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Found 3 results

  1. Hello, I am looking for a solution to an issue which troubles me greatly - AI going prone on contact. I guess all of us have experienced it before and know that once the AI changes combat mode, it instantly goes to the ground which is not always realistic, nor is it good for the players. I have searched for a solution for some time now and most of the solutions suggested forcing AI to one specific stance, either by Zeus or by setUnitPos. Unfortunately, none of the solutions considered allowing the AI to either STAND or KNEEL, which is what I'm hoping for. Maybe there is a way to add an eventhandler of some sort which could override the PRONE stance with KNEEL, if possible. Otherwise, maybe it could just disable prone itself, leaving kneel and stand for the AI to choose normally. I did find a semi-solution to this, which is using trigger areas and modules, which force the stance change of the AI within a trigger to whatever I set, however that's a) fixed to one stance, and b) always in zones that have been predefined by me, not dynamic in any way. I lack enough experience to write something like this on my own, but I do feel like forbidding AIs PRONE stance only is possible - I just don't know exactly how to do it. Will be grateful for any help! Adam
  2. Hi everyone, I'm trying to make my AI-flown helicopter to fly in a straight line. I've scoured some forums and some suggested the use the command disableAI "PATHPLAN". However, not only that the "PATHPLAN" feature is not listed on the arma scripting wiki's entry for disableAI (https://community.bistudio.com/wiki/disableAI). It also doesn't seem to work in-game. The only official mention of the "PATHPLAN" feature is on another wiki on VBS scripting reference which also made by BI (https://sqf.bisimulations.com/display/SQF/disableAI). The question is, why is the command not working? Is it obsolete/deprecated? If so, is there any other alternative to force the AI pilot to fly in a straight line without using unnecessary pathfinding?
  3. So I'm creating a mission where the players are supposed to meet up with a contact but in reality the contact has already been captured and they are walking into a trap. Once they get to a certain spot two cars blow up in front of them and AI ambush them. In order to keep the AI from firing on them too early I used disableAI "ALL" in their init fields which worked just fine. However I'm having an issue with enableAI, specifically that it's not enabling the AI. I have it in the same trigger that cancels one of their objectives so I know the trigger is firing and it's not a locality issue with any headless clients because they are blacklisted from HCs and it also doesn't work in local multiplayer. This is how I have it scripted in the trigger: s1 enableAI "ALL";
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