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Chief_Wiggum

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About Chief_Wiggum

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  1. Is there anyway to report it, perhaps? What I mean about Heli's is, from my understanding AI riflemen wont start firing at an airborne chopper.
  2. player forceWalk true ? http://community.bistudio.com/wiki/forceWalk
  3. I appreciate all the suggestions. However isn't this really a bug?.. Surely a pair of soldiers armed with rifles shouldn't even consider attacking a tank!? There must be some code that can be patched somewhere that will stop this. For instance you would never expect a soldier to start firing at a helicopter, unless one of the group has an AA launcher?
  4. Hmm, maybe its the unit type or something. Im using US>Special Forces>Operator (Night Assault). Hold fire... its... ok. However the leader will continually proclaim "Eyes On Target". So if for instance I did need an "Open Fire" at any point, he will intruct me, or himself try to engage the Shilka.
  5. When I say "on the road"... I mean, he probably wont give a damn about the tank and just try high tailing it across the field as opposed to standard move from cover to cover.
  6. Yeah,.. However I have a horrible feeling that my guy will end up crawling along the road, not even concerned about the tank. He still needs to hide :)
  7. Is what a US Special Forces soldier seems to think... Trying to do a sneaking mission, as part of it a pair of soldiers, a leader and the player run through a field when a shilka and BMP-2 drive down the road. Now the Combat mode is stealth, and im instructing hold fire. however the leader thinks it would be prudent to go and engage the tanks with a rifle and subsequently gets mauled in the process. So, my question is... Is there any way to make an AI soldier a bit more of a pussy when it comes to vehicles/tanks/planes/static?
  8. Yeeeh, Im using that paramater, no script errors :). Here's hoping that it is just becasue the function module isn't up to speed. Tell me, what is the difference between preProcessFile and call and spawn etc. etc. etc. Isn't execVM a bit old school?
  9. This is what I have in "troopDrop.sqf" _planeType = _this select 0; _amountOf = _this select 1; _startingPoint = _this select 2; _wayPoint = _this select 3; _planes = createGroup west; for "_i" from 1 to 3 do { _newPlane = [(getPos _startingPoint), 0, _planeType, _planes] call BIS_fnc_spawnVehicle; }; hint format["%1",_newPlane]; I of course have placed a "functions" module onto the map and execute the code in the init field of a gamelogic that I have placed on the map and 100m in the air: GAMELOGIC this setPos [getPos this select 0, getPos this select 1, 100]; null = ["C130J_US_EP1",3,this,dropZone] execVM "troopDrop.sqf"; Yet, I get nothing. Little help? trying to make the transition between sqf and sqs.
  10. Hmm, hopefully someone will come up with aproject on here sometime I suppose
  11. Clans, really? Is there no groups that want to just make missions?
  12. Ok, a more elegant solution is to (when the time is right, i.e when given the order to satchel the heli). Make your unit join a civilan, then make the civilian join grpNull. Blow up the chopper, then when the chopper is blown up, rejoin the original group. Empty Vehicles are assigned to side "CIV". This also applies to any vehicles that HAD people in them, for instance you could put a bunch of soldiers in the vehicle... then kill them and it will STILL be Civilian. Same goes for moving units in and out.
  13. Chief_Wiggum

    AI move in "bursts"

    also put _x setUnitPos "UP" , this way they will never crouch or drop to the floor.
  14. An even dirtier workaround would be to make an OPFOR unit jump into the heli, then jump out and move somewhere else on the map and die?
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