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Editors Depot - Mission Editing and Scripting => ArmA - Editing/Scripting General => Topic started by: LCD on 09 Aug 2007, 02:28:27

Title: putting enemies 2 sleep
Post by: LCD on 09 Aug 2007, 02:28:27
is dere nyway 2 simulate a sleep in 1 of da soldiers (not anim wise...) i want da soldier 2 not detect my player if he is prone lets say... (but all da oders shud b able 2 detect da player... dats da reason y it cant b setcaptive command)

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Title: Re: putting enemies 2 sleep
Post by: myke13021 on 09 Aug 2007, 02:36:22
untested, but unit disableAI "AUTOTARGET" could be worth a try.
Title: Re: putting enemies 2 sleep
Post by: LCD on 09 Aug 2007, 02:40:47
does not work...

thx 4 da sugestion tho

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Title: Re: putting enemies 2 sleep
Post by: Mandoble on 09 Aug 2007, 02:42:13
Just set the sleeping units as captive. Captives dont engange and dont transmit any position of detected units.
Title: Re: putting enemies 2 sleep
Post by: LCD on 09 Aug 2007, 02:43:02
what about detection trigers ?
it doesnt fool detection trigs

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Title: Re: putting enemies 2 sleep
Post by: Mandoble on 09 Aug 2007, 02:47:21
Detection triggers dont trigger in that situation. Captives are in fact sleeping units with eyes open  :P
Title: Re: putting enemies 2 sleep
Post by: LCD on 09 Aug 2007, 02:48:41
no i just tested it... detection trigers do triger if a captive sees me

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Title: Re: putting enemies 2 sleep
Post by: Mandoble on 09 Aug 2007, 02:52:08
You are right, by mistake I set the enemy group also captive, so both groups ingored to each other. Forget the idea bout the captives  :no:
Title: Re: putting enemies 2 sleep
Post by: LCD on 09 Aug 2007, 02:56:09
im gonna use diffrent knowsabout settings 4 every group nd dis st00pid soldier... but i dont know da magic number dat ArmA uses (knowsabout magic number... da number after wich da enemy knows if u r enemy or not)

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Title: Re: putting enemies 2 sleep
Post by: Tyger on 09 Aug 2007, 03:25:54
Can't you just add a fired event handler and have it hint the knowsAbout level when it trips? That will get you close.
Title: Re: putting enemies 2 sleep
Post by: Cheetah on 09 Aug 2007, 13:09:49
Remove all the ammo?  :confused:
Title: Re: putting enemies 2 sleep
Post by: Mandoble on 09 Aug 2007, 14:05:39
You may put the enemy prone soldiers as captive and careless. I think captives are not east/weast so detected by trigger should not trigger.
Title: Re: putting enemies 2 sleep
Post by: Cheetah on 09 Aug 2007, 14:19:47
Hmm. If all that stuff doesn't work, you might try to group him with a civilian colonel (probability: 0%).
Title: Re: putting enemies 2 sleep
Post by: Dash5 on 10 Aug 2007, 02:39:07
Try this:

soldier1 stop true; soldier1 setUnitPos "UP";

Works like a charm for me!
Title: Re: putting enemies 2 sleep
Post by: LCD on 10 Aug 2007, 08:20:51
here is what i did....

i used da knowsabout command 4 every1 (removed da detection triger) and set da sleepin man as captive... and put him on sleepin anim (it actually looks good :D... and he wakes up with a smoth anim transition) now i used mandos getpos 2 check... if da player is standin or crouching near him he wakes up if he is prone he stays asleep... if ny1 fires he wakes up... unless its a silenced weapon... :D

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