Arma 3
AI wont shoot at me or BLUEFOR!?
THis is very strange. I've set up a mission, largish one with a few helos, say 6 tanks, plenty of troops both sides.

When I play it I can walk right up to the enemy men, tanks etc and they dont react or shoot me!

Anyone had this before?
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Originally posted by josephmcmullin:
THis is very strange. I've set up a mission, largish one with a few helos, say 6 tanks, plenty of troops both sides.

When I play it I can walk right up to the enemy men, tanks etc and they dont react or shoot me!

Anyone had this before?
I know that one of two things are happening:
1. Your CPU is crapping out on processing all of the AI you put down and some of them get 'shut off' by the game engine.
2. You're not actually hostile to one another and you just put down two factions considered friendly or neutral in the game parameters.
josephmcmullin Nov 1, 2013 @ 3:26pm 
hmm well its bluefor vs opfor, but I am using the Russian Spetznaz mod and the american SF mod. I think it may be the CPU...is there anyway I can give the game more CPU power?
Originally posted by josephmcmullin:
hmm well its bluefor vs opfor, but I am using the Russian Spetznaz mod and the american SF mod. I think it may be the CPU...is there anyway I can give the game more CPU power?
Now that you mentioned the mods I'm guessing it has something to do with those.
josephmcmullin Nov 2, 2013 @ 8:36am 
I dont think its the mods, used the same ones in other missions and they work fine and kill eachother. THey are however smaller missions with less units.
L3TUC3 Nov 2, 2013 @ 9:38am 
If the spetznaz are considered an independent faction, you must set them to hostile in the mission options. By default independent is friendly to blufor.
josephmcmullin Nov 2, 2013 @ 10:11am 
OK Ive now replaced every modde unit with vanilla ones.....no one is firing at eachother
josephmcmullin Nov 2, 2013 @ 12:05pm 
OK for anyone who may be having the same issue, I deleted a bunch of units and now it works fine. it does seem the CPU craps out when you have a lot of units on the map...and the AI doesnt work. Reduce the unit, smaller scope missions and you are fine
fight9 Nov 2, 2013 @ 12:37pm 
Get the EOS script. You can place markers all over the map, and it will spawn units when you get close. I have it set to a 650m spawn distance. It works great for having enemies all over the map.
stroztech Jan 3, 2014 @ 7:33pm 
Originally posted by josephmcmullin:
OK for anyone who may be having the same issue, I deleted a bunch of units and now it works fine. it does seem the CPU craps out when you have a lot of units on the map...and the AI doesnt work. Reduce the unit, smaller scope missions and you are fine

Thanks
stroztech Jan 4, 2014 @ 3:55am 
Having looked into it, the EOS script is great for random units, but if you want something where you have some fixed units in mind, then you can use triggers and markers.
I'm experimenting with it at the moment. As an example, the script for a Fire Team spawning at marker OPFOR003 from a trigger and despawning from a trigger is:

ON ACT:

RebelFireTeam01 = createGroup east;
"O_Soldier_TL_F" createUnit [getMarkerPos "OPFOR003", RebelFireTeam01,"loon1 = this ; this removeweapon 'NVGoggles_OPFOR';", 0.6, "sergeant"];
"O_Soldier_LAT_F" createUnit [getMarkerPos "OPFOR003", RebelFireTeam01,"loon2 = this ; this removeweapon 'NVGoggles_OPFOR';", 0.5, "corporal"];
"O_Soldier_GL_F" createUnit [getMarkerPos "OPFOR003", RebelFireTeam01,"loon3 = this ; this removeweapon 'NVGoggles_OPFOR';", 0.5, "corporal"];
"O_Soldier_AR_F" createUnit [getMarkerPos "OPFOR003", RebelFireTeam01,"loon4 = this ; this removeweapon 'NVGoggles_OPFOR';", 0.4, "private"];

ON DEA:

deleteGroup RebelFireTeam01;
deleteVehicle loon1;
deleteVehicle loon2;
deleteVehicle loon3;
deleteVehicle loon4;
Last edited by stroztech; Jan 4, 2014 @ 4:05am
Firmament Jan 4, 2014 @ 8:35am 
I've read somewhere that the ALIVE mod allows to have... *Thousands* of working units at the same time and with minimal impact on performance. Personnally, I can't believe it, but that's what they claim!

@stroztech, you example looks very, very interesting. I've always wanted to do something like this (to spawn specific units with custom gear and all that) but couldn't find a way to do it properly... It would be really awesome if it could work ingame (I'm going to test it on some huge mission I made)!
Last edited by Firmament; Jan 4, 2014 @ 8:41am
stroztech Jan 4, 2014 @ 4:45pm 
@Firmament, with mine I want to spawn in Malitia, so will be experimenting with custom gear, and because the scripting will be long, I'll be trying it in script files activated by the triggers.

I haven't looked into the ALIVE mod, but it does sound unbelieveable. Also, I'm trying not to use use Mods where I can do the same thing in the vanilla game.
stroztech Jan 4, 2014 @ 6:04pm 
I've got my triggers activating my sqf files using the execVM command, and have my Malitia with custom gear spawning :D
GunnyDev Jan 10, 2014 @ 6:08am 
Not a claim Frimament a FACT!

Gunny
alivemod.com
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Date Posted: Nov 1, 2013 @ 1:44pm
Posts: 14