Arma 3
Making AI Stand Still?
I am making a Zeus mission for my first time but whenever I test it out the bots that I placed in houses just lie down or crouch when they hear gun shots and even before the bots hear shots, they just wonder about. How do I make them stand out?
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Showing 1-15 of 21 comments
IM SORRY BUFFALO Nov 19, 2017 @ 6:28pm 
you can store those units in an array and disable simulation, then on a fired eventHandler you can reenable simulation for those units
Constance Nov 19, 2017 @ 8:18pm 
this disableAI "Move";

Put that in the init of each unit you don't want to move.
Originally posted by Constance:
this disableAI "Move";

Put that in the init of each unit you don't want to move.

This worked however, they dont turn around if an enemy is behind them, is there a way too keep them from wondering away but still turn around?
IM SORRY BUFFALO Nov 19, 2017 @ 8:34pm 
Originally posted by Gwandoya Booquangios:
Originally posted by Constance:
this disableAI "Move";

Put that in the init of each unit you don't want to move.

This worked however, they dont turn around if an enemy is behind them, is there a way too keep them from wondering away but still turn around?
disableAi "PATH";
this stops them from moving but they will still be inlign with the target
I did the disableAi "PATH"; but that made the wonder away, is there a way I can combine the two commands?
IM SORRY BUFFALO Nov 19, 2017 @ 9:49pm 
Originally posted by Gwandoya Booquangios:
I did the disableAi "PATH"; but that made the wonder away, is there a way I can combine the two commands?
did you use it correctly? anyways that should work without issue, try using
_unit forceSpeed 0;
It turns out I was using it incorrectly I had to add te this bfore it to make it this disableAi "PATH";
IM SORRY BUFFALO Nov 19, 2017 @ 10:20pm 
Originally posted by Gwandoya Booquangios:
It turns out I was using it incorrectly I had to add te this bfore it to make it this disableAi "PATH";
yea that should of been common sense there bud lol. in the object/units init, *this* is the same as setting a variable name to an object/unit and doing unit/objectName
Thankyou for the help, it is much appreciated.
jerrycallo Mar 23, 2019 @ 4:13pm 
Originally posted by IM SORRY BUFFALO:
Originally posted by Gwandoya Booquangios:

This worked however, they dont turn around if an enemy is behind them, is there a way too keep them from wondering away but still turn around?
disableAi "PATH";
this stops them from moving but they will still be inlign with the target
I don't understand. When I put that in the init it comes up with an error, with a message which literally just says "INIT:" and nothing else, with a little text box in the top left corner repeating what I wrote into it, saying "error missing." I don't know what any of this means, and I would just like some help. Sorry that I don't know what any of that means, I just want the ai to stand in one place.
ThunderStorm Mar 23, 2019 @ 4:27pm 
disableAi "PATH";


Copie it and pasta in your init
How on Earth did you even find this post? I thank you for your answer but I still cant believe you found a two year old post.
diveyez Mar 24, 2019 @ 2:47am 
In the AI's Init Field.

_this playMove "Stand";
_this disable AI "PATH';
Tama Mar 23, 2021 @ 2:13am 
Originally posted by Gwandoya Booquangious:
How on Earth did you even find this post? I thank you for your answer but I still cant believe you found a two year old post.

2 years on and you're still saving the world, one mission maker at a time.. All my guys were walking off a 15 storey building.. first the move worked but they wouldn't swivel and then the disableAI worked a treat, once I put the 'this' infront of it :)
Delta Dagger Mar 23, 2021 @ 5:38am 
Trying to get the pants-on-head AI to cooperate can be infuriating. It'd be nice if BIS actually improved it at some point after 4 games.
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Date Posted: Nov 19, 2017 @ 6:03pm
Posts: 21