View Full Version : forbid the leader to issue any orders
Dec 16 2006, 21:40
I need to have some units in a group, and i need to control the units via scripts, but the leader allways overrides my script commands (like getting in/out of vehicles and so on).
Is there a way to forbid the leader to issue any orders?
Dec 16 2006, 23:34
yes its so annoying when the AI group leader orders a human player out of a damaged vehicle because one wheel is broken but the guns on it still work. And the human player automaticly gets ejected out of the car http://forums.bistudio.com/oldsmileys/crazy_o.gif
Does enableradio = 0 in the description.ext do any good?
Dec 17 2006, 18:11
[B&B] The Itch:
You are right, what you say is a problem too, i am trying to resolve something simillar.
The problem isn't that the leader orders human player to get out of a damaged vehicle.
The problem is, that the leader overrides almost any of MY scripting commands ( _unit AssignAsDriver _vehicle; _unit OrderGetIn true; _unit DoMove _pos; etc. ) which i have issued to some AI unit.
I need the AI to get into a vehicle, and drive somewhere.
And i need to do that dynamically - so i can't use preplaced things in the editor.
And i NEED the units to be part of the same group, because i need a little more units than 144 (the group limit per side), so they cannot be like one unit per group.
No, unfortunately, it won't do anything good in this case.
It will only hide the radio messages for the human player - like when you need in a cutscene to use some AI, which is in the same group as the player, and you don't want the player to see the "1 Move to that bush" and simmilar messages, because it would ruin the cutscene.
Is there a way to silence the AI? Let him issue his petty orders, but SILENTLY ?
Because it's kinda ridiculous when the civilian AI is yelling orders like "X Retrun into formation", etc.
Dec 20 2006, 03:57
I have had some success with this in OFP. I wrote some scripts that allowed a group of units to move through a series of what I called "movepoints". This was an array of positions. The leader would move to the first position, and then on to the second position. The next soldier would then follow, and so on. The units were still members of the group, but they all went through the same series of moves, one behind the other. This was accomblished using the following commands:
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">DoMove (Each unit sent to particular place)
_man disableai "move"
_man disableai "target"
After each unit moved, the disableai "move" and disableai "target " commands kept the units from moving to engage targets. The good thing was they would still defend themselves (i.e. shoot back). But the units would move again when I issued the next DOMOVE command for each "movepoint" in the array.
After units had moved through all points in the array, I would then issue the following commands to put units back under full control of AI:
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _man setFormation _formation
_man doFollow leader group _man
The above made sure the units didn't stack up on last position, and went into formation instead. When the last unit completed his last move, I then issued this command:
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">group _man lockwp false[/QUOTE]
Which allowed units to then proceed with regular waypoints.
Some of this may be useful to you. Good luck sir!
I haven't tried my Movepoint scripts with ARMA yet, so I don't guarantee anything...
Dec 20 2006, 12:33
Thanks JohnyBoy, i'll see if i can use some of this.
Unfortunately, it doesn't solve exactly my problems, but thanks anyway, this may come handy later.
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