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Showing results for tags 'ai features'.
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Guys, folks, dudes, What: Here is where I make my day: I built a function where a specific group finds out a building, goes there and, after a while, they find a new building and go there too, over and over again. If a member of this group stays behind, this member is removed from the group. After being removed, that lone wolf will be allowed to find out their own buildings and go there too. Issue: The lone wolf unit, after being transferred to a new empty group (so they're the leader) the unit stands still, facing their newest waypoint over a building (so the step_one function ran), but is not allowed to move there, just sometimes shaking head and weapon but completely stuck. If I drop a enemy around, the lone wolf will engage, but never change their position. No clue what's happening here. No mods on. Only Arma 3. Unit (soldier) stuck even with waypoints and speaking on the radio. Context: DynamicSimulation is false in this case and I already tried to apply doMove, enableAI "PATH", but the lone wolf unit stays there, stuck. Structure example I am using: THY_fnc_step_one = { // This function makes a group find a building and, after that, move there. // Return nothing. params [...]; private [...]; // <DELETE OLD WAYPOINTS AND GIVE A NEW ONE STRAIGHT TO THE BUILDING> // If the group close enough to the building, execute "step_two". [...] spawn THY_fnc_step_two; // <CODE CODE CODE> // Return: true; }; THY_fnc_step_two = { // This function makes a group, right after the arrival at the building, they wait a while before execute the "step_one" again. // Return nothing. params [...]; private [...]; // If some group's unit stay behind, remove the unit from the group: [...] spawn THY_fnc_remove_from_the_group; // If this original group arrive at the building as planned, take a break and execute again the "step_one": [...] spawn THY_fnc_step_one; // <CODE CODE CODE> // Return: true; }; THY_fnc_remove_from_the_group = { // This function makes a single abandoned unit to be a lonewolf group leader allowed to find out their own buildings to visit. // Return nothing. params ["_faction", "_unit"]; private [...]; _newGrp = createGroup [_faction, true]; [_unit] joinSilent _newGrp; [_faction, _unit] spawn THY_fnc_step_one; // Return: true; };
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