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nazer1290

Force Follow?

9 posts in this topic

How would you force a player unit to follow another unit, allowing the player to only look around?

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In this forum you can find a script for this

put in waypoint init for example : Follow = [group this, 20] execVM "DoFollow.sqf";

and create with your editor Dofollow.sqf and put

_group = _this select 0;

_distance = _this select 1;

while { ( { (alive _x) } count (units _group) > 0) } do

{

if (vehicle leader _group distance player > _distance) then

{

{_x doMove (getPos player) } forEach units _group;

};

sleep 5;

};

It's not really good because a group follow you like body guards (for my opinion).

May be this script help you :)

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Oh. Sorry and what about addWaypoint?

That's nothing to say sorry. :)

Okay the point is that you CAN NOT force a specific player ( humen played ) to go somewhere by using a script you simply can't do this becouse the player is under his own control which can't be broken or controlled by any other way.

The only thing you could do would be a animation ( walk animation ) to make the player walk but then you could not change his direction.

You could do this with animations but it simply would not worth the time.

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I did notice walk animations that went in different directions.

Probably not worth it though.

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Yes of course there are walk animations to different directions but you would need to find out which one should be used at which time and how often.

So it's really tricky...

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You can sort of force a player to follow another but it's a bit clunky.

you set an AI to follow another unit (you can use above script) and then attach the player to that unit and make yourself invisible using unit hideobject true command.

When you reach the waypoint or destination remove the AI unit and then unit hideobject false

There are a couple of problems to make it look right you need both the AI and Player to look the same and it does look a bit jerky as the AI unit keeps changing the direction.

You do have the option to look around though.

It's seems to works better at slower speeds.

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