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Jul 16 2010, 10:11
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#1
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Member Group: Members Posts: 35 Joined: 4-August 08 From: Finland Member No.: 3,818 |
How to make AI units come hostile when the player enters an area? I want the enemy become hostile only when the player enters their camp.
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Jul 16 2010, 12:44
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#2
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Gee, I wish we had one of them doomsday machines. Group: Moderators Posts: 2,037 Joined: 13-November 06 From: Wales Member No.: 155 |
Use setcaptive to make a character non-targetable by the AI.
CODE This setcaptive true CODE This setcaptive false If you to create a trigger for the base area, and group it to the player, set it to "this vehicle, repeatedly, present" You can use this in your "on activation" field: CODE Player setcaptive true And this on your "on deactiviation" field: CODE Player setcaptive false Which should get the desired effects. Alternatively, you can make it a single shot trigger, and put "this setcaptive true" on the player init field, so the enemy won't disengage when the player leaves the base. -------------------- The Rules - Nothing too complicated, follow these and we'll have no problems.
Moderation Feedback Thread - Tell everyone how much you Site Issues Thread - Complain about site issues here. We might even fix them! Community Chatter Thread - Furthest Mud-sling gets a free subscription to "JdB Monthly". QUOTE(Major Mike Shearer) We can categorically state that we have not released man-eating badgers into the area. QUOTE(Brace Belden) A machine gun is like a woman, I don’t understand it, I’m afraid of it, and one day I’ll accidentally be killed by one. |
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Jul 16 2010, 14:09
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#3
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Member Group: Members Posts: 35 Joined: 4-August 08 From: Finland Member No.: 3,818 |
I was thinking something like disabling the AI until the player is present at some trigger area, because I still want some enemies to attack the player outside the area.
And another question. how to make soldiers to get into cargo like in this picture? Is it an animation only or is it possible to make soldiers get into vehicles like that? This post has been edited by JasonXtik: Jul 16 2010, 14:16 |
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Jul 16 2010, 14:25
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#4
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Gee, I wish we had one of them doomsday machines. Group: Moderators Posts: 2,037 Joined: 13-November 06 From: Wales Member No.: 155 |
It's just an animation.
-------------------- The Rules - Nothing too complicated, follow these and we'll have no problems.
Moderation Feedback Thread - Tell everyone how much you Site Issues Thread - Complain about site issues here. We might even fix them! Community Chatter Thread - Furthest Mud-sling gets a free subscription to "JdB Monthly". QUOTE(Major Mike Shearer) We can categorically state that we have not released man-eating badgers into the area. QUOTE(Brace Belden) A machine gun is like a woman, I don’t understand it, I’m afraid of it, and one day I’ll accidentally be killed by one. |
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Jul 16 2010, 16:12
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#5
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Member Group: Members Posts: 35 Joined: 4-August 08 From: Finland Member No.: 3,818 |
Oh snap... That was possible in arma. But is there a way to disable the AI until the player is present at the trigger. Like Disableai commands for enemy groups?
And when the player is present enableai command or something is used to make the enemies hostile. This post has been edited by JasonXtik: Jul 16 2010, 16:13 |
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Jul 16 2010, 17:17
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#6
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Gee, I wish we had one of them doomsday machines. Group: Moderators Posts: 2,037 Joined: 13-November 06 From: Wales Member No.: 155 |
DisableAI
EnableAI ForEach Running a command for an entire group is pretty easy: CODE {_x disableAI "move"} foreach units group SL1 Where SL1 would be a squadleader. You could also try sticking all the units you want to be part of the group to be disabled under a trigger (activated by the side they're on), and having the on activiation field read: CODE Disablegroup = Thislist Then use: CODE {_x disableAI "move"} foreach Disablegroup
-------------------- The Rules - Nothing too complicated, follow these and we'll have no problems.
Moderation Feedback Thread - Tell everyone how much you Site Issues Thread - Complain about site issues here. We might even fix them! Community Chatter Thread - Furthest Mud-sling gets a free subscription to "JdB Monthly". QUOTE(Major Mike Shearer) We can categorically state that we have not released man-eating badgers into the area. QUOTE(Brace Belden) A machine gun is like a woman, I don’t understand it, I’m afraid of it, and one day I’ll accidentally be killed by one. |
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Jul 16 2010, 17:54
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#7
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Member Group: Members Posts: 35 Joined: 4-August 08 From: Finland Member No.: 3,818 |
Oh thanks! Just what I was looking for!
I have a new question! I need a way to activate a waypoint with radio. The player uses the radio and tells the H.Q to send some groups to the battlefield. How can I do this? And yet another question. I need a way to create enemy mortar fire when a triggers is activated. When the trigger area is free from enemies, mortar rounds will start dropping to the same area. How can I do it. I want it done like it was done in the scenario mission where you play with the russians. This post has been edited by JasonXtik: Jul 18 2010, 20:51 |
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