OFPEC Forum

Editors Depot - Mission Editing and Scripting => OFP - Editing/Scripting General => Topic started by: ryankaplan on 04 Mar 2005, 13:20:35

Title: order "hide / take cover"?
Post by: ryankaplan on 04 Mar 2005, 13:20:35
i was wondering if there was a command to make a leader of a squad order all his soldiers to "take cover" (sort of like the command 1,8)? the player is not in the squad which is going to take cover so i just need a squad of ai to hide in a city (i know they aren't all that good at hiding but it'll do)

thanks in advance
Title: Re:order "hide / take cover"?
Post by: StonedSoldier on 04 Mar 2005, 17:03:36
hey ryan, in a city you could use something like

{_x domove (buildingPos [nearestbuilding _x, 1])} foreach arrayofmen

thatll make them move to the nearest building and move to position #1 of that building

Title: Re:order "hide / take cover"?
Post by: ACF on 04 Mar 2005, 17:48:19
Or set them in stealth and they should crawl off to nearby cover of their own choosing:

{_x SetBehaviour "STEALTH"} foreach arrayofmen

Try it and see...

nb. might work by group or Leader group as well - check the comref.

Or: mygroup SetBehaviour "STEALTH"
Title: Re:order "hide / take cover"?
Post by: macguba on 04 Mar 2005, 20:52:32
I have a feeling that if you set the behaviour of a group leader the rest of the group do the same thing.
Title: Re:order "hide / take cover"?
Post by: ACF on 04 Mar 2005, 21:03:02
Quote
group setBehaviour behaviour
Operand types:
    group: Object or Group
    behaviour: String
Type of returned value:
    Nothing
Description:
    Set group behaviour mode. Behaviour is one of: "CARELESS", "SAFE", "AWARE", "COMBAT", "STEALTH".

Example:
    groupOne setBehaviour "SAFE"
I do miss the comref on my recently-reloaded work PC...
Title: Re:order "hide / take cover"?
Post by: THobson on 04 Mar 2005, 21:10:23
But Stealth is not the same as take cover.  The menu option you get as a group leader to get your loons to take cover causes them to hide.  Stealth does something different.   This does seem to be a lack in the setBehaviour options
Title: Re:order "hide / take cover"?
Post by: ACF on 04 Mar 2005, 21:25:04
Yes - hide/take cover might be a compound action of several commands; or one of those engine functions that hasn't been given a command (oh, to be able to script-switch waypoints).  There's quite probably a link to a nearestobject function as I have witnessed the behaviour of a group that will either crawl forward to cover or stay in formation in the open depending on the placement of the waypoint a couple of yards one way or the other.

But I also suspect that STEALTH behaviour frigs the detectability of said stealthy units to compensate for limitations of the terrain modelling and the AI?
Title: Re:order "hide / take cover"?
Post by: THobson on 04 Mar 2005, 21:28:16
Quote
There's quite probably a link to a nearestobject function
I suspect you are right.  I don't really know.
I just know that as a group leader if I give them the command Danger (ie Stealth) they behave one way if I tell them to take cover they behave another (and the they also have Hide written above them.