OFPEC Forum

Editors Depot - Mission Editing and Scripting => OFP - Editing/Scripting General => Topic started by: Serial Killer on 01 Aug 2005, 18:12:18

Title: Disabling A.I. head moving.
Post by: Serial Killer on 01 Aug 2005, 18:12:18
Can I somehow disable A.I.'s head moving? It doesn't look nice sometimes when he looks everybody near him. :-\ Especially in my mission's intro.
Title: Re:Disabling A.I. head moving.
Post by: 456820 on 01 Aug 2005, 18:26:52
how about trying a dowatch and setdir command eg
unit dowatch game_logic
unit setdir 0

hope that helps
Title: Re:Disabling A.I. head moving.
Post by: Serial Killer on 01 Aug 2005, 18:37:39
Ok, it seems to be working - thanks. Just one question.. What exactly that setDir command does? :)
Title: Re:Disabling A.I. head moving.
Post by: 456820 on 01 Aug 2005, 18:39:35
i think it sets the unit in the direction specified eg 0 would be 0 degrees so it would be straight forward
basically think of it as set direction of the unit looking thats what i do the only thing im not sure about is if the units watches that direction straight away or is it over some time
Title: Re:Disabling A.I. head moving.
Post by: bedges on 01 Aug 2005, 18:59:17
even with a setdir and dowatch combo, units will always act normally, i.e. if there's another unit nearby, units will look at one another.
Title: Re:Disabling A.I. head moving.
Post by: 456820 on 01 Aug 2005, 19:00:28
well im sue you can get around it because in one of the cutscenes on the CWC campaign near the begining it shows them all in line looking straight ahead
Title: Re:Disabling A.I. head moving.
Post by: DBR_ONIX on 01 Aug 2005, 21:53:22
this DisableAI move perhaps
Or use a civillian invisible target (Not very convient sometimes, but :-\) and dowatch to that, and I guess they'll not look around to much
Not sure, disableAI should stop them, and if it's an intro, you can delete and recreate them if their needed to move around, and you shouldn't notice if the camera isn't on them when this happens
- Ben
Title: Re:Disabling A.I. head moving.
Post by: Dane on 02 Aug 2005, 07:41:59
Quote
well im sue you can get around it because in one of the cutscenes on the CWC campaign near the begining it shows them all in line looking straight ahead

they used a playmove or switchmove in combination with unitname stop true.

Edit. Like this:
Quote
v1 switchmove "FXStandAtt"
v1 stop true
Title: Re:Disabling A.I. head moving.
Post by: nominesine on 02 Aug 2005, 08:12:11
I use unitName disableAI "AUTOTARGET", in combination with unitName dowatch whatever. It works for me.
Title: Re:Disabling A.I. head moving.
Post by: Sui on 03 Aug 2005, 01:00:59
If it's a problem in a cutscene, I generally just get them to watch a point far away (So it looks like they're all looking in the same direction).

eg.

"_x dowatch [(getpos _x select 0) - 1000, getpos _x select1, 0]" foreach units group
Title: Re:Disabling A.I. head moving.
Post by: Serial Killer on 04 Aug 2005, 17:58:00
Thanks for all the answers! 8)