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Monkeyshots

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About Monkeyshots

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  1. Hi, often when i play with the AI and want to issue a move command to a certain point (ex. 8 meters ahead) i have to fight with the line-indicator that pops up near cover-spots like corners. In a Situation like that, is there a way to get rid of the indication line and issue the movement command to the precise point of where i want the AI to go? (other than using the map) Or is there maybe a parameter in the config file that defines the snappines of the indicator line popup? Further on i was wondering if its possible to queue 2 or 3 waypoints to avoid the AI taking a bad route to the selected location. Thanks.
  2. Hi, i am looking for a way to set the relationship of my squad to non-friendly towards civilian units while having the civilian units believe the squad is friendly to them. i thought it could do that with: WEST setFriend [CIVILIAN, 0]; however my squad still refuses to fire at the civilian unit. What i am trying to achieve is that the civilian units keeps wandering around pacefully without being afraid and running away.
  3. Does changing between stable & dev version over-write any of my settings like controls or options?
  4. Wow, great answer! Thanks alot for your detailled explanation.
  5. Hi, I am wondering how I could keep some enemy AI from moving too far when i want them to hold a certain waypoint. I was setting the waypoints completion radius to 50 but some of the enemy ai team members that this waypoint is assigned to keep moving alot further out of that zone. Am I missing something in my setup? Do i need to set the "placement radius" aswell, - or add something else? Thanks.
  6. I have investigated the issue further today. it seems the problem is not the waypoint but that the units just in general are inable to walk to that location (peer at agia marina). Could not get them to follow me there when i was team leader also they would refuse to go there when issuing a "move (to)"-command.
  7. Yes, all the waypoints are connected to the leader. It could however be possible that the original leader was killed in action and another ai stepped up as leader afterwards. Could that be the problem?
  8. Yes, all the waypoints are connected to the leader. It could however be possible that the original leader was killed in action and another ai stepped up as leader afterwards. Could that be the problem?
  9. Hi, i have a single player scenario where i play a rifleman role under an AI team leader. the first waypoint is a search & destroy waypoint. to determine the end of the search and destroy operation i created a trigger. this works with updating the tasks. i have a link between the trigger and the waypoint but the ai team leader does not proceed to the next waypoint and the team keeps scouting around the area instead of moving on. what am i doing wrong? thanks.
  10. Could also not reproduce this using TrackIR 5 Pro with latest Software\Drivers
  11. Hi, thanks for your posts. could you maybe post the grid coordinates of buildings you could destruct and if you have an ATI or NVIDA card?
  12. Hi, so "RTM class desctruct", is that the destruction of buildings? thanks
  13. Hi, I discovered that in the alpha I could not manage to destroy any buildings. Is that feature not a part of the alpha- or does it maybe only work with NVIDIA graphic cards? Thanks.
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