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Thread: Grouped A.I. unit shall stay in position

  1. #11
    carl, "TARGET" == Rotation.
    I think the problem is they're just easily misunderstood.

    wiki on disableAI TARGET: "stop the unit to watch the assigned target"
    Emphasis mine.
    Assigned targets makes them engage, ie move about.

    At least that's how I now interpret it.
    I won't not promise to avoid refraining from harming you.

  2. #12
    Well, they're not well enough explained, guess we agree on that
    But place a single enemy unit with this disableAI "MOVE" and observe you can walk right up to him. He will bend his torso and even look right at you, and his knowsAbout you is raised to 4. But he is now disabled from rotating, even though I only disabled his ability to move. Only when you walk into his arc of fire will he open up on you.
    Regards
    Carl Gustaffa - left this game due becoming Steam Exclusive

  3. #13
    What you describe as a problem is what TARGET exists for. There's no reason to split up MOVE. MOVE serves a purpose too, perhaps during cinematics, scripted moves or so.
    But yes, they've clearly been misinterpreted.

    It's a bit like the GUARD waypoint type. Sounds simple, but actually quite complicated, and has to be used carefully.

  4. #14
    Disabling TARGET to me only appear to disable the unit receiving or updating targeting orders from his leader, if he have an assigned target it will not be cancelled. With script command doTarget you can override this though.

    Without doStop it accomplishes little, in which you can debate weather you should use doStop or disableAI "MOVE". Even if whole squad have disabled TARGET, everyone will still shoot at what they see, but they won't be given targeting orders.

  5. #15
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    Quote Originally Posted by wamingo View Post

    However, this code should make them move again, eg in a wp-switch trigger:

    {_x enableAI "TARGET"} foreach units mygroup; units mygroup commandFollow leader mygroup;
    Works perfectly Wamingo, your time was much appreciated!

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