilent _ldr} forEach _grp;

Is that my problem?

Or I did read a few weeks a post but can not find. It was a trick that you hide a bluefor unit on map and group it to captives.

Share this post


Link to post
Share on other sites
What faction does it consider it to be?

Captives are on sideFriendly.

Share this post


Link to post
Share on other sites

ok

fixed. needed both.

join group them set false = pilot shot.

join civ to pilot at init. (make civ bluefor)= civ shot.

Share this post


Link to post
Share on other sites

Hi,

_x disableAi "TARGET";

_x disableAi "AUTOTARGET";

That can also help.

_neo_

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×