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Found 2 results

  1. Is there a way to add an eventhandler to disallow player ai getting into gunner? Players are taking advantage of the ai targeting sytem. They fly a chopper with ai in gunner. Ai will target a player (but wont fire), players then switch to gunner & let hell rain. I am wondering if ther is some sort of event handler to ban an ai getting in the chopper's gunner seat? // in the spawn ai code: while {true} do { if vehicle player isKindOf "helicopter"; [_soldier1] allowGetIn false; };
  2. Did a lot of testing in both OFP and A3 and reading first (forums, reddit, wikis, steam pages, etc). My current understanding: # Engage - allows AI to break off for the one assigned target (aka need to repeat the engage-target orders process for each target) 1. Reveal an enemy 2. Assign an enemy to one or more of your units (ie "2-target" menu in complex/classic command menu or via "target man/enemy" in simple/context sensitive command menu or via reveal key while simple/context sensitive command menu is open and pointing at the target with the command cursor) 3. Use the command Engage on one or more of your units (via "3-4-engage" in complex/classic command menu or "engage" in simple/context sensitive command menu) 4. Selected AI will break formation to eliminate that one target (and get back after - an engage other enemies during their return) # Engage at will - allows to break off every time you assign a target (aka you set once the mode and only need to assign targets) 1. Use the command Engage at will on one or more of your units (via "3-5-engage at will" in complex/classic command menu) 2. Reveal an enemy 3. Assign an enemy to one or more of your units (ie "2-target" menu in complex/classic command menu or via "target man/enemy" in simple/context sensitive command menu or via reveal key while simple/context sensitive command menu is open and pointing at the target with the command cursor) 4. Previously selected/commanded AI will lead them to break formation to eliminate that one target (and get back after - an engage other enemies during their return) So the core difference is Engage is to assign each enemy and then confirm, while Engage at will you change their modus operanti and only need to assign (without individual confirmation). # Disengage - cancels either Engage modes to have AI stay in formation 1. Use command on one or more of your units (via "3-6-disengage" in complex/classic command menu) 2. AI will no longer break formation from now on (toggle off "Engage at will" basically) If you want them to stop their current attack, you need to command that explicitly (via "regroup" in simple/context sensitive command menu or via "1-1-return to formation" in complex/classic command menu) PS: Most people don't seem to know the importance of the awareness level you have about targets. In OFP it was more obvious as the command cursor showed you as text the current identified type and side. To increase it, you need to look at a target. Zoom-in, optics, binocular help. Yet most important is the reveal action - pointing at a target with the cursor and spamming helps a big deal to recognize a target (better). --- Most correct overall guides I found on AI commanding: https://forums.bohemia.net/forums/topic/206260-comprehensive-guide-to-commanding-and-reporting-to-ai/ https://steamcommunity.com/sharedfiles/filedetails/?id=184803370 https://community.bistudio.com/wiki/Operation_Flashpoint:_Commander_Guide https://guides.gamepressure.com/armaiii/guide.asp?ID=21605 (little more basic but not bad either) --- Some people state that assigning a target for "Engage at will" or "Engage" is not necessary. Couldnt get this to work/confirm though. Sample: https://forums.bohemia.net/forums/topic/91164-fireengage-hold-firedisengage/ And my experience: https://forums.bohemia.net/forums/topic/76850-engage-v-engage-at-will/?tab=comments#comment-1344279
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