OFPEC Forum
Editors Depot - Mission Editing and Scripting => OFP - Editing/Scripting General => Topic started by: beefholishness on 04 Jan 2006, 21:59:02
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Just got back into OFP, thanks to ver 1.2 of the Civil War mod. (argh there goes college)
Quite simply, I need guys to stay put where I place them-they will do this if they are not placed in groups and are not given a waypoint-basically, one single guy standing in his own group wont go anywhere under any circumstances. Well, this is what I need except with a full group. I've tried every in-editor trick I can think of, is there a way to get their feet planted?
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Put this in their init field:
this stop true
Might be doStop, note sure though.
You could also use this disableAI "move", or something like that. Look it up in the ComRef.
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I have a couple of suggestions.
1. Set all of their formations to none in the unit box.
I've had trouble with this however and it won't stop them moving if their commander decides he wants them to move under withering fire. I guess you want him to stay put in such conditions so I'll go to idea 2.
2. Us the,
This DisableAI "Move"
command.
You could put it in all of their init lines or if you kbnow about groups you can put the following in the commander's init.
"_x DisableAI "Move"" ForEach Units GroupName
Check Syntax.
With DisableAI Move, the units will be unable to go anywhere. This is true even if you want them to later on. To get over it you can have a savegame which will allow them to move again. Note that savegame will disable the disable.
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I believe you will also need a disableAI "Target" command.
get over it you can have a savegame which will allow them to move again. Note that savegame will disable the disable.
I don't believe the savegame itself enables the AI. I believe when the player re-loads the mission, the AI is enabled, but the savegame command itself doesn't do it.
-Pilot
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It does.
See Demo Mission.
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Thanks alot guys, the init line did the trick. I'm only messing around with a few short skirmishes right now, so making them move later on is not a big deal.
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*ahem* solved?
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It does.
See Demo Mission.
Well, I'll be... I didn't know that. Thanks for that. :)
-Pilot
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*ahem* solved?
What, my question? If you were refering to me, see post above yours ;)
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I think it was a 'hint' for you to press the 'solve' button.
Planck
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I think it was a 'hint' for you to press the 'solve' button.
I've never seen one of those... didn't notice it. Thanks for the heads up ;)