04-18-2013, 06:05 PM
(This post was last modified: 04-18-2013, 06:17 PM by Anthropoid.)
Thanks Variable. I guess I'll turn off blastcore, cba, tpwcas, mk4 and trueuser as well then.
Based on some limited testing it seems that, using the
type of Initialization, units spawn in a more-or-less "Hold" type mode even without adding a Hold type waypoint or any "Hold" command.
I set a couple of OPFOR TK inurgents where I want them inside enclosed areas that are not blocked in by closed doors. One TK guy has line of sight out of the enclosed area, and one guy is sort of behind him watching his back from inside a building. An BLUFOR squad is just down the road with a Seek and Destroy Waypoint inside the buildings where the TK guys are positioned.
The TK guy with line of sight on the BLUFOR squad fires first and causes two casualties causing the BLUFOR squad goes into combat mode and hide behind a building across the road.
Despite this initial engagement the two TK guys stayed exactly where they spawned, with one of them staying in his hiding spot (prone) inside a building and peeking out of an open doorway. This is exactly how I want these guys I place in buildings to behave: they stay PUT indefinitely even when they or their allies are engaged by hostiles outside the building they are in and on whom they do not have line of sight.
As long as this behavior is predictable, then I already have what I'm seeking: units placed in specific spots with cover (e.g., inside enclosed areas, or behind sand bags ,etc.) will STAY in that spot and hold it and not just go running around once their allies in the area start getting engaged.
1. My main concern here is that: I setup a bunch of hostile units inside buildings that do not have closed doors.
2. I setup a bunch of other units hostiles as patrols or sentries in the immediate vicinity but not inside buildings.
3. The player squad skulks up to the area and spots the sentries outside the buildings.
4. The player squad engages the exposed targets causing most of the hostile units to go into danger/combat mode.
5. The inside-building guard units I set then move out to start searching for the player squad, thus nullifying all the effort I put into setting them up inside buildings.
Based on some limited testing it seems that, using the
Quote:this setPosATL [1824.83,11962.4,0.0605774];this setDir 206.559; this setUnitPos "Middle";
type of Initialization, units spawn in a more-or-less "Hold" type mode even without adding a Hold type waypoint or any "Hold" command.
I set a couple of OPFOR TK inurgents where I want them inside enclosed areas that are not blocked in by closed doors. One TK guy has line of sight out of the enclosed area, and one guy is sort of behind him watching his back from inside a building. An BLUFOR squad is just down the road with a Seek and Destroy Waypoint inside the buildings where the TK guys are positioned.
The TK guy with line of sight on the BLUFOR squad fires first and causes two casualties causing the BLUFOR squad goes into combat mode and hide behind a building across the road.
Despite this initial engagement the two TK guys stayed exactly where they spawned, with one of them staying in his hiding spot (prone) inside a building and peeking out of an open doorway. This is exactly how I want these guys I place in buildings to behave: they stay PUT indefinitely even when they or their allies are engaged by hostiles outside the building they are in and on whom they do not have line of sight.
As long as this behavior is predictable, then I already have what I'm seeking: units placed in specific spots with cover (e.g., inside enclosed areas, or behind sand bags ,etc.) will STAY in that spot and hold it and not just go running around once their allies in the area start getting engaged.
1. My main concern here is that: I setup a bunch of hostile units inside buildings that do not have closed doors.
2. I setup a bunch of other units hostiles as patrols or sentries in the immediate vicinity but not inside buildings.
3. The player squad skulks up to the area and spots the sentries outside the buildings.
4. The player squad engages the exposed targets causing most of the hostile units to go into danger/combat mode.
5. The inside-building guard units I set then move out to start searching for the player squad, thus nullifying all the effort I put into setting them up inside buildings.
There is no greater joy than to conquer your enemies and drive them before you. To take away their possessions and ride their horses. To see the faces of those they held dear bedewed with tears, and to clasp their wives and daughters in your arms.