Jump to content

Z.Adams

Member
  • Content Count

    4
  • Joined

  • Last visited

  • Medals

Community Reputation

0 Neutral

About Z.Adams

  • Rank
    Rookie
  1. I tried putting the markers on various points within the EOS zone but unfortunately, it just plops them down in the center as before (and they still ignore the nomove commands applied to house units) did you have to do anything besides place the markers down?
  2. oh, cool, I'll give that a try.
  3. Ok, so I didn't realize but there is a no-move function built into the EOS script, however, the AI mod my unit uses (LAMBS AI) overrides the "do not move" command. Basically what I had to do was add another line before the do not move command to disable LAMBS AI on the unit so with that edit lines 149 and 150 in SHK_Buildingpos.SQF read as follows. if _disableMove then { _x setVariable ["lambs_danger_disableAI", true]}; if _disableMove then { _x disableAI "PATH"}; I also had to switch { doStop _x; }; for { _x disableAI "PATH"}; as units would still move with { doStop _x; }; set as the second command. Now this doesn't seem to work on units that are spawned inside manually constructed buildings (for example a Hillhouse we have that is a bunch of separate objects put together, none of which would be classified as a building) I assume the EOS script isn't applying the commands for a house patrol to those units since they technically weren't spawned in a building (though only house groups were set to spawn) In any case, I'm not too worried about that, if I populate the Killhouse I'll probably use some other method with manual location selections.
  4. Hi, I'm not sure if this is something that I should ask here, or if this is a more general scripting question I should ask elsewhere, either way, I'm hoping someone here knows how I can set this up. I'm trying to add some init code to units spawned with this script (to prevent them from moving). If anyone can give me some information to point me in the right direction that would be greatly appreciated. Thank You.
×