OFPEC Forum

Editors Depot - Mission Editing and Scripting => OFP - Editing/Scripting General => Topic started by: Durandal on 27 Dec 2002, 02:25:20

Title: About Squads and Formations
Post by: Durandal on 27 Dec 2002, 02:25:20
Here's a question that probably has a pretty basic answer, but if so I've been unable to find it.

I have a mission where I want to use a lot of individual units, because I haven't found a way to take units that are in a group and have them stay where they in the editor screen once I preview it, because they all try and get into a default formation around the designated commander.

So I had a bunch of individual units instead, but the problem with that is each single unit counts as a group, so I recently discovered that I'm limited to 63 of them max.  

So now I need to group different sets of units, which is fine, but I want them to stay in place and not move automatically around their commander.  

I'd really appreciate any help any one of you could give.

Much thanks,

-Durandal


Happy Holidays.
Title: Re:About Squads and Formations
Post by: Durandal on 27 Dec 2002, 04:00:11
Ah, never mind.  I found out I can accomplish what I want with: dostop this

I've got other questions though, so be prepared  ;D


-Durandal
Title: Re:About Squads and Formations
Post by: Wolfrug on 27 Dec 2002, 11:27:38
just a tip: doStop will require a doFollow or doMove to get cancelled, so I suggest using the stop command instead, as so:

unit stop TRUE

the bs about it being replaced by the disableAI command in the CR is to be ignored, at least 'til they make us an enableAI command  :-\
this way you can easily unstop them with a simple stop FALSE. And yes, you can have the lot of them in the same group, no problem ;)

Good luck, and remember the "Solved" button :toocool:

Wolfrug out.
Title: Re:About Squads and Formations
Post by: Durandal on 30 Dec 2002, 01:36:10
Wolf, one quesiton:

I changed the units from "dostop true" to "this stop true" per your suggestion, and it works great.  Even better than "dostop true" because the units face an awkward way, not the direction that I have them facing originally when I use "dostop".  

The only problem that I've encountered is a rather odd one... I've taken some civilains and given them weapons (and ammo before the weapons so they can actually fire), and I'm also a civilian, so we're on the same side.

Now, if I shoot just a few other civilians while they're using "dostop true", it doesn't take them long at all to return fire.  But if I use "this stop true", they just sit there and take it all day long.  Also, with "this stop true", their weapons are holstered by default, but with "dostop" they're out and ready to go.

Problem being, I need civs that will retaliate in this particular scenario, so I wanted to know if there was something I was missing with "this stop true", or if I should just opt for the clunkier albeit effective "dostop".

Much thanks.


-Durandal
Title: Re:About Squads and Formations
Post by: LCD on 30 Dec 2002, 03:34:57
da stop true disables da firing ability of ur units  :-\

u need da units shoting use dostop :D

LCD OUT
Title: Re:About Squads and Formations
Post by: CptBravo on 02 Jan 2003, 09:23:25
Use the DoWatch command with the DoStop.
You can use game logic to get different units in the same group to watch different directions.

So in the init field you would put this: This DoWatch G2. (G2 is the name of game logic I placed in direction I want unit to face.

Hope that helps.